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Mal

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Everything posted by Mal

  1. After [4]6S aren't you at negative frames? The throw OS will make them block it, if they are doing it right. After HS [4]6S Leo can be CH'd by a lot of moves, if they IB. If you use the 6HS loop, after your 5[HS] > D, it's an easy throw. 5[HS] has to be spaced at nearly max range for the throw OS not to work, and in that case it's also not that hard for the opponent to see they they are not close enough. After testing, 5K cS 5HS delayed flashkick will beat the OS everytime, tho. But then, it's the riskiest option... I'd rather use the blockstrings RentalBlackout mentioned and use 6HS on block more conservatively.
  2. I guess after people get to know that a simple throw OS will beat all of Leo's options after 5HS if you try to loop it, this will stop being a thing. Until then, let's enjoy the free online wins :P
  3. I think 2S is actually good, ThatHiroGuy, but maybe for different purposes. I mean, it can low profile a lot of stuff (like Sol's jS, 214K, bandit bringer...) that 2K or 2D cannot, and is +4 on block so it can also be used in frame traps.
  4. What are you guys doing after BT Stance D wallsplat? When it's a high wall splat I'm cancelling the stance and doing a 6[HS] > combo or high jump air combo When it's low you usually don't have time to cancel it, so you must try to do something like S > 214S> 2P S > aircombo
  5. What's the best punish combo if you know for sure they are going to roll backwards (to avoid A-Orb oki) after a flashkick CH, air combo ending in j.C? Thanks!
  6. I guess I'm having trouble with the way she controls space. Sabers/air sabers, and I always get hit by a random 5B when I get closer, then it's air combo + the terrible hop mixup in the corner I end up doing a lot of 6D~Cs in this matchup. I guess you just have to be patient and throw some B orbs around and be careful with the spacing when closer - where her 5B doesn't hit but 5C/2C/6D~C hits her?
  7. Thanks Surf, but I was actually refering to the jump mixups in a safer context, like after a B Orb oki I think I've only used his jump cancel by mistake :P
  8. I can't imagine life without the old 6A I guess his mixup game without meter will rely on jump mixups? Like j.C(or B) / Empty jump 5B / Empty jump throw / j.C 2DA / j.C 2B / j.C 2D stance cancel...? Oh, btw, for corner combos ending in stuff like 2DA 6DB 5DC, you can usually hit them with a 5B or 5A still for example... is there any trap you can apply in a situation like that? Like 5B, they tech, delayed 3C reset. If they don't react fast/use barrier they'll take the 3C? My Blazblue knowledge is too limited, sorry if it's a stupid question :P
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