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Everything posted by Nyaa
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Pot is only (only!) invulnerable for 20 of the 21 frames the backdash is active, so any attack that's active when his backdash ends will hit him cleanly.
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I don't understand the arguement. It seems we all agree. Speaking of Fausts hitbox while crouching, he completly evades Ram 6P. But, in his couching idle animation after he farts the flower right when he gets that angry #-icon on his forehead, 6P can hit him.
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5D 41236C RC dash 5B 6B jBjCjD 623B
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At the range where I suggest using 6P over fS it's not possible for Faust to react. It's relatively safe to throw it out, in case Faust uses fS a lot. If he does, 6P is great, and it will make him think twice before using it again which is what we want. fS doesn't give Faust a lot in terms of damage but it gives him great space dominance which is what really hurts Ramstein. Anything you do in GG is a gamble. To win an unfavorable matchup you have to control your opponent. Show him you aren't afraid of his tools. Make him think you know the matchup. This will make him hesitant and this gives you the chance to get in.
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Ok, with recent patch this matchup is VERY in Fausts favor. Ram lost her neutral options while Faust... is still the same Faust. I got to play a ton of casuals today, including a ton of Faust matches. Now, the player I played against isn't the strongest (I was on a 82 winstreak against his Faust and Leo before we took a break) but I got to test out some stuff. If you're in Faust fS range you can do an OS by doing 6P xx Dauro. If he throws out a fS you will lowprofile it, hit him counterhit and combo with Dauro. If he doesn't fS you just whiff a 6P which isn't catastrophical. This also beats the fishing rod, and will certainly dismay Fausts from throwing out fS all the time. Lowprofiling Faust fS isn't anything new, but Ram gets very respectable damage from it and it's a great tool in an otherwise stupid matchup.
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CH jC didn't become that much worse really, it's pretty easy to OTG for a full combo. CH jC 2B 6B/5B into whatever you want. If you have heat levels you can do CH jC 2B xx 623C into 4K meterless. http://a.pomf.se/jtqups.mp4
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Yo Ramstein here, no idea how I ended up here but I would like to chime in on some of these stuffs. 5KPP and 2KPP don't need instant blocking to be counterable. On normal block you can jab or cS between the last two hits. 5KPK and 2KPK are tighter and can't be interrupted, but are very punishable on block and only give knockdown on hit. fS>Dauro is not a blockstring so you can throw or BS between hits. I play some guys who consistently throw me if I try to do this so it's all a gimmick. She did get some nerfs so you should always be able to punish on IB now. If you normal block the regular version she's in -4 so don't be scared. IB that and punish with anything you want. Green dauro is -1 on block, IB that for punish as well. I'm unsure how the matchup is now but it's definitely changed, one of the most changed matchups I believe. Venom have better range on a lot of stuff, can now outzone Ram with ease and have stronger pressure, while Ram have greater damage on her stuff. It feels pretty even. If you burst or DA-attack when she's deploying swords in the corner they will die and Ram can't even retrieve them for 2 seconds. Use this opportunity to get in her face as she have no range at all without them.
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If Pot got buffs, would anyone be able to beat Fab?
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I don't disagree that she's better. I played her a lot in CP and still play her. I just wish she got something, anything to improve her weaknesses. Salty after a run in with a good Amane.
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Bullet got buffs, but was any of them the buffs she needs? She feels like the weakest character in CPEX. They didn't address a single of her weaknesses. How to win BB when 9/10 of the cast outranges her with almost everything. Did they nerf 3C? Didn't it use to lowprofile a lot before? I'm not evading anything with it.
