Jump to content
Dustloop Forums

legacy49i

Members
  • Posts

    215
  • Joined

  • Last visited

Everything posted by legacy49i

  1. Don't think of every combo in that list as being discrete. Most combos are derivatives of other combos. Change a move here or there depending on the situation. You're never going to memorize a list of combos. What you WILL memorize is what moves link with what other moves and when. Simple 5A - 5B - 5C - Chamber Shot is probably the most basic of basic combos.
  2. Do you ever even use that combo? I've always done d.5B - Optic Barrel A - stuff.
  3. Hey, I just thought of something. If CP1.1 d.6C has less horizontal motion, then will the d.5B (wallbounce) - d.6C link still connect? I don't think I've ever gone this route, but it would be nice to know.
  4. I will. At 1 AM Central...
  5. A LOT of combos lead to d.6C, so CT combos should come pretty easy. What I'd like to see is a combo where everything after the CT will get your 25 Heat back so you can easily finish with Fenrir. Speaking of, is there a cooldown or something after CT, or do you gain Heat normally afterward?
  6. You know, I feel like teaching a newbie Blazblue (or any fighting game, really) is like teaching someone how to drive a stick. You can explain until you're blue in the face, but until they actually get a feel for it first hand, they'll never truly understand. My advice to you would be to spend the next month or two losing matches online until your brain can truly grasp the game's mechanics, then come back and and ask for more advanced strategies. I took me about 6 months starting from zero fighting game experience before I felt like I truly understood the ins and outs of the game. You're not gonna get everything right away, so if you want to get good, put your time in and take it one step at a time. Remember, if you're starting at Chrono Phantasma, everyone else has a 5 year lead on you. Things you really want to focus on would be basics, like blocking and spacing. I'd worry less about long combos until you're confident moving around the field and not getting your ass kicked. @donkatsu - 5B - 5C - Chamber Shot is something. It may be basic, but it's still an important combo, and you gotta start somewhere. And if any of you want some live help, you can add me on PSN - legacy49i and I might be able to help you sort some stuff out. Though, keep in mind I work 2nd shift, so I play at about 1 AM Central Time weekdays, and sometimes during the day on weekends. Oh, and one other thing for you guys: Netplay has a tiny bit of delay. Anything you do in practice mode won't feel the same online. You'll have to adjust for that during live matches. If you play exclusively online (like I do), make sure you play a lot of online matches as a form of practice until you get a feel for the different timing. Sent from my RM-820_nam_att_100 using Tapatalk
  7. That looks great! I'm looking forward to that A LOT!!! There's too many characters that won't get hit by the 2D correctly as it is in 1.0.
  8. So with these changes in 1.1, are there any new combos possible? Aside from anything involving a restand with Fenrir (which may or may not be worth anything). Anybody seen anything new in any videos?
  9. Just watched a video and saw it in the corner. Looks Muzzle Flitter MIGHT work. I'm staying optimistic. However, the distance created looks like it's gonna make double Fenrir truly impossible, even in Overdrive.
  10. Was it midscreen or in the corner? Or does it matter? Is it always a big push back? Where is this video, anyway? I'd like to see it.
  11. Man, I just had a thought! What if you did CH 5C - MF - Fenrir 1st Hit - RC - MF - Stuff. It would be a very expensive combo, but there could be a lot of damage.
  12. Sounds good. The damage difference would probably be small, so you're right that it would pretty much be for a kill.
  13. I think the hardest part is remembering what combos work on what characters.
  14. Example?
  15. You're assuming RC - Muzzle Flitter. You could extend the combo with RC - 3C, or RC - Overdrive - Stuff. I don't know how Fenrir prorates, so you might just get garbage damage on anything after, but you never know. Would be cool if there was something fruitful there. Sent from my RM-820_nam_att_100 using Tapatalk
  16. I wonder how useful the re-stand on Fenrir will be. Getting full damage every time will be nice, though I wonder if RC after the first hit will yield anything.
  17. What about 6B - 6D? 6D can beat a lot of DPs. Also, consider just dropping pressure after the failed 6B and getting out to be safe. Not sure if it links (never tried) but 6B - Chamber Shot could be a viable option. If you have the Heat, you could always RC and press even harder. Could also do 6B - 3C and RC if they block the 3C and keep pushing. There's a lot of options, but without any Heat, really your best option is what Luna said and go with 4D. Of course, don't do it EVERYTIME unless you want your opponent to read you like a book. And jumping moves, j.B isn't really that good. I pretty much only using for aerial combos, and VERY rarely with some jumping pressure (since you can do your second jump off of it). Something like: 5B - 5C - jump cancel on hit - falling j.B - 2nd jump - falling j.C - stuff. Or swap the j.C for a j.4D, or another j.B, or just land in front of them and throw/low/overhead. Of course, if they're crouching and the first j.B hits them, then you would just land and finish the combo. j.B is Noel's jumping overhead, so it's not like it's totally useless, but j.C is a better move overall. Also, if you're trying to catch jumpers, don't forget about air throws. Noel has some good combos off of air throws that are pretty easy.
  18. Also, make sure she is fully finished with the dash cancel before you press 5B. It usually seems like the 5B is coming too late and it won't hit, but it will. If you try to mash 5B or press it too early it won't work.
  19. I've intentionally whiffed a j.D and when I landed in front of them went straight into astral. Sometimes a blocked Assault Through -Astral works, but a lot of people are privy to that now.
  20. Are you sure? I feel like I've seen his astral trigger off a Spark Bolt. I'll have to check when I get home...
  21. Using 100 Heat in a combo to guarantee a win isn't useful? :| NOT being able to combo into Astral is FAR less useful if you ask me. Everyone is already trained to not get Astralled by Noel. You gotta be really creative nowadays to get people to fall for it. Not only that, but it sucks ass compared to Haku's. To my knowledge, Haku's will activate on ANY move. Noel's will NOT activate on a projectile. I've had my Astral beaten by Platinum's bubble. A stupid bubble took me from a win to a loss... D:
  22. OMG did you just say her new Astral is better than her old one??? I HATE her new Astral! When the NA release comes, I'm gonna get that NOL uniform DLC so fast your head will spin just so I can get her old one back!
  23. I don't think 4D will beat her lock-on. I've tried. Might be an issue of timing, but I've not done it. Better to just play it safe and block. That's what I do.
  24. It's good for crossing up mid-combo. After a j.D, 2D will let you switch places so you can move them towards the corner.
  25. 2D will also pull opponents down out of the air. Since using 2D as a Drive starter has a MUCH higher arc, you can use it to catch a jumping opponent. Revolver Blast usage hasn't changed since CT. It's just an aerial finisher. Except now you can follow-up with j.2C to ground the opponent, which is much more favorable.
×
×
  • Create New...