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Everything posted by JackG
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Funny ending there, countering the super. I'll be glad to play you online sometime should I see you come up. How do you upload your saved matches to Youtube? I was wondering about that myself recently.
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Yeah Kyle's a dick. jump in IB 6A all day into 3k damage. Not to mention AD j.C so it crosses up and our 6A whiffs like Litchi j.B style. And here is my list of best 6As (for anti-air mostly, but otherwise as well) 1) Rachel - spammable, hits forever high, kills projectiles, is a cat shoryuken. 2) Ragna - his 6A fits fairly high, happens fairly fast (AKA spammable) jump cancellable for pressure/combos - And I'm having trouble deciding if Noel's or Hakumen's 6A is better. Ours is great for ground mixup with +2 on block and gatlings into 6B, but Noel's is SO DAMN FAST and is air attack invuln super fast as well. Though Hakumen's does have this rare "hits behind you" bullshit factor that could put it slightly over the top. Then again, If we're looking at Nu's 2C over her 6A, that would be first in a heartbeat.
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Carl doesn't usually jump in unless he's got you in blockstun with Nirvana, or at least good ones... Watch out for 6A too... It's good sure, but Carl can jumpin IB your 6A > landing j.A > 2.A > stuff. It's specific yeah, but Kyle was doing that to me all day.
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bjholmes: check the frame advantage page (found here: http://s1.zetaboards.com/blazblue/pages/hakumen_data/). You'll notice things like 2B and 6A are +2 on block, making them good frame traps (as 2B is a low and can be hit confirmed into either 236A or 214B for a combo) and 6A can gatling into his low 6B (and further mixup off that.) On the subject of 6B, 6B>41236C is great in that you go from a quick low to an overhead as well as the fact that the overhead will combo if 6B connects. 5A is +3 but whiffs on almost everyone crouching so I personally rarely use it. On a wild landing string (after you jump in and get them to block, j.C usually) It's all about spacing. Since j.C has such a deep hotbox, you may do it too early in the air sometimes and they recover from blockstun before you even hit the ground. As such, many opponents will try to mash out with either fast moves such as 2A, or backdash, or DP if they have one. Hakumen does not have the luxury of jumping in and forcing block via gatlings (ie. Jin j.B>j.C>land.) So when you're coming in from the air, make sure you are low enough such that you are still frame advantageous upon landing. Watching for Instant Blocking will help determine this as well. Once you can establish that (and stop your opponent from mashing and get them to actually block) Then you can start doing fancier mixups. Dashing throws are great, and once they start breaking that throw in dashing j.214C for both a quick overhead and throw bait. 5B is great to throw out and jump cancel into another falling j.B/j.C to reset pressure. Also if your opponent has a habit of trying to jump away from ground mixup, throw in some IAD air throws/IAD Hotarus to catch them. Believe me, it works wonders. Hope this helps. Check the first page of the Hakumen Everything Guide if you want to see a detailed description of each move and what I believe it's useful for.
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Hey gang Realized I haven't really touched any of the character matchup guides since forever ago (or really this forum much at all recently.) So I wanted to ask you guys what character you'd like an in depth guide for next? I'm aware a new game is on it's way, and most of you guys have discussed to hell and back most of these characters, but I figured I'd throw it out there anyways. If nothing else, expect big changes when CS comes out!
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One in every 760 or so boosters has a "priceless treasure" randomly inserted, which is just an older card. Some people actually got moxen or Black Lotuses in em so far.
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Please keep it civil guys. And Leonil, if you look on the first page you'll find most of the combos you have been posting (albeit in damage maximization form.)
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Added a preface on the first page about throws in the middle of combos. It's for your own good guys. It only encourages bad tactics which will make you overall worse. Try to get out of the habit now if you find yourself comboing into throws and stick to the legit stuff. -Jack
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Just because moves gatling does not necessarily mean they combo, and I believe Noel's 5b>5c follows that principle. Also since 2d has an instant startup, you only need 1 frame that you're free out of blockstun out of Noel's 5b (which is even easier when it's IB'd).
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Good for you Stone, she was a raging bitch
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I wouldn't say opening with IAD C is a bad idea, and the reason being that 9 times out of 10 Nu is going to open with backdash or IAD backwards. She needs to create space immediately (which is pretty easy for her) but at the beginning of the round she's uncomfortably close to you. Therefore like I said she's usually gonna backstep somehow, so IADing in will close the gap at the same time she's trying to get away.
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I was under the impression that any of your drive moves on a successful catch will be invulnerable throughout the followup attack, even if it doesn't hit your opponent. That's why you can counter full screen Bees/Nu's swords and recover to do another counter or block before you're able to get hit.
