ah thanks for the info guys. To follow up I have some more questions, most aren't realted related to mobility this time.... but why spam new topics, right?
1. How do I know if I'm properly instant air dashing? In UMvC3 its pretty easy to tell as you can see how low to the ground you are. I'm just wondering exactly what a perfect instant air dash looks like in this game (youtube didn't help) Also I'm using a dualshock 3 controller so it would be great if you have input tips specific to that.
2. It seems like some characters normals are all safe. you have to block forever until they use an unsafe move or they let up and you have a chance to attack again. Is that the case? I feel like that's exactly why I keep getting snuffed whenever I press a button. I keep telling myself it's online lag, otherwise there's no reason for my 5As to lose to slower normals after I've properly blocked
3. Did they change command input driority in this game? For dragon punch inputs I always use f,qcf+ attack in all games and it would always work, I feel like Blazblue was no exception. But now in Chrono PhantasmaI get the qcf attack. Now I have to pay attention and make sure I don't complete the qcf and do a proper dragon punch input of f,d,df vs my usual f,d,df,f. It's really messing me up. Has anyone else noticed this or am I just crazy?
4. Framedata is a bigger deal in 3D fighters so coming from Tekken it makes me at ease to know my characters info. How do I read the dustloop frame data page? For data on hits I can't tell if it's after my recovery animation or after my active frames.
Say for Ragna's 5A on hit it is 12 frames. Is that +12 frames after he is back to neutral right? That's why his 8 frame start up 5B can connect. That's what I intially thought but that can't be right since 5C is +19 but I can't follow it with 5A which is 5 frames. So yeah not sure how to read these. The colum right before grounded hit frames say opponent has 11 frames of block stun. It makes me think 5A is actually (12-11) = +1 frames on hit, same for 5C, 19-18 = +1, which is why you can't link a jab.
In Tekken a 5A (1) is usually +8 on hit but a 5A start up time is 10 frames. You know anything that connects after a 5A is because in chains you recovery animation is canceled by the chained attack. I'm sure its the same for Blazblue. But the Tekken frame data table for getting a hit was clear. You are +/- x frames from when your recovery animation ends until the opponent can block again.