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HolyOrderChipp

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Everything posted by HolyOrderChipp

  1. So when I hit with 5B, I should pretty much be doing either 5C, Hell's Fang, or 6A GH et cetera, right? That is, unless I hit a crouching opponent decently close, in which case I should go 5C 6C dash cancel blah blah... Right? Or maybe 2C 6C? Does 2C have less pushback? Sorry, I don't have my console right now, so I'm just sort of... Trying to get as much info as I can while I'm away.
  2. So what about super jump > air dash? Also, if I do manage to get a decent jump angle and land on her face, should I just be j.Cing like the masher I am? What will beat most/all of her anti-airs? Is it about using the right move(s) or just getting the right positioning?
  3. So why not just make it automatically grab when they get in range, like Genesic Emerald &co. do? That'd surely be better than just making it slower. You could have your slow and eat it too! Er, have your fast and slow it too? Have your cake and fast it slow? Anyway! You get the idea.
  4. Thanks. Weird that it would be notated with C, though. And I'll take it from the silence I've gotten that of course Fatal Counter hit stun is not affected by proration and why would I even be silly enough to ask such a question? I'd think it would mean that it only applies the proration once, whether one of those hits hits or all of them. So the first hit of that move that hits applies the proration, and then the next ones don't. (Unless you use the move again, obviously.)
  5. So Potemkin was successful because he could be a defensive monster, and could threaten from a lot of ranges. Everything you did against him was risky. But aside from Tager having up-close problems, there's a larger issue in BlazBlue. You couldn't just plop Potemkin in and have him be successful. That is: There are much better zoning characters in BlazBlue than in Guilty Gear. Potemkin, as the saying goes, would have been the best character if not for Eddie and Testament. But in BlazBlue, a Potemkin-style character can't play that defensive style in a large number of matchups, and has to constantly try to advance. Tager needs to threaten more when people do things at him, and needs to have an easier time getting in. Moves like Hammer Fall that mean you can't just do whatever you want against him. His Tager Busters need to be faster. He's got to be scary up close. Now I could argue for instant, or 4-frame, or whatever Tager Busters, but point is, he needs to be able to punish mistakes with them. If they're instant, their damage could go down. (This would help with the grapplers dominate new players issue, 'cos newbies get hit by even slow Tager Busters all the time. The difference between instant and current speed is less, to that player, than the difference between 3.7k and 2.7k.) Thus, A Tager Buster is longer range, B does more damage. Kinda SPD-like. 0F could be problematic because they'd be good reversals, especially since throws beat strikes. So 1F speed could be appropriate. I like the idea from the other thread of projectile invulnerability on Spark Bolt. And the mini command jump. Giving him basically Mega Fist would rock. And he needs more threat range on normals, or for more of his specials to have a longer effective range. Things like 2D being better for advancing. Sledge has got to get better. Just make 'em a bit faster to start up. Maybe something with super armor. Okay, one thing I forgot: Slide Head. A wonderfully designed grappler move, one that allows a threat at any range. If Tager had something like Slide Head, would he work? Just some sort of range-agnostic move that gave him favorable positioning on hit. Doesn't need to lead to damage, just a knockdown or whatever, to let him close. And that's what I'd like for Tager.
  6. Yeah, 'course I'd try to buffer it. So if I'm in range to do 5B > 6A, then is a GH > 5A or j.214B > 5B combo giving me more damage than a 5B 6A > j.C j.D j.C j.D D Inferno Divider combo? Midscreen, I mean. And if I'm choosing between them, it's better to learn the harder tk GH combos, right? On a final note, if I just do it as 2147B, does that work? Or do I want a forward or neutral jump? Or does it have to be delayed enough that by the time I've hit B the 214 has expired? Man, when I get back to my console, I am gonna learn such sick combos...
  7. So I'm seeing a bunch of combos use 5B > 6A > GH > land, whatever, and some of them have just been notated as 214B... Now, do you always need to make it a tk GH? 'Cos looking at the frame data, seems like only air GH should work... Or do you end up hitting late enough with the ground version that you can link the 5B or 5A afterwards?
  8. Ah, right. Yeah, don't do throw commands haphazardly if you want to avoid throws. Man, there was this one time, when I predicted my opponent's blue Tager Buster, and in anticipation I mashed B+C a bit... Good times, good times. Hey, I never liked that 3700 life anyway. And 'course Atomic Collider is just plain unblockable. Damn that move. Only time when you have to tech late or you get hit. Otherwise, good blocking/Barrier/throw escapes get you out.