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I'm all for the 'shitting on Nu' bandwagon, but since when did an Arakune winning become a good thing comparatively?
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Hey, I'd love to play you, but I lent out my 360 earlier this week. Will definitely look into that Denver trip though.
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I'm pretty sure by 2 bursts he meant one for each round (assuming you get a win and proceed to a second round when she could burst.)
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You can actually juggle with 2C after a close to the corner 236A, but I was likely just being lazy and doing 5B Do as I say, not as I do. 236A in corner juggle is tricky, as if you're too close to the corner, they bounce out of it and you don't get that sweet corner combo. If they are that distance in that you would get them to bounce out, just do 214B instead for the corner loop. You'll see the distance that I'm talking about if you try it out. I updated the first post with 4r5's neater and more complete combo list he posted a few pages back. Thanks again 4r5 for that list!
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In theory this move is good against characters like Hakumen, but if Hakumen does an IAD while she's throwing it out there and you're relatively close, you can get a huge CH j.C combo with Hakumen. V-13 has enough safe midscreen pressure/mixup with the addition of getting out of messy situations with Act Pulsar that gravity wells just aren't worth it.
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Hakumen's 6B : 4~15 invincible from foot attribute attack Tao's 2A has a 6 frame startup, so if you do 6B at the same time or even up to 2 frames afterwards, you'll get the foot attribute invincibility and get a rockin' counterhit. the main problem is if you are trying to mash it off of Tao's wild landing string while she's pressuring j.C > land > 2A spam. Then you'll usually not have the frame advantage to do so. Long story short: Use 6B wisely, but don't spam it.
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I abstain courteously.
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Very nice. Love the comment at the end lol
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xN is a somewhat mathematical term, and pretty much just means "do this following move as many times as possible." Hakumen's j.2C can pretty much be repeated as many times as you can until the opponent is too far away. Basically how many times you can do the j.2C depends on the character, the height, and distance to corner, so I just label it as xN for you to figure out. 623a~a means you do 623a and then hit a again for the followup uppercut attack. (0) or (2) just means how many stars the combo requires out of your total of 8. high jump most likely means super jump (down, then up) and not simply double jumping.
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Also, on Rachel (with her fatty hitbox) you get 41236C > 6C. With 7 stars you can get a super too but hell the extra from 6C versus 5c is just gravy. edit: works on Tager too, noone else though.
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I feel like I might have mentioned that dashing j.214C doesn't combo into 5c or 2c, but I was dead wrong, so I apologize if I've mentioned that on the forums here and you guys took my word on it. that overhead just got a little bit sexier since you can do (in corner): j.214C > 2C > sj j.2C > j.C > land 2C > sj j.2C > j.2C > ad j.2C > j.2C > j.C for 4878 damge, 3 stars. Also something kind of cute is off of a forward throw, you can do (tested on Rachel). BC > 236A > walk forward a bit 5C > 236A > 6C -3608 damage, 2 stars as opposed to the standard: BC > 236A > 6C - 3068 damage, 1 star so it's a tight timing, but you get 600 more damage for an extra star. Seems ok. And on the note of Rachel, I noticed in the corner if you throw you whiff the first hit of 214B (the good hit). You can delay it to hit with both, but then you're relatively far away. What are your guys' corner throw Rachel combos? Right now I'm just doing throw > 41236C > 5C for easy damage and corner knockdown.
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for the record v13's 4b is very unsafe on block as well. so far the main uses I've found for counters in general are the following: -Tager's slow ass startup moves (2d, charge B sledge) both 5d'd on reaction. 2D Tager's 5a 5b 5c >B sledge pressure (right before the sledge comes out.) If you're in block stun you'll block, and if possible you'll counter. Only probablem is when you do it too early or they use A sledge to force you to whiff and you get 720'd. overall counters are great in this match, but Tager sucks so it's not like it matters. -Every overhead you can 6D on reaction (stuff like Rachel's j.2C, Ragna's 6B or overhead kick, Litchi's 6A, etc. -any move (like litchi's spinny stick super, carl's punchy super, Nu's 236236D unlimited blade works super) can be 2]D[ for a buffered big window safe counter (meaning if you mess up the timing, you're blocking anyways) Against Nu the super yukikaze (or whatever the super counter is) can be useful in this regard as she's rarely close enough to you for other counters. -Against arakune's corner rape of 2d the blurp bug over and over, you can 2d it and while it won't hit him, you don't rape your guard libra nearly as badly. Can be done over and over if you time it right because you're completely invincible during the counter execution. -j.D after air tech to escape carl's throw loops yay!