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EiseneFaust

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Everything posted by EiseneFaust

  1. What do you mean by 4k and KD?
  2. I found this goldmine of Carl vs v-13 videos earlier today. http://www.youtube.com/results?search_query=autonomousR+v-13&search_type=&aq=f Enjoy :P [EDIT] Found a great post for Rachel vs v-13 (just moving it to the video thread:eng101:):
  3. The Litchi you faced had some random supers in there. (good job punishing with counter throw in round 2 ) Using the power of science MikeZ explains Super Flash Buffering: http://dustloop.com/forums/showthread.php?t=6872 You may also want to take a look at his post about some nice other tricks you can add to your game: http://dustloop.com/forums/showpost.php?p=424549&postcount=65 I highly recommend watching both videos. They are very well put together. It almost looked like input lag was messing up your combos. I'm not totally sure but you wanna make sure you get etched into muscle memory a few of the pick-up, antiair, etc combos from Goryus' stickied post. I really like what Darksoul173 recommended of IAD (backwards to keep distance) j2D. I see a lot of high level play (inoue, goryus, and Reria) utilize a very nice block string of 5DD > 4DD > 2147D~C > j2D > 214D~C > j2D. Specifically what I'm referring to was in round 3 when you were poking with 5D. If you had poked with 2147D~C > j2D you would have enforced the range pressure a bit better. This block string can all be blocked high but forces them to turtle and you can mix in 214D/214D~C as a mix up. Then you can hit confirm them into a combo. Remember it is important to not get cornered and as NU you can Act Parcer (66 or 44 after 6C, 2C, or any ground swords[http://s1.zetaboards.com/blazblue/pages/v13_data/]) to gain much needed breathing room. And since 2C is such a power full anti air you can sometime suprise them by teleporting away into a sword combo rather than the normal close air juggle. Swords are also burst safe and if they do burst you can hit them with another 5DD as they land into another air combo, wheee! I also am a big fan of protecting yourself with 214D and 214D~C as an oki. It forces them to either jump over it and get a 2D or 6D in the face into an air combo or build up the guard gauge. Hope this helps your game out It's coming along nicely though. Can't wait to see what happens in a few weeks time.
  4. I was seeing it used used as part of a block string. The player was skipping the 5D in order to bait them to jump over the 236D so they could do a antiair combo. I'll try and find the video I saw this used in. This strategy was not Noel specific but seems like it would work well against Noel considering her options. [EDIT] here we go. http://www.youtube.com/watch?v=O665xjaJRGU&feature=channel#t=0m40s [EDIT2] I keep seeing Inoue use 214D and 214D~C after a knockdown and as part of general keep away since it allows him the same opening as I was seeing Reria use the 4D > 236D. This may be a safer option. Inoue uses this a lot in a Ragna fight [EDIT3] another video I found that uses 236D > 4D against Rachel: http://www.youtube.com/watch?v=whu_AIHnsSM#t=7m40s
  5. Something along these lines that Tae told me in our last match was: if I'm having a lot of trouble finding the gaps in the mix-ups; it's better to default to standing block rather than crouching block. Noel's big combos start from hitting a crouching opponent and Nu should be able to counter into another B&B combo based on the distance of where you recovered from and gain the distance again. After watching some videos I really liked something I saw: 4D > 236D~C. This allows us to block the opponent in and if they jump in you can hit them with either 6D or 2D or if they move really fast 2C into another combo. (I've only recently started playing about a week ago so if something is wrong with my advice please let me know. ) Hope this helps
  6. I generally use FB as my go-to move for when I am using det mode at full screen distance. missile then follow one up for pressure at like 2-3 seconds left on clock to have some mix up. I will sometimes fly in and jS/jH or just land and 5k pressure combo of choice or 5p pressure combo of choice. For some reason I don't find myself using the bazooka/horsie ground game to get an opening for punch spam when I go to det mode as it seems people I play against are getting ready to watch for those more and more. I think the other main reason why I don't TK FB as much is that I just feel vulnerable for some reason, I dunno how to explain it but SRKs always make me wary for a longer opening that it feels that the FB is giving them. I'm prolly just slow on the TK or something; but it just feels awkward for me. Oh one last quick thing, you can actually chain (maybe link is the better term for this) 5d after a 5k hit. I was playing in training and had guard on limited and fixed 30% heat to try out different things and I know the frame data says "5k - Past frame 8, can chain into normal other than 5P or 2P (even on whiff)." and it indeed does work for 5d. just timing seems strict like maybe only will chain on frame 8 or something. anybody ever hit confirm 5k into 5k to 5d them? I kinda like this combo 5k (hit confirm) >5k >5d if they block you can just do normal pressure mixup but it's fun nevertheless heh. not sure if works on blockstun though. prolly not since I swear I never get away with it.
  7. option c please. I like the reandom talk that appears in this thread currently but it would be great to see a combo thread listed, how to maintain pressure and good strategies in a general sense (character specific needs to be in Match up thread that already exist). I'd also like to see different thread outside of each character specifc forum that talks about ways to improve your skill in a general sense, e.g. "so you decided to pick up stick and your used to pad" (Veteru told me something that really helped out and I would like to see this type of info be shared as well). I suppose that is foundation. but I didn't find the 101 thread useful for a player transitioning from pad to stick.