  9. What's TRM stand for? Not familiar with that abbreviation.
  10. So I've been reading the frame data, specifically the cancels bit, and I get that S is special/super, J is jump, and R is Rapid, but... What's C mean? Also, just to confirm, if we're allowed to ask daft questions, the 2F extra hit stun from a fatal counter isn't modified by proration, is it? Seems like it can't be, but I'm not sure I've ever heard a definitive yes or no, so I thought I'd ask.
  11. So then how would you make a strong grappler?
  12. Yeah, I guess they just need to stick out a Ragna 5B or something and you're screwed... Is 2D so much better because it beats things? Seems like it would have fairly similar problems. Also, man, what's with Tager sucking game after game? It's not like they can't figure out how to make a good grappler; Potemkin was awesome in AC. I hate seeing match videos where Tager gets timed out because he just can't catch up to people.
  13. Yeah, checked the frame data and realized it was the B Sledge itself that was + on block, then edited my post.
  14. Yeah, the system guide did seem to say that. Apparently it even carries over from round to round, and maybe match to match? Really weird. But that's what it seems to say. And I was surprised about throws having priority over strikes. I guess they didn't entirely hate throws when they made this game. Also, if B Sledge is + on block, what makes it so awful as a dash? I mean, sure, attacks beat it... But shouldn't you be able to use it close enough that they can't reaction block it? And mix up with A Sledge. When they realize you're doing A Sledge, start throwing in its followup to CH them. And I <3 Sledge against Lambda.
  15. I've had this bug too. (US PS3 version.) So it's definitely there. It's hilarious when you ask it to do a demonstration, and it does all the moves, but most of them miss.
  16. Heh, yeah... It's pretty crazy some of the stuff he can do... Still, Ragna's feel less distance/counter hit/whatever else-specific.
  17. I do get both hits of the ID. That's why I threw the last j.B in there. Gives enough height. Also more damage. j.C after 6DD? I didn't think it was possible. But maybe it's 'cos your combo has less proration. And huh, no idea you could dash cancel Belial Edge. That makes it even better than I'd thought. My god, Ragna does too much damage. I love it. And to think I used to do 5B 5C Hell's Fang nonsense...
  18. So I've been working on combos from a life steal point of view recently. My current 5B combo is: 5B 6A j.C j.D j.D j.214C 6DD j.B j.623D 236C 214D This does about 3.2k. I'm aware ~3.8k is possible with 5B 3C 5D dash cancel shenanigans. But anyway. Is there a meterless midscreen 5B combo that steals more life than the one I posted? Preferably one that doesn't do awful damage. Also, feels like after the 6DD I should be able to get another j.D in somehow, but I don't seem to have the untechable time left. j.B j.D or whatever makes the j.D whiff. Thoughts?
  19. My declaration of state right under my name? Or the fact I'm bad at Hazama I guess.
  20. You mean not jump cancelable on block? And huh, didn't know about the +1. I guess the 2F nerf could have that as a side effect...
  21. So is it just on block or on hit too? Also, why 2B > 5B instead of 5B > 2B? Can you combo 5A > 2B or something?
  22. That's insane. I was watching videos and thought you couldn't get more than a 3C off an air throw... This is awesome. Wonder how hard the dash timing will be. Also, couple questions, presuming you guys know. Is the stuff about increased pushback on normals true? If so, sad panda. Also, what are 5D's properties on air hit as compared to now? Is it similar to what it is in CS? That is, in combos when I would use 5D now, does it still do the same thing? Not that I really can lead into it like I could because of the 623B changes. Though I suppose the small wallbounce could allow it near the corner.
  23. Well, actually being from the east coast, I guess I'm okay with that. Still, got to learn better combos... So I can throw them all out when CS2 hits~!
  24. Er, yeah, I just got that impression reading stuff. I don't actually know or anything. It'd be nice for it to be a non-OG game, because while it'd be Japanese-only, we could still play it on American PS3s, which would rock. (Also who isn't weaboo enough to be learning Japanese these days. I mean seriously. Moonspeak shouldn't be a huge issue. Disclaimer: I do not know Japanese and will not until I get around to it.)
  25. I hear tons of mention of tk GH. Is the air version of the move just always preferable to the ground version?
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