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Nyaa

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Everything posted by Nyaa

  1. Oh lol, I haven't tried that setup yet. :v Too busy with Blazblue.
  2. I guess I'll post my recent video here as well, demonstrating a j6H yrc oki setup. https://www.youtube.com/watch?v=EbtxEEV3yJo
  3. Ok. https://www.youtube.com/watch?v=EbtxEEV3yJo You can of course do the falling double overhead on either side.
  4. You mean rising whiffed jP > jC?
  5. I play on a hitbox, it makes me feel like a cheater how easy it is to do the super grab. I feel it's redeemed on how hard it is to do miquelet capture.
  6. The one I do is bla bla bla long combo 5K4K oki, jumpin j6H YRC then either jump in for crossup, or jump back for non-crossup, j2S fall jK land 2K (now 2S hits). If the j6H hits they guessed wrong and you can confirm into the entire combo, if it's blocked you can either do fall jK for overhead, fall jKjP for double overhead, or just fall land 2K for low. If you go for crossup, it's still really easy to sideswitch them back into the corner into dustloops or whatever. The crossup/non-crossup happens after the YRC if you jump forward or backwards. On block you get good pressure, on hit, full combo. It's also decently hard to DP for some chars, with the huge exception being Leo who doesn't care about sides.
  7. I misread, I thought you were talking about j6H YRC. Why j6S instead of j6H for a meaty?
  8. Praise be. I learned a ton from that video.
  9. Should be mentioned that in neutral it's pretty useful to be able to stop air momentum / float in the air with her drive then cancel the drive. Can get you over some projectiles, or go for a dropping jB/2B-mixup after they've whiffed their AA.
  10. Uh, it should be ready in all situations using that combo. Not sure why it's on cooldown.
  11. Bullet does so much damage with little execution when she's in heat, but her neutral is incredibly sub-par and this makes some matchups really tough for her as most characters have further reaching normals than her. While her AA provides her with insane damage potential during H2 it's weak against crossups. Her pressure is decent so she's scary to deal with in corner, but on the defensive, getting pressured, she's also weak having one of the worst DP's in any fighter I've played. It can be crouched, tiiiny hitbox and can easily be spaced out by most characters. I would argue that learning good combos with Bullet is very important because you get few chances to do them, so you gotta make the best out of it. You want heat for mobility and use her H1/H2 fireball and either jB or 2B because that's all the range she got. And a handy tip for that 720 super, if you got heat and you got the first grab in, spin to win! Spin your stick as much as you please and just tap D for every rotation. Spin, spin, spin for massive damage. Who needs execution?
  12. Same as I use, it's very consistent. Depending on prior hits you delay the 4K so it hits when they're as low as possible from 2S hitting.
  13. Works on Mak with 3C if you ommit jC after sideswitch.
  14. Found a combo from 236[A] into Miquelet if it carries to the corner, H2 > H2 combo Works on Mak, Plat, seeming everyone. Can do 236[A] 3C 41236C for easier confirm, but have to delay miquelet slightly after 3C and if you do this, you can't do jC after sideswitch on Mak or Plat. 236[A] 3C 41236C 236D 6C sideswitch jCjD 623C 5C 5D 623C - 5.5k dmg On normies like Azrael there's no timing to it, just throw out 623C and 5C asap. Against Plat and Mak 5C have to be delayed slightly. Can delay and do 5[C] for 19 more damage. I've mainly played Xrd for some time but it seems I'm back at Blazblue. :3
  15. Um, does he jump towards for that J6S? Any video of this? Does he jump over for the J6S so he's closer to the corner than Sol when doing j2H?