  8. Not bad at all Wekk. I dig the steam in the graphic, a shame that the name had to be shortened. All in all looks pretty good. Keep at it and Byrdo will have more competition
  9. fav color is Reload-H (kinda grey with black outlines and a pink sword) best thing with Robo Ky is the bike dust... I love that thing.. it also doubles as a nice getaway from ground-to-air moves hehe they don't expect me to hover. my other favorite thing is the ground taunt to mess up people's Oki's hehe I love that soo much. It totally messes with people. Another great thing I love is hitting Sytha with 5H when he was playing May last week hehe so funny his expression when he got whacked like 7 times with it And of course the air missiles and knee rockets
  10. I think Doomscyther was commenting that some people don't notice the countdown timer on the det/mode at times. I notice that one of my friends always fails to keep track of my det mode if he has just done an overdrive or something. I dunno, I guess the screen flash makes him forget I'm still in det mode...... hehe lets me get away with more det. mode shenanigans then I should be able to. Like instead of me throw bursting (cuz I suck at throws :/), I let him throw burst himself lol. Makes me laugh every time it happens.
  11. ahh ok that makes sense doomscyther. so to keep my questions flowing I'm trying some of those robo dash combos I've seen in the vids, (don't remember which vid atm, but I'll link if I find it again) and so far my favorite follow up to robo-dash which is a pretty simple follow up is robo-dash, 5s, j.k, j.s, j.h. also nice for keeping gauge up . Seems to be kinda flakey in midscreen as well unless you time it just right, anyone found a better follow up robo-dash combo that does more than just 5 hits and keeps them OTG'd? What do you guys normally do on robo-dash block? So far it seems like FD cancel for the block if you expect a reversal or 5s,2k,2s,2d then whatever oki you like. And what about RO's mix-up game? I wish he had more ground moves that hit high other than 5d , I notice a lot of his mix up seems to rely around TK'd FB j.s. Anybody find any tension free mix ups that are reliable that dont use 5d? what about iad.j.s for some reason I'm having a hard time getting RO to land when I want him to so I can continue the combo, maybe I just suck at iad. >.< P.S. I so wish I could do the TK'd FB > air throw that stormlocke did in his vid before the self destruct.
  12. yeah I could just be failing at my timing for a mid screen version of it. I'll try it out some more. so far though if I do it like 2 times in the corner it's a dizzy depending on how many j.s I get in. some times for kicks I've FB'd to get more j.s in hehe [EDIT] ok I got it working now it's kinda like deathscythe's aircombo but even more j.s lol[/EDIT] oh another quick question regarding the 5d j.d j.d combo, to get all the hits in. How much are you delaying or do you just quickly tap j.d twice to get a 3 hit into a longer 5-12 hit? seems to do TONS better if I wait for them to be above me before I start any dust combo, do you guys do anything while you are waiting for them to be above you more?
  13. So I was playing around with ro some today, and I was trying to get the timing right for some air combos. deathscythe's air combo is pretty nice for building their stun meter up. I was trying stuff like 5d, j.k, j.p, j.s, dj.p, dj.s, dj.p dj.s, (missles) but I seemed to be missing the timing when they weren't in the corner. anyone else try combos like this? I was trying to do jump installs with stuff like my new favorite combo ever (5k, 5k, 5k, 5d), so that I could get the timing I wanted for the air combo but it just seems to be failing on me. Can I even jump install on 5k? Any pointers for me? Man I suck at jump installing... soooo much. P.S. I <3 stunning moves... unless they are used against me... silly may 6p. Sytha killed me like 3 times with it lol.
  14. Dang it! how did I miss 4r5's post... I hate it when I do something like that... sorry about that guys... I messed up. But you guys also added some extra info too... I appreciate all the info guys.
  15. I'm also curious about this info DOA. I think I know what damage is of course but like what does GB+/- (Assume guard break, but what is the - and + about then?), Level (how strong it is?), for Guard what does HLF mean? (assume high, low, fuzzy?), and I have now idea what SD is and especially the +2 [+7] (is that for multi hits?), for Cancel I've seen cCJRF (assume close, any cancel?, jump, roman, frc?, there is prolly one for special but I don't know what it looks like either) as you can see, I'm fairly confuzzled. any help would be appreciated.
  16. thanks Shazay. I'll just be patient..... but I'm sick and tired of my silly ps2 pad. it's worn out as it is from other games.
  17. So I've decided it's time to step up to the plate and buy a stick and I decided on one of two options and BOTH are so hard to find. I've checked ebay, playasia, arcade shock, ncsx, MAS Systems directly (for the mas one only obviously :P), the trading outlet on SRK... and all comes up empty. 1) PS2 Mini Arcade Stick (10-button) http://www.arcadeshock.com/items/pro-arcade-sticks~mas~hori~/ps2-mini-arcade-stick-10-button-ps2mini-acc-detail.htm 2) HORI Real Arcade Pro 2 http://www.play-asia.com/paOS-13-71-m-77-3-49-en-15-hori%252Breal%252Barcade%252Bpro-70-10up.html Does this mean I should just bite the $60 bullet and just get a custom from the builders on SRK? It's not terrible but just spending $100 is already kinda expensive since I'm still not entirely sure on which style I'll like more in the end. All I know is I like 6 button style layout, concave buttons, PS2 compatibility (since I can up convert to any other type from there really), and speedy delivery (a definite negative to going the custom route). Anyone seen any HRAP2 or mini-MAS PS2 for sale recently (too bad that HRAP2 that Purify mentioned already closed by the time I decided to go forward with the purchase hehe)
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