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gEasS_53

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Everything posted by gEasS_53

  1. To be more exact, he calls Azrael's 50/50s cheap. I'm trying to tell him that a 21 frame overhead is not too fast and the 6/3D pair is at least 24 frames with clearly visible differences(namely his leg over his head with the one move he should actually look out for, textbook overhead), while many characters have better, less visible 50/50s that don't even end their blockstring, but no, Azrael's 50/50 is cheap. Viable arguments, possibly way worse mixups appreciated(already argued with the obvious stuff like Noel's repeatable D-chain 18 frame 50/50). On a slightly different note, got any similar stories where people who otherwise know the system call something cheap completely irrationally, with way worse things in the game present(for clarity's sake, add what game the example is in)?
  2. For CH3Cs I found some better alternatives. If you're going for simplicity, you're in luck, because CH3C seems to be VERY generous. A CH3C lets you connect 214D with really loose timing, you can actually start to input it a bit after the last hit and it will still connect. This will work anywhere as long as you're closer than the tip of 3C(the 214D will connect, but your only followup would be a really strictly timed 6D), but if done midscreen, it needs the dash for the 6A to connect afterwards. So the following is pretty universal: CH3C>214D>(66)>6A>5C>6C After the 6C there are 2 main simple ways to follow up: -236C near corner. The outer limit seems to be 1 line to the right of the middle line between the 2 big blue lines in the training room(or 3 small dashes from starting position). -6D anywhere besides the corner. Obviously not too close to the corner, but at that range 236C will hit anyway, so no loss there. The simplest followup with 6D will net 3.5k with j214D finish and 4.5k with 632146D The best(probably? who knows?) followup for 236C seems to be 22D, but if you have a hard time with that, 2C>j5C>j2C>JC>j5C>j2C>632146D will net you an easy 4.5k as well. I know your combo isn't supposed to be optimized, but it's actually way harder to execute than it should be. Here are the important parts listed, they all work by themselves: CH3>214D 214D>(66)>6A - dash only not needed when you're cramped in the corner (corner)3C>236B>2B>6A 236C>22D - (needs some muscle memory) CH3>2C>5C - A simple version, for those times when you REALLY want to be lazy. It's damage is basically the same as if you did CH3C>6A, but as with 214D, it's easier to hit. Slso, it looks a bit mundane, so people might get salty over it and make it easier to win(even though outside the most optimized combos, it's just as effective as anything else). Now, what this thread is lacking way too much in my opinion, is Astral combos, so here are some: Normals: 5C>AH 6C>AH 3C>AH 4D>AH - NINTENDO HARD spacing required for this to work CH6A>AH - ground hit CH5B>AH CHj5B>AH CHj2C>AH 6B>2D>AH 214D>(66)>6A>(5C)>(OD)>AH - the AH seems really hard to do after dashing, the 5C gives enough time to properly input the AH, the OD can help with it at the cost of making the timing stricter - pick your poison. OD>CH22D>airdash>AH - Fancy as hell, also it's possible to do on reaction if the opponent tries something really obvious, like a Hell's Fang from half screen away, or stuff like Kagura's 6D>C, Tager's 2D, you get the point. 2A>3C[1]>OD>3C>AH - for those times when you REALLY want the certain win anything>3C>AH - it will hit as long as the 3C hit closer than the tip point-blank 5C>AH anything>214A>AH Corner: 6B>AH - rarely works, REALLY tight 236C>AH 236C>6B>2D>AH 236B>2B>6A>AH - It looks like it would be too far, it's not. On the other hand, it will be too far if you put anything in front of 236B My favorite: CH3C>236D>AH - The opponent arrives on a juggling silver platter. I'm quite sure it will be the most feared experience for anyone who got caught in it once. Luckily, against the burst-happy opponents, there's the CH3C[1]>OD>236D>AH version. Sorry for the format, I might make it a bit easier to read later.
  3. For me it's on par with Hakumen's 6D>6D>6D>6D>Astral Sad that neither work :/
  4. I found this gem, it seems to be patched though... https://www.youtube.com/watch?v=Jd1CAmS8LIM
  5. Tried it yesterday for a while until I realized it won't work ^^' The solution would include a wrong j.236236C right? Trying the IDx5 right now.
  6. Exactly the same. Love the fact that his Astral is even a bit like Giga Drill Breaker :P
  7. We all love the little puzzle challenges present in most TCG video games, and with the arrival of the Chrono Phantasma challenges, even present in Blazblue. After a match that ended with an accidental disconnection I made up one such puzzle to see if I could have won it. Now I bring to you a topic for just such puzzles. Not trying to make the usual combo thread, puzzles with any characters, any criteria are welcomed. Here's my first one: I clearly remember the last moment, as it was me with Ragna against Nu mid-range, 3 seconds left on the timer. Nu has an attack out, I'm inputting 632146D and pretty sure it would have been a counter if we didn't get disconnected and the super-flash even showed up. We both had 100 meter and red hp. I had about 1-2%, Nu had almost full red hp(34% for the sake if this puzzle). Can you kill Nu with 34% hp at mid-stage with Ragna, starting with a CH63216, 100 meter(50 obviously spent right at start) and an OD? The answer is obviously yes, so bonus points for creativity. Even more bonus points for taking away stuff from that list and still managing(I'm not 100% sure I had an OD, also since the super-flash didn't even come out yet, only the hit is 100%, not the counter state) Posting a new puzzle after your solution is recommended.
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