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faultydefense

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Everything posted by faultydefense

  1. I disagree with the last part of the last post. IMO you want to jump as soon as the 623AA hits as it gives you a bigger window to actually hit the combo. You really shouldnt even bother looking at your opponent at this point in the combo. You're more focused on hitting the j.C as late as possible, as in right before you hit the ground. Haku-men's sword is fricken huge and you just have to trust that it'll hit sometimes. a few things of note though. If you counter hit the 623AA on certain characters (Rachel/carl) or if you catch them out of the air with it they'll be too high to do the normal follow up sometimes. If you got the counterhit you can follow up with super jump > falling j.C > combo, if not you have to settle into something > j.214B > xx or just j.2C > airdash j.2C xn if they're really far away as you do the 623AA like, you're barely reaching them, the combo will still pretty much work on the whole cast (minus random situations with carl/arakune) you just do the falling j.C a little EARLIER as you will be catching them with the latter half of his swing. Honestly I feel the timing is easier / more natural this way, but its something to get used to. But really you just have to be watching haku-men as you learn his combo timing as most characters in 90% of the situations will just naturally fall into the combo as long as you're doing the correct/normal timing. falling j.C as late as you can before they tech on mid-lightweights you'll almost always want to superjump after landing 2C as it nets more hits in the corner On tager/hakumen and people you happened to catch with a low 2C, a normal jump will generally get more damage as it can lead to a relaunch easier
  2. If he ends in firefirst he can go for a cross-up or start pressure when you land, imo the best option is to tech late. Let him run up and either miss you completely if he attempts a cross up or he'll get a free 2A added to the end of his combo and you can tech his combo in the air and move freely. He gets no mix-up for like 100 extra damage. Worth it IMO. Just don't rush it and roll right into his attacks. His back C in the air stays out forever and if you roll into his 2A you'll give him a free air combo. Noel's 2D can pretty much be caught by Bang's 2D on reaction, if not it leaves noel without too many options once she lands. Most of bang's normals would reach far enough to poke her out of her next move unless she does 28D upon landing which is basically a 50/50, either she gets lucky and catches him poking or he blocks it and gets to start whatever he wants. I'm not a big fan of leaving it up to chance so really I'd only 2D bang with 50% meter to spare to make it safe. If he catches it with his 2D RC it into 2B/throw/ or block and try to punish. If he blocks it go into a finisher and be ready to RC that. If he gets hit, have fun. As for drive combos I felt that bang was actually one of the easier characters to hit. His hitbox is fairly wide and actually extends a little above what you might think it would, but its not hard to get under him either. Just make sure you haven't done too many hits by the time you go into drive. Also bang sucks if he's not in the air, and doesn't have a fast anti-air so if possible you want to be getting knockdown either through bloom trigger or combo into super. Nets you a free jump in. Don't extend yourself into getting hit by his drives and you're golden. Also, if you have a bang mashing his 2D, just start using a lot of lows, and gatling into 2C and you should get him to stop. Noel's j.C is a safe jump in with this match as long as you werent really telegraphed and early you should be able to react before he can hit you with a drive if he managed to catch it in autoguard.
  3. i did until bang showed me the light, now i just play half the cast
  4. I don't RTSD well, i need a little more conservative but not a zoner
  5. watch for bang's 2B, if it doesn't go directly into 2C or 2369D odds are you can jump out with a barrier (or hell against bang you dont even have to barrier generally)...this is the secret to playing against bang with any character... and its bullshit watch for airthrows when the bang player realizes he cant keep you still anymore and you're golden but what will you do in return if he catches on to your tactics for his own defense!
  6. so where you for the bb tourney winchester? ps, who is matt donidus
  7. its like you can see into his soul steve, i don't like warc, who's top tier in actress again
  8. ill play bb since gg isnt online psn is faultydefense, feel free to msg me any time im on i no longer have a main in that game
  9. wait who are you? ps, i quit blaz for guilty gear today
  10. Yo, made a combo vid: http://www.youtube.com/watch?v=MdSpw2A3b9w the project died midway so its shit quality...if anyone feels like being my editer i may record the other half of the combos and pick the project back up but hey, here's some gg combos in a land where gg's dying
  11. the lazy mans combo vid =/ http://www.youtube.com/watch?v=MdSpw2A3b9w
  12. never and i think ill just post up the 15 or so other combos i have recorded and post them as a vid response to my combo preview...not like anyone cares about guilty anymore
  13. his name is steve, get it right
  14. they took GG out
  15. tell him to walk it off
  16. every time i play blazblue im left feeling angry and confused
  17. just throwing ideas into the think tank
  18. how the hell did all of us before you forget this...
  19. ragna's super (delayable), jin's D uppercut (delayable), tao's down then up swing overhead (don't know if you can D in between), litchi's 6C, hakumen's 41236C, hakumen's 214B (if you IB the first hit), tao's 3C (3 hits, can 2D the last hit but she can special cancel before then, will make her cut her strings short and will often catch the move she cancels into) anytime your in between nirvana and carl be mashing that counter til he starts to throw off top of head and steel rain is a damn useful super, you just have to setup
  20. you can chain 2D yourself out of arakune corner trap, you'll have to IB somethin though just to get out of blockstun long enough to land a 2D, but once you catch something, its just 2D > 2D > 2D until curse wears off, no timing required as you can just mash the button....yet...a smart arakune just has to pause his string for a second and wait for you to wiff then use HIS 2D again... but hey, it looks cool
  21. so are you guys comin to houston?
  22. if your cursed block, if he's got a cloud attempt to swat/counter it, chase him down carefully, don't extend yourself on the ground or you'll eat his j.D, be ready to block AT ALL TIMES as he can lunge at you from practically anywhere j.214B is your friend as it beats his dive if your caught cursed in the air, barrier back down frame traps suck as he's just gonna be mashing jump away no matter what you do (the shitty ones will be mashing their 2C/grab/super, thats when you know you have a chance) you can't counter shit as he's almost always safe what'd i miss when you're done nearly losing to the worst player you've seen get a lucky curse into 50% mash air combo and then play a good arakune who lets you touch him once, bursts, and never lets you get near him again, maybe you'll consider my last strategy
  23. thanks, thats sweet who you playin with? and accept my f request on psn you faggot
  24. I don't want to be accused of spamming, but I want to give a shout out to ATG and anyone else that helped out with the first post. This is undoubtedly the best source of combos for any character in this game on any site I've been to. Dmg, imput, and tips on getting it down, sources, suggestions, on and on good show and really really really really helpful to me while pickin up bang
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