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Seiska

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  1. Really really really Digging the 1.1 it literally makes May like 200% more playable on gamepad. The fact that you no longer need to hold P(square) when doing the OKI makes a huge difference making it a lot easier (and less painful) to use K(cross) for the initial low. Success rate for OHK went from something like 15% to 95% for me allowing me to use it in places where I formerly wouldn't even dare to try. And the fact that you can still use the negative edge if you want allows you to still use them for defense without having to open your blocking.
  2. Thanks. Need to check out the ]k[ Combos then and maybe do some Pad May Pioneering with this button layout.
  3. Been trying out May for a while now, taking it easy and getting used to her normal's chains etc. However after trying to hammer down her OKI for couple of lab sessions I've come to realize that the standard Button layout in GG just doesn't work for May. Holding down P(square) while doing other stuff with K(cross) is just not practical. I've been thinking switching P to R1 (trigger) since it's way easier to hold while pressing other buttons making it way easier to hold and release the P-Dolphin on her OKI but I am wondering does she use her other dolphins like this? The other ones seem more or less like tools to keep opponent away from you rather than lock them down for mix-ups. Also can't wait for the update that makes OHK a DP motion instead of "The bane of D-pad" aka 632146 motion (Literally the hardest part for it is to input a clean forward input).
  4. Probably more convenient to have these changes quoted here as well. The biggest change seems to be that 3C no longer floats the enemy away from Platinum, which probably alters especially mid-screen combo routes quite a bit. This is probably why the removed the 3C > Persia route since it would probably allow platinum to convert pretty much all her hits in to crazy corner carry combo. I wonder will we be able to do CH 3C CT combos in 2.0 now that it no longer floats the opponent away, might allow more mid-screen damage. Have to say that it sound pretty funny if 5B > 5C > 236B no longer really works but 5B > 5C > 3C > 236B. Presents getting destroyed on hit doesn't sound fun though, would like them a lot more if they would just activate on hit teaching the opponent not to hit mines.
  5. Then you are probably looking for Guard break / Crouch confirm / Counter Hit combos or Fan loops. Here's a 1.0 guard break combo video with few guard break examples that should work in 1.0 as well unless I have missed something. https://www.youtube.com/watch?v=3chlxpWb0J0
  6. It's odd that this hasn't been mentioned here yet but.. Platinum player Pops won the recent Ultimate Fighting Game Tournament 10 http://www.twitch.tv/nobodyexe/b/532052297 (Starts around 5:27:40) Amazing play by pops. Really unpredictable playstyle full of tricks, mix-ups, traps and mind games. Also liking the way he used the items, it seemed like he was comfortable with all of them, especially presents and bombs. Probably need to study his playstyle a bit and maybe steal few of his tricks for my arsenal. I was surprised to see that he was playing with a gamepad, playing with DS4 myself so felt slight joy to see him use Ds3 or something similar. Hopefully his victory will boost up Platinums popularity a bit, since all these tier lists are listing her so low just because no one plays her. Damn that Daiwa sure knows his block-strings and he resets them so well that they seem nearly endless. His play-style sure is aggressive though but seems to work so why not.
  7. Using it on reaction isn't limited to just enemy block-strings, it can be any situation where you feel you are at disadvantage, maybe you whiffed a move or blocked a projectile or field is littered with lightning pillars, magnets and whatnot. There are plenty of moves that are "vulnerable" to happy magicka, some due to long recovery, some due to long ass animations (doll hits through the attack), some of these have crazy hitboxes or active frames making them really difficult to punish by normal means, some might even be frame-traps. Still, I have to agree that the move is severely lacking and could be a lot better. For a move that barely deals any damage, it's recovery has been greatly exaggerated and makes me wonder what Arc sys was thinking when they made the move.
  8. Personally I think it's far better to use the move on reaction. It's pretty easy to input and can be charged while blocking down which makes it far faster/easier (at least for me) to input than regular DP motion. I have found most success with it against slow hard hitting moves that are just too risky to punish but still have enough recovery to get greeted by the doll. E.g Taokakas 6C and many of Azraels drive attacks. Occasionally I throw it at wake-up near the end of the round and RC it to 5C or something. On hit it can be combo'd to nice *if it kills* combo, On bait, the opponent might just take 5C counter hit to his face and receive the same treatment.
