Lomyn
Members-
Posts
18 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Lomyn
-
I read the blog post before it was deleted. Forgive me for not having a copy to quote (didn't think it would be wiped from the internet), but the basic gist of it was that Arc was going to be focusing on BlazBlue for the forseeable future. If a new GG was to come, it would be several years down the road, and that Pachi wouldn't be directing it. In addition to that, Arc would be wanting to go the same route that they went with BlazBlue, and remove mechanics such as FRC or Slashback that would be barriers for new players trying to get into the franchise. The game would also go with the 3D look like SSFIV or MvC3 use. TL;DR Guilty Gear as we know it is gone and not coming back.
-
I can't test this while at work, but any chance TK 214D will work? *crosses fingers*
-
If you're looking to cover all the bases, wouldn 214A -> RC -> IAD backwards be the way to go?
-
When Hazama doesn't have meter I found this to work quite well. If Hazama shoots his chain at it to stop it/try to hurdle over it, you can get him for free with 6DD 2DD ~ the rest, etc. and set him up to deal with it again. When he is up close I do agree that it's a horrible place for Lamdba to be, and it sucks.
-
Quesition about this- a Ragna I was fighting today started to double jump and then do that slam into the ground attack Ragna has from the air. Is it possible to AA this reliably? It felt like 2DD just wasn't right angle to catch it.
-
I've been working on him too, and it feels like he is like C- tier until the fever gauge activates and suddenly he's SSS. Good stuff with that meter if you can get it going. Been working with Lambda, and she's nowhere near as bad as Nu was IMO. She still has great zoning, but her mixup game is much worse than it used to be. I find myself using j.DD as my long range poke and hit confirming into the j.DD, 214D~C, dj.DD 214D combo a lot on hit, or j.DD 214D~C with no follow-up on block. Losing the backdash act pulsar from 5DD on the ground really, really sucks.
-
Arakune's make a pretty huge jump in difficulty. He starts out simple with normal combos into j.D, and then the classic throw -> D -> air combo, and immediately afterwards is an 80 hit bug loop or some crap like that. I agree with you on the spacing thing, Lambda's trial 10 requires you to do a combo from 632146D that I'm pretty sure only works if you're a very specific distance away from the opponent. Dashing after throws, IAD cancel, etc. all seem very sluggish in CS. I could have sworn I was having some sort of input lag with how sluggish some of the inputs feel in this game.
-
http://forcedisconnect.com/2010/03/29/new-blazblue-continuum-shift-console-info/ There is some additional info in there too about other console changes like fight request and whatnot. The info is a few months old, though.
-
I abuse the hell out of gravity pools. He moves slow enough already, the last thing he needs is those mucking up his advance. In my experience, the tager will generally either... A) Turtle up to block, at which point you can keep the pool constantly active via 5DD -> 4DD -> 214X (X = B or C, Depending on distance), chase with 214D~C, act Pulsar in for a throw (riskier but can work) B) Try and sledge his way through, which basically gives you a free combo of your choice or C) Jump, at which point you can begin to pressure him aerial with your pokes, forcing him to block on his way down. If you're intelligent about using your drives, this fight is a a lot easier.
-
Did a search and couldn't find anything for this- How do you record HD video to a macbook pro? I have one of the unibody models, and want to record my match vids and combo stuff for upload, but I can't find a firewire/usb 2.0 video capture device anywhere. Does anyone have any suggestions? Or is all this stuff recorded in low-def?
-
Try 4B? Low invincible, launches on counter (merely speculation, I'm at work so I can't test it).
-
It is possible to do (CH)6C > Act Puslar > 2C > the rest, but it only works at very specific screen lengths. If you aren't able to connect the 2C after the Act Pulsar you just wasted a CH 6C, so I'm not sure how worthwhile of a combo it is when there's a lot of random that goes into there.
-
5DD poking doesn't seem to work too well for me here. I haven't gotten a chance to play a good Tao in a few days, but the ones I came across earlier, the full screen poking didn't work out for me. Thinking maybe playing keepaway with backdashes, punishing with 3C when I can, and using 214D whenever I'm at distance may be the best way of handling things. I'll need to test out more when I come across another Taokaka.
-
Question about this. I've been able to punish it (online) with 2C on block. Are you referring to stopping it midair? And if so, what are you using? I may just be suffering from lag, but if there's a reliable way to counter it when it's heading towards you, I'd love to know what it is, because I easily can see and react to the move, I just don't know what to react with.
-
I haven't had too much trouble with Arakune so far. It seems like unless you do something incredibly risky you're going to be fine. The rounds seem to last a very long time for me though. This matchup seems to be a lot of backdashing and trying to stick him with swords when he's in the air. It just gets frustrating over time due to how erratically he moves. If he is on the ground warping around, and I know he can't warp to throw range, I look for him to vanish, wait a moment, and then start 5C spam. Usually gets me a free combo, or he'll have warped backwards at which point I'm safe anyways.
-
Is the ice car punishable on block? Or do I just need to look for another opening and try and escape pressure later? I've had 0 luck trying to punish the ice car when I block it.
-
If you're feeling snazzy, on both the throw and 6C combos you can RC the 214D at the end, which lets you hit the ground just fast enough to pick them up with another 5DD>6DD>2DD>j.DD>dj.DD>214D. So far I haven't had too much trouble with Ragna, the major issue that I have when I encounter a decent one is getting out of the pressure once it starts. He seems to do a very good job of staying on top of me once he gets in. The best luck I've had getting out is using barrier block for the added pushback and then going with 2C > 6C > Act Pulsar on block, or 2C > 3C > 236D on 2C hit. Aim I being too risky, or is that what others are going with?
-
I didn't see this in the thread yet, so I figured I'd add it. I'm sure at higher level play, this won't work (at all), but it's pretty funny to use to annoy someone that sucks at breaking throws. http://www.youtube.com/watch?v=4aMU0dZqlTM If this has been mentioned before, I apologize (new poster).