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Posts
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About Seventh-Prodigy
- Birthday 04/07/1992
Other Info
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Location
Deltona, FL
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PSN
Omtaga
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Thanks for the help. Looks like I'm able to execute it consistently by inputting 82 > A+B as soon as 214D hits. The motion helps (me) time the cancel.
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Any tips for inputting 214D > jcCT? I can't get it consistently and it seems essential to combos.
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Imagine it's like Tsubaki's Mugen. I guess at least now you can Trans-Am when you're low on stock but still want to keep up pressure, or stay in GA for the mobility in certain match-ups. Could also see using it and then switching back to normal mode. Still a questionable use of 50 Heat. Why can't they just remove the stock requirement altogether?
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Has anyone tried using Izayoi's teleports during combos to bait and punish bursts? Feels like you could throw in a 214A or something at a certain point in a combo if you think they'll burst. I know the teleports have some inv frames, so I figured it was worth looking into. Unfortunately she doesn't have many good normals she can jump cancel.
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Slightly easier variation of the corner throw combo SKD posted, using CT instead of cancel: [1 Stock + 25%] Throw > CT > 2C(1) > 3C > 236C~6D > 2C > 236B~214A > 2C(1) > 3C > 236C~A [4378 DMG] [17% HG] EDIT: wanted to point out that instead of ending in 236C~A stance cancel, you can opt for 214B to mix it up. Not many people expect a corner cross-up.
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EDIT: 623C doesn't connect midscreen against Jin, Rachel, and Tsubaki.
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What a nightmare. 6A is definitely not a reversal (However, it's surprisingly useful for calling out some overheads!). If anything, you should just Counter Assault if you don't want to risk messing up Phorizer. You can buffer the 236236C motion while teching if you're trying to do it on wake-up.
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A couple of things I noticed in this match: -This Plat spent a lot of time in the air, I personally would've 623b'd a lot more in the match to try and punish. Looks like you took advantage of it at first, but stopped for some reason afterward. -You seem to up-back a lot when you're being pressured. Good occasionally, bad if you're doing it constantly -- you tend to eat a lot of hits that way. Take advantage of Counter Assault or Phorizer, which are both much safer alternatives when you have meter (most of the occasions you did). -Minor mention here from my experience -- If you notice people are jumping a lot after you 214D to get away, you can throw a 623C immediately after and you'll usually land it. Otherwise, the GA 3C you did at around 1:56 was pretty damn sweet. I think I'll pick up that bit of tech.
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I'm sure I forgot to post my information in the old thread, so I'd better do it now! Seventh-Prodigy PSN: Omtaga Florida, US I haven't played BBCP in a long while, but I think I'll be more active after the console patch.
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Haven't really been in touch with BBCP lately or with the patch notes. Since there's a reasonable amount of talk about using trans-am, I have to ask in interest -- does it still cost 4 stock and 50 Heat to activate? Is it really worth the damage if it still does?
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EDIT: Looks like SRK went ahead and translated the patch notes Changelog on upcoming patch. http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ Izayoi: Gain Arts Air Dash – Can now be performed twice. Gain Arts Ground Dash, Air Dash – Can now be directionally influenced while midair, by inputting up or down. Gain Arts Air Backdash – Has the same animation as the ground version, but has no invincibility. 5B – Improved attack hitbox, reduced hurtbox. Gain Arts 5C – Decreased knockback distance. Normal Mode 3C – On hit it now floats higher. Increased P2 (Combo Proration). D Sonic Saber – Now consumes 2 orbs when used. The ground version can be canceled into D Mirage Thruster. D Mirage Thruster – Now only consumes 1 orbs when used. Still not sure how to feel about 236D using 2 stock, but I'm excited about the extra mobility in the air, and that 5B's hitbox has been tweaked. I hated getting CH when someone hit the tip of 5B.
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I've been very consistent with it so far. The only problems after testing is that the 623C seems to whiff on both Hakumen and Arakune, so it's best to stick with the regular loop path for them.
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I've been messing around with the j.bac relaunch for Izayoi and got a path that squeezes in 2 more stock than the 623C > sj.C variant with about the same damage. Don't know how useful it is but I've found it kinda fun to pull off: 2B > 5C > sj.BAC > 5A > 5C > 623B > 214B > 623C The only real problem with it is that you're sacrificing the knockdown + j.D oki since it's an air-tech.