Jump to content
Dustloop Forums

chzchan

Members
  • Posts

    1,063
  • Joined

  • Last visited

Everything posted by chzchan

  1. Well you just have to wait for a few more from different perspectives. I'm going to make a probably bad guess and say that Bang has it easier against Nu because of his mobility and movement options maybe. Or Dora just doesn't see her as that much of a threat. It is always fun speculating based on lists, though I can't wait to feel things out for myself at the end of April. I hope they make one of those combined East/West list compilations again.
  2. They way it looks like it was made is he made sure there was enough room for S tier and Terumi at the bottom and then added as many names as he could to fill up space until the limit haha. You and Frost Monarch are probably right though.
  3. Notice how Hakumen and a few other characters aren't even there probably due to character limit.
  4. Oh Dora. @dora_bang: S: hazamz,valken,jin A:,izayoi,tdubski,ragna,tager,relius,nu,kagura,makoto,carl,bang,litchi,azrael,taokaka D:terumi
  5. Okay yeah I figured out why it works. Rachel's grounded laying down hitbox is much much taller than every other character's. This is because of the chair as most other characters are pretty much flat lines on the ground. Rachel is more like a box or a rectangle. I find it funny because this combo doesn't even work on Tager, so his hitbox is even less vertical than Rachel's when laying down. Doing some more experiments. You can actually get 623C to pick them up just fine and then go into j.236A whiff route to continue the combo. Works on every character so long as they are stable in the whiff route. This is all actually looking a lot like 2.0 j.214D pickup combos. There is a bit of utility in this being if you land a j.CC too high off the ground on a standing opponent or too far away and cannot follow up into 5A/C upon touching the ground. Instead you'd just j.214C > 623C > j.236A(w) > etc. Doesn't do too much damage but it is pretty neat.
  6. Hmm, I didn't know that 2A OTG'd. I'll have to try it out. I'm guessing you have to be kissing the ground while doing j.CC in order for it to work, huh. Sucks that it only works on Rachel, though. I wonder what about her hitbox allows it to be done.
  7. 214A? You mean in Extend?
  8. Referring to actual version of the game or extra stuff that may come with the Vita version like the beach scene?
  9. If all the people I am driving over bring their PS3s we can provide at most 6 of them. All 6 have BBCP. 2 have P4U, and 1 has DFC. I have a single ASUS monitor I can bring with me, but I can ask if we can borrow some of hellfromabove's spare ASUS monitors if there are not enough.
  10. That sounds like something I remember reading about a long time ago for Mai. It involved her D moves "storing" one of the opponent's attacks and then rather than disabling it, the move would heal her or not do any damage even if it lands in a combo. Of course these moves would need to be parried first. Sounds pretty complicated to implement.
  11. Didn't say that the idea wasn't neat. It would just be a waste if it were that simple/similar. Even though a lot of characters are considered different types of Ragna, they still have depth to their drive design and gameplay that provides enough differentiation in my eyes.
  12. But that's just a different flavor of Bang's D moves minus the extra properties for landing the moves. I really hope they get more creative but I doubt they will the way Celica turned out.
  13. Didn't stop them from having Makoto mention the name at the dinner table in story mode. Guess that is a lot less major than what is being planned to add though.
  14. Well if Mai were made to play like Sho with just a bunch of two part normals just because two swords I would be pretty disappointed, especially if they make the drive just a bunch of extra normals or something. Just based on lore what could Mai's drive be? She can poof those two weapons out of nothing, but I know her powers change over the course of the series.
  15. http://gematsu.com/2015/01/blazblue-remix-heart-protagonists-appear-blazblue-chrono-phantasma-extend Well at least there is a slim chance that two more characters will be added to the roster. "Unknown" for now, but the amount of time they have between the arcade release and the console release seems like a pretty reasonable amount for a new character or two to get designed. It may have been in the works long before, but the time between when Mori said Celica would not be playable and when Celica got added to the roster is around the same amount of time. Wonder how they would play.
  16. That's actually kind of scary hearing it from them. Aside from the new system mechanics and attributes in OD, I wonder what truly pushed Tager over the top? Have you fought any notable ones Errol?
  17. I guess I will have to keep track of food meter > tension meter conversion in a fight outside of combos. Maybe keep myself from using 236K in the corner to get more tension out of it or something.
  18. Ah alright. I had an understanding that he isn't made to mix people up, but I want to at least have something basic and meterless to try to use on people who are patient. Man would I love it if they mashed at the right times for the frame traps to be effective, but the people that I have played actually look at my meter and wait for it to reach a certain point. It is more like they are comfortable blocking until they know I don't have enough food to do much of anything and then they go at it. I'm guessing you need 25/50 meter to even attempt mixups huh. The rest of the time you should just try to hammer your opponent without blowing too much food is what I am thinking now.