  16. Here's a variation that works RIDICULOUSLY consistent on Platinum but doesn't seem to work on any other character. Starter > Miquelet > 2A (whiff) 3C 236[A] 5[C] 5D 623C dash 6C jD 623B. For damage comparison, from 6A you get around 4920 dmg with the regular variation, 5086 with the one Corbenik posted, and this does 4898, 4922 with red lock. It's really easy to do, requires little to no weird timing and works after multiple starter hits like jC 2B 5B 5C 3C miquelet. --- Other than that, some lvl 0 heat > 2 heat combos with 50 meter for different situations. 2B 5B 5C 5D miquelet RC 5C 3C 5D > Carries almost from corner to corner with miquelet ender, 2550 dmg 2B 5B 5C 5D RC 5B 6B superjump jB jC jD > Sideswitch
  17. I would still deploy H-sword in this matchup, if only to get any window at all to get in. Axl either have to move, block or kill H-sword, any of which is NOT being ready to swat Ram out of the air/2H. Getting in is all that matters, Ram have enough of good oki setups to deal with his strong DP. Other than that I agree that Axl is one of the worst matchups currently, but I'd rather fight a Chipp over Millia or Axl.
  18. Bullet actual grappler this time around. Personally I hope they give cutting shears a better hitbox, it's literally the worst DP i've ever seen in any fighters.
  19. The forced proration doesn't matter much if you started your combo with 3K, 6K, any deployed sword attack, jS, sweep, cS and equipped jH.
  20. That link is a bit bonkers. :3 http://www.nicovideo.jp/watch/sm26695321 High level of play going on.
  21. Hmm, Ramlethal beam super (maybe toranshi too) super flash animation doesn't stop Elphelt grenade timer. Happened in a match I just played online, became an unblockable super with extra damage. I don't have Elphelt so I can't test this, would someone who has her do?
  22. Depending on how I carry to the wall and mood I might go for a 2D-ender if I have a sword out and want some corner lockdown. Combo > PPP *splat* cSfS xx 4S/H > 2D xx 6S/H Even if it's not always meaty it forces the opponent to stay in the corner. - - - - I find 2K hard to meaty properly with for some reason. Characters have wacky different wakeup-frames. 3K is a solid meaty option as it's active forever, and backed by a swordcall you get combo on hit / safe/pressure on block. Also because it's quite low profiling Ky's DP won't hit her.
  23. Even if Daiji drops her I won't. Rammy~swaaan still cutest. Seriously looking forward to Evo this year, hoping to see a lot of swell Ram action. We're hosting a local Evo-event in our town with a XRD-tournament so I won't be missing out! Rampresentin'!
  24. Complexity: In what situation would you use 5K4K in a combo on someone standing (crouching) on the ground? If you're talking about getting the 4K-oki after a wallsplat sword-call combo in the corner, does the following work on Ram?: PPP *splat* cSfS xx 6H > cS xx 6S > 5KK4K It's the one I usually use for that purpose, but I don't think I've attempted it on Ram. ----- Anyway, back to topic, I have a lot of experience in this matchup against a finnish Ram-player. It's a weird matchup because Ram suffers from the same problems she does against a lot of lights, her combos generally work bad on herself. Equipped 2S YRC is strong, do 2S and YRC if your opponent is not engaging you, for safety. 2S beats about anything Ram have, it seems to outrange fS slightly. 2S2H on block of course. Rams throw range is a bit shorter than others so fS > Dauro is slightly harder to throw, and on block, well, Rams pressure isn't very significant so getting anything blocked isn't the end of days. If you block a 2KK, try to IB the last hit and punish that Ram HARD. IB'ing last hit of 2KK puts Ram at -8 (!) and shouldn't be very hard. If anything this is a pretty even matchup that should be frustrating for both players, with Rams IAD jPPPP. Learn how to punish that as well, if any Ram does this, block a hit, IB any further hits then airthrow. jP so nerfed now it's crazy. Know your characters weaknesses and hope your opponent knows less.
  25. Mind that depending on character and/or number of hits prior in a combo, 2D-oki setups might not make the swords hit meaty. One of Rams best tools for a meaty setup is anything into swords into 3K. It's active for super long and will beat anything on wakeup that's not a crouch-block, DP, backdash or blitz.
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