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Question. Can you cancel a blocked 6D/2D into afterburner? And, sad days... http://a.pomf.se/hbujhj.mp4
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Holy snapes that combo is sexy. With that seriously sexy damage. O_O
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In this combo I mean jc as jump-cancel. I guess it's pretty redundant, gonna edit that. Didn't test on enough of the cast apparantly... Yeah, doesn't seem to work on Makoto. Also doesn't work on Platinum, Hakumen, Taokaka, Rachel and Kokonoe. But for some reason it works on Carl. Misses sometimes on Kagura for unknown reasons. Good alternative is 2H CH 5C > 6C xx 623C xx 623D > 236[A] > 5C > 3C xx 5D xx 623B = 5284 dmg +1 heat. On these characters, the CT-combo doesn't hit either. Alternative; 2H CH 5C > CT > 6C xx 623C xx 623D > *walk slightly backwards* 5C > 3C xx 5D xx 623B = 5825 dmg +1 heat. I'm so bad at this. Add a 6B after 236[A] and combo goes to 6097 dmg. Also much easier. Updating my post with videos as well. Actually optimized some of them a bit more. :3
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I've been working on optimizing damage from different situations. CH jC > 2B > 5B > jBjC > 6B > jBjC xx jD xx 623B = 2250 dmg Video 2H CH jC > 2B xx 623C xx 623D > 6A xx 236[A] > 6C > jC xx jD xx 623B = 4002 dmg Video CH 5C > 6C > jC > 6B > jBjCjD xx 623B = 3055 dmg Video (I'm aware it should be possible to do 6C jC land jB, but I've never nailed it.) CH 5[C] > 5[C] > 6C > jC > 6B > jBjC xx jD xx 623B = 3471 dmg Video 2H CH 5C > 6C xx 623C xx 623D > 236[A] > 5C > 3C xx 5D xx 623B = 5284 dmg Video 2H CH 5C > CT > 6C xx 623C xx 623D > *walk backwards* > 5C > 3C xx 5D xx 623B = 5825 dmg Video 2H CH 5[C] > 5[C] > 6C xx 623C xx 623D > 6A xx 236[A] > 5[C] > 3C xx 5D xx 623B = 5791 dmg Video 2H CH 5[C] > CT > 5[C] > 6C xx 623C xx 623D > 6A xx 236[A] > 5[C] > 3C xx 5D xx 623B = 6711 dmg Video *** Following does not work on Makoto, Platinum, Hakumen, Taokaka, Rachel and Kokonoe. Misses sometimes on Kagura for unknown reasons. *** 2H CH 5C > 6C xx 623C xx 623D > 6A xx 236[A] > 6B > jC xx jD xx 623B = 5389 dmg 2H CH 5C > CT > 6C xx 623C xx 623D > 236[A] > 6B > jC xx jD xx 623B = 6097 dmg Video
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Nyaa replied to Anne's topic in BlazBlue Gameplay
I'm not noticing any change in the netcode. It's as good/bad as it ever was. For some reason I get less lag against french players in CPEX than I do in Xrd... -
Just realized in a match that Bullet gets a lot of unburstable damage now for very little work and no overdrive if you have 50 meter and lvl 1 or lvl 2 heat. H1 and 50 heat: 5D xx 41236C xx 236D > 2363214C = 2933 dmg H2 and 50 heat: 5D xx 623C xx 623D > 2363214C = 3622 dmg Great for finishing rounds. Example from an actual match.
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[CPEX] Scandinavia! (Or northern Europe in general)
Nyaa replied to Nyaa's topic in BlazBlue Online Play
Wadatsumi is the european lobby, when I went on today around 6-7pm there were 16 playing and most had good connection as well. -
The combos work on every character. You guys messing up. Hazama: http://a.uguu.se/vallkv.mp4 Carl: http://a.uguu.se/jbxbbi.mp4 Kokonoe: http://a.uguu.se/fbdjsm.mp4 I'm the one messing up!
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No, on a standing character you can't combo into 3C. Only connects on crouchers.
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Red lock is definitely A LOT faster. Mind that red lock lvl 0 drive is still safe on block. Personally I would never spend H1 on a combo unless I knew 100% certain it would end the round. Exception is hitting a raw H1 drive in the open and having meter to RC it. That is still good.
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I improved my H2 D-starter combo by a couple of points. http://a.pomf.se/dekmec.mp4 [2H] 5D xx 623C xx 623D > 6A xx 236[A] > 6C jc jC xx jD xx 623B = 3734 + 1 heat Building heat. http://a.pomf.se/ckfmai.mp4 [50 tension] 5D xx 41236C RC dash 5B jc jBjC > 6B jc jBjC xx jD xx 623B = 2433 + 2 heat [50 tension] 5D xx 623B RC 6A xx 236[A] > 5B jc jBjC > 6B jc jC xx jD xx 623B = 3021 + 2 heat Strongest meterless/walless from CH 6B. http://a.pomf.se/iqbwih.mp4 CH 6B jc jBjC land 5B jc jBjC land 6B jc jDjCjD xx 623B = 2540 + 1 heat
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Drive > Miquelet capture puts you in +27 if they neutral quick-tech. If they hold forward or backwards while teching, +36.
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Meterless I think [H2] CH 623B > 6B jc jC > jD xx 623B is the strongest. Anything else I tried dropped. CH 41236C > 6B jc > jB > jC > 6B jc > jBjCjD = 2986
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I did some testing regarding frame data. Ending a combo with drive into cutting shears puts you in +34. Ending a combo with drive into afterburner puts you in -4 if they tech, so kinda safe? Gimmicks: Drive > afterburner > Cutting shears / Serpentine assault
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If you're in position to do 5DD might as well do 5D623C. At least with H2 it seems to do the most damage midscreen but messes up corner carry depending on position. Because Bullet is so damn strong in the corner now 5DD might still be worth. I mean if you have 50 meter you can corner carry into H2 anyway.