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JackG

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Everything posted by JackG

  1. Well I don't know exactly how it works. but 5A definitely doesn't have enough blockstun to last through a forward dash, speaking strictly through personal experience.
  2. You mentioned that you hadn't messed around with crouching combos, but are there really any? I know 236A on crouching combos into 2A, but that's pretty much useless. Also 5B DOESN'T hit most crouching, but other than that I think all his combos don't really matter for stand/crouch.
  3. Something important to note: Since Bang's only real anti air is 2D, you can jump in with j.B. If he gets hit, it's gravy. If it's autoguarded, double jump to safety. Also, 5B can lead to jump in j.C, airdash j.4C crossup, or tk j.214D shurikens. Guessing counters isn't a great option to go unless you really have a decent health lead/he's really predictable. One wrong guess and you eat a big 2B 6C j.D xN combo since it works on Hakumen.
  4. wow good job 4r5. There's a good chance I'll just completely change the first post in lieu of yours since it covers everything and very neatly.
  5. Nah, Hakumen doesn't really have any kara throw options period (and no specials don't work I'm pretty sure.) Then again Hakumens ground throw range is enormous so he doesn't really need it.
  6. The thing about throwing in GG and BB (maybe other fighters too) is that your opponent has some amount of time (not entire sure, I think maybe around 7 frames) after they leave blockstun that they are throw immune. Or in the case of BB, if you throw within 7 frames of them leaving blockstun, it's considered a purple throw. So +frame moves are good for tick throwing sure, but not as good as you'd think. Also tick throws are great (especially since Hakumen gets big damage off of forward throw) but his is slightly telegraphed due to his dash being a hop. Also, pretty much everyone ducks his standing A except tager.
  7. 5B, 6B, SJ, 2C, J.B, J.C, Land, 5B, 6B, SJ, 2C, J.B, J.C, Land, 2B, 3C, 632146C - 3962 damage 5B, 6B, SJ, 2C, J.B, J.C, Land, 5B, 6B, SJ, 2C, J.B, J.C, Land, 2B, 3C - same thing without super - 3576 damage
  8. I have started learning v-13 due to bad online arakunes kicking the shit out of me. That is the new strategy. Also if you guys were thinking of trying to 5D arakune's j.B bullshit, think again. It either whiffs or clashes if you do actually get the counter.
  9. http://en.wikipedia.org/wiki/Tenkai Also it's a play on words of the states Tennessee and Kentucky, or Tn Ky. Basically it's just the name of the fighting game group for players in those areas (and some in Ohio and elsewhere.)
  10. Is it just me or all the Drive spamming Noels also the people who lag the most?
  11. Jack G XBOX : JackMFG Finally got mine set up :D Feel free to add
  12. A few things about Jin (will probably be writing the Jin guide next) - As many have said, Ice Car should be punished on block, not on reaction. Easiest is gonna be block and 2A > combo, but like reaVer said you can IB the second hit and 5B for a less prorated, higher damage, and less stars combo. - Jin has 4 DPs, and they're all very good. A version has no invulnerability, but comes out in 6 frames, goes super far, and is grounded. Jin will likely be throwing this out whenever you're in the air as long as he's nearby, because it's basically unpunishable even on IB in the air. Even j.D it too high will cause the j.D follow up attack to miss, so it's not really worth the effort. B shoryu looks the same, but comes out slower, has some invulnerability, and is used in certain combos. This is still pretty hard to punish from the air even on block, so you're best bet is to try to get him to whiff it or just be on the ground. C version comes out super slow, but has tons of invulnerability to make up for it and has a bitching counter hit. Probably the most punishable on block or whiff, you have tons of time to follow up with your counterhit of choice. D version is his EX and can be charged for varying times, and fully charged is an unblockable. Wait for the invulnerability to wear off and then punish him if it looks like he's going to fully charge. 623A~A will low profile it enough and yet you a nice counterhit. - j.236D is how Jin will bait your 6A anti airs. 2C makes quick work of them so you can avoid being mixed up and gain some stars while you're at it. - Scrubby Jins that use Sekkajin (mashy C) in blockstrings will eat a 2D every time if you're timing it somewhat alright.
  13. Blade, consult the first post for counter combos (0) 6D > 9 > falling j.C > 2C > j.2C > ad > j.2C xN - NOTE: same as 6B counterhit (0) 2D > 66 > 5B > j.2C > ad j.2C xN (4) 2D > 6C > 632146C (4) 5D > 6C > 632146C 5D I was pretty sure nothing hit aside from 6C from midscreen. 2D is similar to 5D in hit properties, but you have a number of options as the untechable time is a bit higher on this as opposed to 5D. You can do 6C super for the unburstable large damage, or if you don't have the stars midscreen you can do dashing 5B into air combo. For either of these if you throw them into the corner next to you, I'm pretty sure you can just do "5D/2D > 2C > j.2C > falling j.C > 2C > sj j.2C > ad j.2C xN". As for 6D, you have tons of untechable time, so you should always be maximizing your damage with a jumpin j.C > 2C > j.2C > ad j.2C xN. You really do have THAT much time to jump in and get a falling j.C (it's basically like Rachel's counterhit 6B or 5C~C, which have tons of hitstun) And keep in mind it puts them in a groundslide state, so a jump in j.C > 2C will indeed pick them up for an air combo. I've never attemped to combo off of j.D, but it's still good for damage/baiting DPs and 6As. I'm finally getting a 360 tomorrow, so hopefully I'll be able to get a lot of training mode in and post more confirmed combos from yours truly.
