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Icekin

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Everything posted by Icekin

  1. wow.
  2. Looking at this frame data is kind of enlightening. All those moves are minus on block? Literally every Akatsuki I've fought has mashed hard after everything that isn't 6C, I kind of assumed they weren't negative. I've just been letting people play recklessly all day. I know having a move that's -1 blocked doesn't mean "oops guess I have to stop now", but geez, I've been too lenient on him.
  3. Unfortunately not. I'd love to fight people to Byakuya and Chaos's themes all day, but this game is weirdly restrictive when it comes to music choice. Hopefully some options will get patched in later.
  4. That feel when you get good enough that you're not a beginner anymore, but actual good players still shit all over you pretty easily. Feels like so few people are on my level. Either I crush people, or I get stomped hard. Beginner threads are behind me, good lobbies are beyond me. Q_Q
  5. No, you need to press start and hit return to lobby for that to happen. Just mashing X is fine.
  6. It does actually mess your stats; the match is not added to your total. It can be annoying for others who do care about their cards, or who might think you're trying to keep a low count to be deceptive, or as was said preventing replay saving. I would avoid doing it in public lobbies. It can feel a little jarring to have someone skip the win dialogue at the end every time. Some people like having their victory lap, and I don't blame them.
  7. I would not use up CS on a combo for like 200 extra damage. I'd rather use it on a hit you normally don't get a combo off of, or a hard to confirm hit, or as an option for pressure. If you've already landed the 2B 2C, you can just do a regular bnb for 3k.
  8. I don't know about Nanase's range being "much better" than Linne's. It seems pretty similar. She does give me a lot of trouble, tbh.
  9. Variations are like, on a high counter you can add j.8C on oki route, you can use 236A-6A instead of 214A-A for distance, etc. If you use a 2a starter, the j.[C] timing becomes really tight, so it might be better to go 2A 2B 2C 5C j.[C] j.BB j.2C 2C 214A-A. As for neutral, it really depends who you're fighting. Usually involves a lot of j.236 bullets if you can even use them, and then either closing the cap with your fast dash, catching them in the air, or if you want to be clever, concentrate, wait for them to inevitably try to do the same and YOLO236B (no don't do that. Too much. C: ) The safest followup to 236 is 6C, should it get blocked. Don't rely on specials for overheads, ever. Actually, just don't use specials at all to break someone's guard. Every special or followup is either mid or high, and is very unsafe on block, so against anyone with a clue, they will block high and punish hard. Only exception is 214A if you have CS. You can cancel your C moves to 2A to reduce recovery, and then try whatever. FF + 6D works on block, but is kinda bad, use sparingly. Nanase's float and jump cancel FF are tempting to use a lot, but vorpal is too good for her to throw away GRD like that, so if you are going to use them, make it count.
  10. FF 6D rejump is not a very strong option. Instead, cancel whatever you're doing to 2a and go from there. If you do use FF6D and they shield, 2B is not the answer, throw is. As for midscreen, I usually end combos with j.236b, so if they backtech, they lose some GRD, and although they gained a bit of distance, there's now a bullet in between them and me, and I can just wait to see how they react to it and chase after. Alternatively, end your combo with 236A-6A and go for corner carry instead. I haven't used this one a lot, but I think I'll give it a shot tonight, see if it helps. Nanase's corner pressure is immensely stronger than midscreen, so I'm fine with dropping some damage to get them there sooner.
  11. I don't know if I would really put it like that. There's odd connections here and there, but for the most part, almost every 3-4 bar connection I've had was fine. One exception that really confused me, but that's all it was, an exception to an otherwise very reliable indicator.
  12. 2B/5B 5C 236A-6C j.[C] j.BB j.2C 2C 214A-A 2B/5B 5C 236A-6C j.[C] j.BB j.2C 3C j.C j.2C j.236b for oki route There's slight variations of the combo depending on starter or position, but that's the general route. Almost anything Nanase does leads into this.
  13. Shielding beats jump attacks, empty jump + grab beats shielding. Since most people are recklessly assaulting atm because they think this is Blazblue, shielding is extremely strong, but it has it's weaknesses.
  14. Well, if you want to get people scared of pushing buttons, delays and staggers are a good way. If you just cancel hits into one another, you'll quickly run out of buttons to push and I'll know exactly when my chance to get out comes, and I'm not scared of overheads of anything since Nanase has none that aren't specials (which are all very - on block). Don't be predictable (easier said than done, I know). As far as Nanase specific stuff, you can cancel 5c into 2a (whiff) which puts you at +2 or something, then go into whatever. Float has some gimmicky uses for double overheads and ghetto crossups, but it's all so vulnerable to shielding, I'm not sure I should be advising it. You can FF cancel any hit into assault for a sort of reset jumpin, though that costs GRD, so make it count. I'm still terrible myself, so I'm really hesitant to advise anyone. Keep at it though. And GGs.
  15. I wish more people played Chaos. His theme is easily my favorite.
  16. Yeah this is the kind of thing that will work for now because everyone's new and few people are used to Nanase's 66B/C, but eventually it'll stop working. Use sparingly.
  17. Well, Akatsuki is already in the game, so why not Blitztank? C:
  18. I'll give it a shot, but I am worried about the idea of making people wary of fishing for whiffs, since most of the time what I see Walds do is just relentlessly assault and j.whatever, and give zero shits about consequences (because most of the time, there are none). I think shielding obvious jumpins is probably going to work well.
  19. Netplay dans la même région c'est pratiquement indiscernable de offline. A moins que tu soit sur wireless.
  20. Besides picking Gordeau, how do you deal with Waldstein? His normals have so much range, and his hurtbox is so far behind it that nothing will reach him.
  21. Yeah there's a balance to be stricken between being defensive and just letting people walk all over you. Still, defense is strong. Blocking gives GRD, shield blocking adds recovery to air moves and prevents them canceling, teching grabs puts you at +8, etc.
  22. I don't mind blocking for a while. You get GRD and eventually vorpal/CS, at which point it becomes very dangerous for them to put pressure on you. This isn't BB where your barrier guage is running out and you have to make it count.
  23. I thought our connection was fine. :C
  24. I am having a horrible time keeping people out of my face. Nanase's DP has practically no horizontal range, as does her 3C, so people pretty much jump in for free with properly spaced assaults (especially Waldstein, that guy just has a field day on me). Should I be trying for air shield, or j.8c? Feels like I'm missing something.
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