  9. Most of my 65A's become 66A's accidently so this is a welcome change as it's one of those accidents that has saved my ass in many games. But 66A is gold against moves that tend to low profile 5A like Taokakas Crawl or 2B catches many jumps as well.
  10. Maybe you are referring to Falling melody? it has same animation but only hits once but has some sort of crazy homing property. It's special you can use after knockdown, e.g 3C and Mami circular and the input for it is 22C. If not, then you are inputting 236AA just too slow or doing 3C from too far.
  11. Well what you should be looking at the combo thread are the "Universal standard combo", "standard combo", "anti-air" and "Corner combos" sections, these are pretty much the most commonly used combos Platinum has. Unlike 236B route, B-persia route requires you to be close enough the opponent to hit the persia after 3C, this can be uncommon in some match-ups while very common in others so it's good to know/ use both. Item combos usually just extend or alter these combos a bit. The old bubble combo is not that bad in my opinion, it's a good and item equip / discard combo that is pretty hard to fail when you get the hang of it. But generally Platinum is pretty mix-up oriented character so everything that offers OKI is often the best when not going for the kill.
  12. http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ Platinum 6A – Now causes float on counter hit. Jump C – Now has more hitstun on grounded opponents. Magical Bat, Magical Fry Pan (Including Miracle Jeanne versions) – No longer has same move proration. Mystical Momo (Surprise Box, including Miracle Jeanne versions) – Now has a “Close/Mid” and “Mid/Far” set versions. Overdrive Cure Dot Typhoon – Increased the untechable time on hit. Decreased the recovery for Platinum. Looks like she got buffed a bit at least. Those will undoubtedly offer some new combo routes at least.
  13. That's if you are using the counter incorrectly, it's fast enough to be used against slow moves on reaction, he has a lot of these. When he get's in I usually just opt to instant block his attacks, and when I see my character flash I'll just smash 5A and i'll usually be the one doing the pressure after that, or combo if he tries to press buttons since PT's 5A has like 6 frames start-up and IB seems to make pretty much all of his frame-traps unsafe. 6 Frame 5A is all you need. Solution for this would help him greatly though, and make the match a bit more interesting for me as well. The point was mainly to show the corner pressure, it's pretty much filled with 50/50 stuff and though to escape without a proper reversal. [Edit] Doguras tier-list seems far more reasonable, mainly due to C-tier making more sense and S-tier having way less characters.
  14. Agreed with the strong fundamentals part, but isn't that really a requirement to do well even with the top-tier characters, especially the ones who lack a proper defensive options? I mostly play against few of my friends and in local fighter game scene, the one who I play most against plays Taokaka pretty well and subs Litchi and Azrael. He's mostly been complaining about how Platinum seems impossible to punish, and he has been having trouble finding any good mix-ups for Tao. Azrael seems just silly, most of the time the character can be IB'd to hell and back since his attack timings seem so goddamn obvious (links? really now...) and most of his attacks have like bazillion recovery making Happy magicka just that much more solid. Sure he deals damage and has good cross-up potential but that's not much if you can't get in. But guess me and him are just missing something. Had some problems with Tao first, mainly with her pretty much endless corner pressure, but after learning not to eat every goddamn 5C or 6C she threw at me and some funky neutral the match-up became a lot easier (still a match-up where anything can happen). Tao does seem like really tough character to use though, one failed combo or getting eaten by anti-air can cost her a lot more than some other characters. would love a better 2A and/or not so risky happy magicka for this match-up tough, other than that don't really see what the problem is. I actually find most of her normals pretty solid, especially 2B which seems to low-profile everything and has rather good range when used from dash. 5B is a pretty fast and solid poke with range that can surprise most characters. 6A is fast and denies most jump-in attempts and has ridiculous vertical hitbox (hits even crawling Tao!). Mainly her 2A is godawful outside pressure and her C-moves (not including 5C) can be a bit slow. While they are not dirty, cheap or broken her normals are pretty versatile and suit her balanced and situational play-style pretty well. Ranged warfare can be tough for most characters, but in those it's often all about timing your dashes and jumps to gaps. But still would guess that Lamda and Rachel are probably her toughest match-ups when RNG god isn't on your side. Both of them have weak defensive game though, which often leads to this.
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