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Stellarcircle5

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Everything posted by Stellarcircle5

  1. I played several people recently who forward rolled every time I knocked them down, leading me to backdash and punish them every single time. It got tiresome after a while. It's like some players don't even know the metagame behind teching exists. Makes me wish it was like GG where you just make people eat oki and they can't do a damn thing about it.
  2. Bring back Oswald pls.
  3. Oh yes, the struggle of playing a technical character. I can only play against a few of my friends who share a 4 bar connection with me. The frequent encounters with the derp tier characters make Netplay a huge hassle as well since they thrive underwater. Shoutouts to Waldstein.
  4. (Inconvenient double post) After all the shit I went through with Carmine, I think I have run into a matchup that proves to be even harder. And that matchup is Waldstein. How on earth do you deal with this giant man? You have no option at round start other than block. Getting in is a huge risk because of his massive normals. He is literally able to take a step forward and do 5C > Eisen Nagel to destroy both you and your orb. Teleport pressure gets beaten by 5A. His pressure is bordeline mash safe due to him being anle to do it at mid range. To top it off you have to open him up like 6-7 times to kill, and combing his wonky hitbox makes maximizing damage a chore.. This matchup is hell, if anyone has any advice I would be very appreciative.
  5. Just be a trooper like me and use the analog stick. It's not bad at all. Pad induced injuries become a non-issue.
  6. Merkava is most likely our worst matchup. I haven't had that much experience vs the character, but I can say that whiff punishes are incredibly important. You have to be really on point with your punishes otherwise you won't really get anywhere. His high/low is really easy to block, it's just a matter of being patient and waiting for a move with big startup like his 4C. In neutral, his air normals are a huge problem, but unlike some characters he has no method of destroying orbs at fullscreen for free meaning if he's too mash happy you get to go in. if you open him up, you better pray that you carry the round off of the momentum, because you most likely wont get in again. It's a game of patience, as are most of Seth's hard matchups. It's most likely 7-3, so don't expect anything but an uphill battle, the character is pretty silly.
  7. So I took all of what Magaki shared and applied it to a giant play session against the local Carmine player. He is absolutely right about it not being that bad. At best it feels like 6-4 for Carmine. Actively looking for gaps isn't too bad during his pre blood pressure, although his delays and other tricks require you to make a few reads here and there. Round start is the most important part of this matchup IMO. You have to read what he will do, but guessing correctly means you have the momentum, and Carmine really struggles when Seth is in his face due to his slow-ish normals. Teleport pressure shenanigans are really good because they allow you to set up an orb out of his reach and easily punish whiffed normals with j.214A. If he blocks the dive, cancel into 623A to extend the blockstring long enough that the orb will fire and reset your pressure. j.214A > 623A is a frame trap as well, so you can confirm off of that if he presses buttons. I'm barely scratching the surface of the matchup, but I want to sincerely thank Magaki for offering his advice. I'm nowhere near as scared of Carmine anymore.
  8. I've settled down considerably now and have rationalized what used to be blind rage. I'm assuming the idea behind the tests is to break everyone down to a really bare form and build upon it from there. Though Mori might be a jackass, I feel he would at least know when a game is actually suitable for release. These changes lend to a very unpolished product, so I feel the testers will absolutely iron things out. ... I swear though, if Valk can't force 50/50s again by the time the game launches, heads will roll. As shitty as it is, I can deal with the command grab nerf, but w.jC not working as an overhead is a big no-no. Also lol @ Carl needing buffs. He's super strong.
  9. They axed Valkenhayn's high/low. They stifled Jins combo routes. Even Tsubaki got nerfs. So much BS going on. Everyone is just losing tools without reason. I can only pray that Mori realizes he's being a giant twat. I don't want to have to switch mains, I really don't. But the way everybody is literally having their archetypal game plans torn apart at the seams, it might turn out that way.
  10. Are they serious with these changes? They've axed our mixup potential so hard with the throw and w.jC nerf. Mori is on crack, this was not the way to balance the character. I felt 1.1 was a step in the right direction, but this is just dumb. Here's hoping Mori realizes how stupid this is before the loketests end. Also from twitter: - 2C > 6C no longer works. - w.jA untechable time reduced.
  11. Words cannot express my utter rage at this moment. They are destroying the stronger characters while leaving weaker ones as somewhat middling. I'm not happy.
  12. #wolfmandontgiveafuck
  13. Can we talk about how Guard Cancel OD is a stupid fucking idea? "Shit, I'm being pressured, better use this reversal to do 50% of your life."
  14. Assuming it actually does damage. That super is so ass.
  15. I don't see it being that bad. Ragna is still a really competent character. Now if Extend Ragna were to return...
  16. Thanks for the help as usual, Magaki. I didn't bother noting the infinite pressure because any good Carmine will know how to make it happen anyway. I'll definitely be studying these posts and figuring out ways to make this matchup a bit easier, or at the very least make more sense.