  14. His 5D actually activates in 7 frames (on the 6th). You were looking at 5D (2)
  15. I'm pretty sure your friend just isn't choosing the right anti air options. In my experience, j.2C makes for a pretty awful jumpin, and you'd be better off doing j.C in pretty much every scenario. That being said, You all know Litchi has pretty good anti air options in the form of: dragonpunch, autoguard staff move, 2C, and airthrow (largest airthrow range in the game, very comboable.) If Litchi has the stick, really just don't IAD in. Jumping/double jumping in works alright, but I find doing a slow ground approach works best. Back her into a corner and force her to make a choice. She can try to keep you at bay with 6B on the ground, but at worst you'll get poked and be pushed a little further back. As long as you aren't swinging, you aren't eating a counterhit.
  16. Bursts are weird in this game. If you use an offensive burst, and your opponent blocks, they get guard crushed and the person who bursted gets a free combo. If you use a defensive burst (aka while in hit or block stun) it has no such effect. Also, bursts are faster or slower depending on how much barrier gauge you have when you do it. When you burst with a full barrier gauge, it's only 8 frames, so good luck punishing that. So if for some reason your opponent bursts offensively and you see it coming, countering is your best bet so you don't get guard crushed. EDIT: All the info is here, in terms of what type of burst you get when and what it does. http://s1.zetaboards.com/blazblue/pages/05#barrierburst
  17. Null: At the start of the round, you just want to get a cloud out, no matter what. Super jump back > double jump > cloud at the start is completely safe. hakumen cannot jump as high, also his air throw range sucks and his moves don't really hit above him (save from j.214b, which you won't have at the start.) So getting a cloud out is 100% guaranteed, believe me. After you get a cloud out, you basically either teleport behind and force it on him or if you have the one that just floats above, you can just summon Bell, Blurp (3D) and slowly advance and watch as he gets negative penalty. If he trys to 2C your cloud, you can hit him with a j.D pretty much anywhere on the screen for a curse and combo. alternatively, just back him into a corner and (with the aerial cloud) do 3D xN and guardcrush him/take all his barrier and THEN guard crush him. I understand Hakumen's IAD j.C seems pretty overpowering at first, but Arakune has lots of escape options that let you pretty much avoid any attempt he has of getting in.
  18. Updated the page with those combos, though I'm sure sure it's really practical to spend meter on the j.214B after all those stars, the mitigation at that point is just abysmal. Also, shouldn't you be throwing in a linked 5C after the overhead, before the 623A~A? Seems like it's just free damage that you're skipping.
  19. I'm not exactly sure, I think Mugen just changes certain 'properties' of Hakumen's specials while in that mode. In training mode, I kept getting black beat 41236C > 5C, which I knew comboed ordinarily. I tried with something easier like 41236C > 2A and STILL didn't combo. I guess Mugen just makes specials that you would ordinarily be able to link with normals not work, forcing you to special cancel with something quick. Since it's not actually in the frame data, I can't say exactly why though.
  20. Thanks for the correction. I guess the best you can get is like: 2147C > land 2B > 236A > 6C (> 632146C if you have 8 stars and feel like blowing em all) then again, TK 214C is only slightly faster than your 41236C overhead anyways (which like reaVer said, does basically 3k on it's on, and you get a free 5C pickup afterwards) so as an overhead it's not entirely practical. Updated the first page quite a bit.
  21. what I've seen a lot recently is when you anti air with 5A, you're only pickup is j.A. From that you get j.A > j.B > jc J.C 214C. From that they're at the perfect height for you to do falling j.C into 2C pickup. So the full combo is 5A (antiair) > j.A > j.B > jc J.C > 214C > falling J.C > 2C > j.2C > ad j.2C xN Also when you do tigerknee 214C as overhead (or dashing dash-cancel overhead) you should be able to land and pick up something (my bad, thought you could do 5c)
  22. I know when you say K you mean B, but try to say 'B' to avoid confusing others. Also, 6B counterhit is huge. You can treat it like 6D, you get a full jumpin, falling j.C > 2C > air bnb.
  23. Lol.... I wouldn't bank on using airthows mid combo most of the time. It's a nice gimmick every now and then but really, you should be focusing on Green (regular) airthrows. Unlike Guilty Gear, IAD airthrow both works and is super effective. And yeah I'll update first page soon.
  24. As much as I love to complain about Arakune and V-13, we should leave this thread to constructive input :P Something I've been curious about. When Arakune gets your cursed in the corner and starts his 3d 2 hit bug spam, 1) is it possible to get off a super counter inbetween there and 2) If so, is Arakune free to move? That's really the only thing I can see that could help the matchup, but I'm guessing Arakune wouldn't be frozen and thus could just superjump it.
  25. Guys, whenever you get airthrows relatively close to the ground (like, IAD airthrow height) you always get falling j.C > land combo. If the timing's tight, just use advance input and hold C after the air throw. some combos (best IMO) airthrow >falling j.C > 2C > j.2C > j.C (if midscreen) or j.2C x2 if in corner - best tensionless combo hakumen has airthrow > falling j.C > 5C > 41236C > 5C (knockdown and decent damage for 3 stars) airthrow > falling j.C > 5C > 41236C > 5C > 623A~A > falling j.C > 5C (for knockdown) or 2C > j.2C > j.2C etc sorry I don't have damage numbers, will post em up when I get training mode.
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