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Everything posted by Monarch
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OP updated with Overdrive combos, for the most part I'd say the thread is complete; unless new routes show up, which I doubt. (All OD combos listed were performed with 100% health in order to maintain practicality)
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[3/22/15] ??? (LA) vs. Rinhime (RC) [Amipara Castle] [5/17/15] ??? (LI) vs. ??? (LA) [Gamechariot] [5/17/15] rinka (RG) vs. ??? (LA) [Gamechariot FT5]
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Monarch replied to Anne's topic in BlazBlue Gameplay
I think Tag Teams would definitely be interesting, maybe certain teams would even have special distortions? (ex. Team NOL, Team Secor 7, Team Murakumo etc.) -
OP updated with Corner Combos
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Well, her tools are more suited towards a defensive playstyle, but it all depends on you. You can use swords to prevent people from getting in on you and keeping them at bay, or use swords to cover your approach and pressure. We don't have much in terms of solid pressure or mixup, which is why zoning is the usual go to choice. When you do 236A, Lambda should be out of the corner, and when 236C connects the opponent should have their back to the corner.
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OP has been updated with all of the videos posted above and the previous page.
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Corner Side Swap Combo: 5B > 3C > 214A > 6A > 5C > 6C > 236A > 236C > 2D > 5D > JC > j.5D > j.6D > j.214D (4170, +37) Corner Carry Variation: 5B > 3C > 214C > 66 > 6A > 5C > 6C > 236A > 236C > 2D > 5D > JC > j.5D > j.6D > j.214D (4170, +37) Personally, I find the Corner Carry variation easier to pull of. The Side Swap variation is more desirable since you get to set up oki afterwards, but the timing is finicky on certain characters.
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Updated OP with Midscreen combos
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Notes: - Because of the speed and range of Hakumen's 4C, round start backdash or instant air backdash is recommended. - Due to Hakumen's ability to cut a projectile and turn it into an obstacle, being cautious with how you attack him with Drives is probably the most important part of this matchup. - As a result of what I said above, 214D will serve almost no use in neutral here, while 236D will be your best friend. If you can lock him down with 236D, you'll be able to either restrict his movement with gravity well and attempt to chip him out with drives and 236D, or go in to bait a drive. - 2D will be key in order to stop him from approaching with an IAD, but he can also cut 2D in order to shield his next approach. - Going air to air against Hakumen isn't recommended, due to his range control with j.C. When he attempts this, you can just dash under and have a projectile waiting for him when he hits the ground. - Pay special attention when Hakumen has 4 stars and above, he could either try to 236236D counter a projectile, or Shippu through it. Beware that now he can counter a projectile and still use the 236236D super without activating its initial super flash. Either way, you don't want to be caught in a Drive animation in either of those two scenarios. This matchup is one that cannot afford any mistakes when it comes to using D's. Being able to keep Hakumen on the other side of the screen, or at least locked down, is key to winning.
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Yes, if you microdash the 2B in any corner route, the 6A will connect no problem.
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Everlasting Lambda-11 Combo Video: http://youtu.be/2F-Cnu-8Oqk [4/29/15] Meister (LA) vs. FunyaQ (MU) [Gamechariot 2on2] [4/29/15] Meister (LA) vs. Marian (KA) [Gamechariot FT5]
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Notes: - Jin's ice swords are a tool to look out for, they move fast and can hit you out of the animation of your D attacks, though our D's do beat the swords. - If possible, do not approach Jin air-to-air, he outclasses us with his j.A and j.C. It's best to either anti air him with 6A or snipe him with 2D. - When zoning mid to fullscreen, watch out for his fullscreen super Touga Hyojin (632146C), it's a quick punish that can restart neutral and put you in a dangerous position. - Within Jin's 5C range, try to move around the normal and punish the whiff animation. 2B or 3C can be used to challenge it, albeit a risk, but it's there. Overall, the Jin matchup, much like Ragna, is a matter of keeping him at fullscreen while stopping his attempts at getting in. The main difference is, Jin is a bit tougher. His ice swords cover his approach well, and his pressure is stronger than Ragna's making it harder to escape. This matchup can be quite difficult, if you can't keep him out.
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Notes: - Round start backdash would be the safest way to start the round and watch what the opponent might throw out. - When you're in Ragna's 5B range, mind your buttons. If you're feeling risky, you can try to call out his 5B with 3C. If you don't feel safe doing that, then you can just try to gain distance while doing j.2D/j.6D to catch him off guard. - When you're Midscreen, watch out for random Hell's Fangs, it's an easy way for him to get in if you're not paying attention. To prevent this, use 214D to make the opponent alter their strategy on approaching you. - If Ragna is in the air, beware of him using Belial Edge, since it is fast enough to catch you in the start up frames of a D attack. In this matchup, you want to keep Ragna at Midscreen or Fullscreen with D's while thwarting his attempts at getting in. This is pretty much the basic Zoner vs Rushdown character matchup, things will go well if you can chip him out, but it will be difficult for you to escape if he gets in.
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Notes: - All of our D attacks beat Flint Shooter (236A). - The active frames of Miquelet Capture (41236C) go through all of our projectiles, so use your D's with caution. - You can punish Miquelet Capture with 2B/3C. - 22D can be called out by Snaphance Fist (623C), so be careful how you use it during your pressure and mixup. - Using 236D fullscreen can discourage the opponent from using Afterburner (214D) just because you're far away. - Certain corner combo routes whiff on Bullet, namely 6A, so adjust your combos accordingly. - When Bullet locks on to you from the air, be wary of using 2D or 6D, since the animation can pass through the sword. This matchup isn't too bad, so long as Bullet doesn't gain momentum...