  19. I am having trouble mixing people up properly after a knockdown. I have seen how you are supposedly able to do it by meatying j.D after pole vaulting, IAD, or just jumping, but things really start to not work once people start blocking high by default. How do you even try to go for a low when they can just grab you? It doesn't even seem like a mixup when you need to be as close as possible with the j.D for j.214S to connect and you can't be too close or else you will get grabbed if you decide to land into 2K/D instead of doing momentum stop with j.D. Just on the topic of mixing and opening people up, what have been your preferred ways of doing so?
  20. Ah so it has to do with RRC. Alright thanks for clearing that up. I have yet to get that full combo to work in training room so far, but I have been able to abridge at least the last part of it for a decent 203 damage combo. I really really can't get the second j.6H confirm into the rest of the ground normals. I still have a lot of trouble getting the first j.6H to go into 623S and still get the red lightning, so getting the second one down is just too much for me right now for probably less than 10 more damage.
  21. With 236H held just long enough to get wallstick [9 kcal + 50%] Grab > RRC > 236[H] > 214K > j.K > 5H > 6H > 623S > 214S > 236[D] > 214K > j.K > j.K > j.214S > j.236H > 214D [160 DM] [6 kcal + 50%] Grab > RRC > 236[H] > 214K > j.K > 5H > 6H > 623S > 214S > 236[D] > 214K > j.K > 5H > 6H > 214D [159 DM] With 236H held at max length to still allow 214K > j.K > 5H > 6H to connect after wallstick [9 kcal + 50%] Grab > RRC > 236[H] > 214K > j.K > 5H > 6H > 623S > 214S > 236[D] > 214K > j.K > j.K > j.214S > j.236H [191 DM] [6 kcal + 50%] Grab > RRC > 236[H] > 214K > j.K > 5H > 6H > 623S > 214S > 236[D] > 214K > j.K > 5H > 6H > 214D [188 DM] After fiddling around with this, I realized that how long you charge the 236H drastically affects the combo damage. I don't know if it has to do with the level of charge or maybe a clean hit type thing, but it was just strange to see it making such a gigantic difference.The way you'll know if you got the FULL charge is if both hits of 236[H] deal 24 and 35 damage rather than 19 and 28 respectively. I'm sure someone has to have figured this out by now so I am probably being surprised by nothing.
  22. I guess I can try to use j.P since I can probably more consistently confirm off of it than trying to just sit back and attempt an AA on someone who just jumps nonstop. Not too sure about j.6H though because it is pretty slow. I still question if I should even be putting myself in the air unless I get a knockdown.
  23. Not saying that the combo off of 6P isn't great. In fact, Sin's 6P is a pretty great move. Consistently hitting the c.S is where I am having problems. It just doesn't connect very often. If I know that the c.S will whiff based on the height I usually try to go for 236H, but even that whiffs fairly often.
  24. What should I be doing if people like to mash 2P/K after they instant block 236K? Should I continue to blow meter and go into 236H to try and maintain pressure or frame trap them by delaying it or what? Usually get stuck here. I feel like I end up burning a lot of food that I usually don't get back by using it to stay on people, especially people that I fight often enough for them to learn to just IB 236K and out mash me after 214S stops working as a mix up. Seems like I am never in range for grabs to work effectively either unless I blow a ton of both food and tension. People also don't like to sit down and block against Sin but I saw that brought up in an earlier post. 236K > 5S > etc. stopped working a long long time ago as a means to keep on the opponent. Then there's trying to go in with a hop after the 236K which always always gets me 6P'd because it sends Sin in at the absolute perfect angle to get AA'd. Is there a good way to bait AAs after a command hop without having to jump install and still be in a range where you can take advantage of the whiffed AA? Should I be using j.D to pause myself or something? What is his air to air game like? Should I even try to approach people in the air if they are flying around and pressing buttons or just be patient and wait for an opportunity to land 6P and never actually get a combo out of it because c.S whiffs 75% of the time. Still don't have a really solid gameplan with him yet and I feel like I keep myself grounded much too often in neutral. Even after watching matchup videos I don't quite understand how Sin can even keep people blocking and still have enough food meter to do damaging combos if he even opens them up. Probably just doing something wrong and complaining about things that there are already answers for, though. Sorry if I am.
  25. You can deal with that by using propery timed frame traps. Tsubaki is made of frame traps. The opponent even attempting to mash instead of jumping around nonstop should be a godsend. What she cannot deal with is people leaving her pressure by simply doing barrier + up back. That is where she has trouble.
×
×
  • Create New...