  17. How do we deal with Carmine? I have played against just about every character in the game and he feels like the biggest threat tied with Merkava. We have no answer to fullscreen sword spam. His normals are huge and his j.C wrecks the shit out of us. And to top it off his damage off of everything is nuts. I feel like I have to play this matchup (among others) like a damn grappler. Just wait, make a super hard read, pray to god that you carry the momentum, die if you drop it. It's literally a one shot matchup. Things of note that are super shitty: - you can't cross under his j.C because you will be forced to block it anyway. - your normals are too short to effectively poke out of pressure. - the only safe way to throw out an orb is up-back > air backdash> orb, which is super telegraphed and easy to punish. - he has big, fast ground normals to disrespect your pressure if you get in. - he can kill you in 2 combos if he's being optimal. - you will rarely have vorpal due to hanging back and flipping around in the upper left/right side of the screen which is you only "safe zone". - whiff punishing him is nigh impossible. If this isn't Seth's worst matchup, I don't know what is. Edit: this has been debunked. Read down to learn how to make this matchup okay.
  18. CP2 move list unveiled http://blazblue.jp/images/topics/140805/technical.pdf -We get C beast cannons -w.236C is now w.B+C - Konig Flug is... Different somehow? I cant read Japanese so if there are any translations floating around it would be great.
  19. I'll be the next guy to say Erika. It just makes too much sense. The Skullgirls fanboy in me is still holding out for Fillia.
  20. What purpose is 3B supposed to serve? It's too low to be an anti air. I noticed it has slower startup, so is it some kind of ghetto frame trap tool? Is it an optimal punish starter? Seriously, this move is an enigma.
  21. I find that you really have to know when to commit to a normal is this game. Even something as simple as a 5A feels like it has an eternity of punishable frames, so I absolutely see where you are having issues. Hitboxes are also pretty goofy sometimes. I think it will just take some more time getting used to the games engine and learning to space yourself properly. As someone who plays Seth, I feel your pain all too well.
  22. I'd like to know the optimal BnB on Linne. I was playing against my local Linne main last night and the standard 214[C] > 6C > j.236B > 214A route was super inconsistent midscreen because 214A would whiff due to her being so short. I opted for 214[C] > 66C > 623B > j.C > j.B > j.214A > 214 > j.236B > 22 route instead. Having the ender as an air tech with an orb out and Seth underneath Linne is fine and all, but is there a consistent way to get 6C oki midscreen on her?
  23. All I can say is experiment with how long you are delaying the j.214A > 214 link. That is what made learning his BnB hell for me. It took me days of doing it over and over before I got it consistently. Other than that I'll say what anyone else would say, just grind it out. Once it's part of your muscle memory you'll laugh at the fact that you ever had trouble with it.
  24. Generally you want go about getting in by forcing people to either block or get hit by an orb. An orb, as you already know, nets you a free combo on hit. When you have people blocking you have the advantage with your powerful close range normals. 2A and 2B are your main low openers. j.B and j.C are your overheads. Always remember that Seth's throw is really good in the cornerl and leads to more pressure. You can utilize your turbo fall and teleports in tandem to disorient your opponent and make them press buttons for a counter hit (ex: blockstring > 214 > backdash > assault > 22, Hyde whiffs DP because you crossed over him and you get a full punish. In the corner (and in many cases midscreen) you can use your turbo fall for tricky setups like empty jump > assault > 22 > 2B/throw. Your ability to throw out "fake" mixups is really good, so use this to mess with their head. Also remember you have command grab, so if your opponent isn't pressing any buttons, you can just do something like j.2C > j.214B > CS > combo. Hopefully this will help put things in perspective. If there is one thing I love, it's mixup theory, so I could go on about this all day.
  25. I'm not sure what to think about this. I am well aware that a true vortex is hard to emulate within UNiEl's engine, but the video only looked at the gimmicky teleport "crossups" wthout recognizing what purpose they could actually serve. How about his throw game? Seth's run speed is so fast that throw setups are pretty strong. While an opponent is under pressure and respecting me, I like to go nuts with stuff like 214B > air backdash > assault > 22 > throw/2B. I think what makes this character interesting is finding ways to play around the lack of crossups and make him a sort of highly mobile bait /punish machine. His pressure is also strong enough that oki still guarantees a chance to open someone up. I still think the video does a decent enough job of showing where someone should place their expectations when they pick him up, so thanks for sharing. Like its been said, he kinda needs the opponents respect to truly do well, but I think he has enough tools to make it work. The only thing truly bad about him is that he gets lamed out super hard. But hey, the way I look at it, It could be worse. We could be Akatsuki and have no neutral game at all :P Edit: apologies if the point of your post went entirely over my head and I just ranted about something totally different altogether.
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