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Notes: - Round start 3C (to beat sledge), or instant air backdash to see what the Tager does first, whichever you feel safer doing. - You don't want to press too many D's in this matchup because of sledge, it can especially be troublesome since we fire two automatically and can't stop the second one. Tager can block the first one, then sledge through the additional hit and score a CH. - 6C, 3C and 2B are the main tools you should be using to punish any abusive use of sledge. - If Tager is near fullscreen, 236D can be used to bait him into sledging through it in order to punish it. If the opponent chooses to block it, throw down a gravity well. - 22D is a good punish tool for baiting any 360's or 720's that you feel coming, yet, 22D can also be called out by Atomic Collider so beware. - 5D, 6D, 2D and 214D beat spark bolt, none of our air D's beat it though. - Be wary when using 2D or 6D against Tager while he's in the air, some will OD in order to bait it, then punish the recovery animation when hit they hit the ground. If the opponent has OD, it may be safer to just run under them. Overall, if played smart and patiently, this is definitely one of our easier matchups.
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[5/7/15] Pino (LA) vs. Niwakame (BU) [sendai Thursday Tournament] [5/7/15] Pino (LA) vs. Nekoru (RG) [sendai Thursday Tournament]
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[4/24/15] Zekusu (RG) vs. Dango (LA) [JP PSN Singles Tourney] [4/24/15] Dango (LA) vs. Akira (BA) [JP PSN Singles Tourney]
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After some Hazama experience, I have a few things to say: - 2D is a great tool to use when Hazama is in the air, if he successfully blocks it, you can galting into 6D or 4D to continue locking him down. - 214D controls a lot of vertical and horizontal space, which can affect how the Hazama throws out their chains. Still, use with caution, you don't want to be caught in the startup of it by a chain. - As stated above, do watch your D's in this matchup. Whiffing one from almost any range can spell trouble for you, as chains can catch you in a CH. And if the chains don't you catch you, the fullscreen super will. - Try to remain as mobile as possible in this matchup, for staying in one spot for too long will only allow Hazama to close in on you that much quicker. - Hazama can change the position of where he appears after he launches a chain, this allows him to bait anti airs and 2D/6D, so make sure you know where he's going to be before you press a button. Overall, I still feel this is one of Lambda's worst matchups, due to Hazama's superior zoning. Once he gets in, it's not easy to get out without meter, which makes winning neutral essential.
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Can you elaborate more on this setup you're referring to? Not quite sure I understand.
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Some footnotes: - 6C and 3C beat out Wyvern (6D > 5C) the latter normal on CH can lead into a nice combo which, depending on how many resources you want to spend, can put him in the corner. - Our standard D's can destroy his A orbs, but it cannot destroy B orbs. For B orbs, use 214D. - Frequent use of gravity wells paired with 236D can keep him stuck fullscreen, which is ideally where you want to be. I feel that Lambda has the advantage in this matchup
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Monarch replied to Anne's topic in BlazBlue Gameplay
Something I noticed, Dan ranking isn't visible in Player Matches, but they are when you watch a replay. Strange choice. -
A few punish combos I labbed up, may or may not be optimal. Corner: CH 5B > 3C > 214A > 6A > 5C > 22D > dash > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4580, +33) CH 22D > dash 214A > 6A > 5C > 22D > dash > 6A > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > j.214D (4326, +32) CH 5C > 6B > 5C > 214D > 5C > 214A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > j.5D > j.214D (4562, +34) Midscreen: CH 5B > 3C > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (4295, +32) CH 22D > dash > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3988, +30) CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (4163, +31)
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I hate it. Having the old 5B be back would be a godsend, it was great for stagger pressure, tick grabs, and TRM setups. The new one is just blockstring and combo filler, and also a good combo starter. I can't say I've tried using it as an anti air before, that's a new one.
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Above combos added to OP [4/27/15] Kouya (NO) vs. Shiro (VA) [4/27/15] Kouya (NO) vs. Ryuusei (JI) [4/27/15] Kouya (NO) vs. ZEL (TG) BBCPEX Noel Vermillion Combo Tutorial
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1) A general example of when to use a TRM would be something like this: 236D (opponent is blocking it) > 5D > 236A > 2A~B-C. This is a commonly used TRM because some opponents will think you'll instantly try to grab them after you teleport, and by doing the above you can catch them mashing throw tech. Of course, this isn't the only time you can TRM, it's all about predicting when your opponent will be most likely to suspect you of attempting to throw them. 2) The best option would probably be a meaty 2B, or delayed 214D to catch delay techs. Be wary of quick getups though, so be sure to adjust your strategy accordingly. 3) You shouldn't throw your D's out anywhere, but to where you think your opponent will go. If you've used 2D and 6D a lot to snuff your opponents attempt to get in on you by air dashing, then they may be inclined to attempt to dash in on the ground with the hopes of you pressing 6D or 2D. This works vice-versa as well. If you don't feel safe placing D's right away, throw down a gravity well to buy yourself some time to hit your mark. Or use 214D to urge the opponent to move the way you want them to. Learning how to use your D's is one of the hardest parts of playing Lambda/Nu, but also the most rewarding.