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MLSTRM

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Everything posted by MLSTRM

  1. So against air resets like that, the way to defend against them is to vary your tech window. Air techs are fully invulnerable for a short period of time but can then be beaten out by well times attacks/air grabs (as you've shown). If the opponent doesn't tech out, then you can catch them into a Black Beat combo (they could have teched but didn't). The only true way to escape that would be to perfectly time your tech so that the throw's active window would connect during the early tech window. Having said that, I think the properties of I-no's command throw have changed slightly for Rev 2 so this might not be accurate for much longer.
  2. Oh whoops my bad, I misread the thread title when I posted. As far as I can find there's no news about Mai yet.
  3. She's free for the first week in NA (until the 8th) - Aksys tweeted about it the other day.
  4. The second combo looks to be: 2P>2P>cS>5H(1)>2H>9~j.PS|>sj.PD
  5. I just think that we'll get some Dizzy related news at EVO and nothing until then, since she's not going to be out in time anyway at this point, and its something so people are more interested in the future of the game.
  6. So considering the Revelator demo has been out for a while now and people have got a decent chance to play it, how are the matchups looking for the new characters (Jam, Johnny, Jack-O), and do the system changes make a significant change to any matchups against the existing cast?
  7. On Pot only you can also do: 6H 236P RRC 886 j.KS c.S f.S (task a)> 5H(2) 1H Task C on standing (172) 5H(1) 2H Task C on crouching (169) Still gives some carry at least, not as much as the TK task B option, but the extra 20 or so damage is nice. I'm still having issues making the 5H(2)>1H>j.KH(1)>Task C route work on pot, it always seems to black beat on the Task C for me, every other character is fine to do it on.
  8. I assume you mean the 6H 236P RRC walk 5H(2) route? If so how much less damage is it, I imagine it has better corner carry and that might be worth the trade in most cases. Also the 5H(2) 1H route seems to be a little funky on some characters, maybe this works better for those cases (Specifically thinking pot would work on this since 1H doesn't launch very high for the other route)?
  9. Mira's a little more risk/reward than carmine I think, just since there's a finite limit on the number of health-spending specials she can do, whereas carmine can do things infinitely on 1hp. Still, really liking what we've seen of her playstyle. A lot of characters in KI are fun but none have really clicked with me directly, but Mira looks like a lot of fun to me.
  10. It's probably worth mentioning that the company doing the EU release of Revelator (PQube) is actually going to keep it up to date with the rest of the world, unlike with Sign (which was done by a different company who never localised any of the updates). PQube also handled the EU version of BBCPEX and they're doing a good job with them so far, so I would say its safe to buy EU for Revelator.
  11. Arcade also has a training mode, it's just time limited like any other mode is.
  12. It seems to me that part of it is also due to a lot of developers directly supporting the scene for their games (Capcom Pro Tour, Killer Instinct World Cup, Mortal Kombat XL Cup), and as such sponsor events and throw money around, and so TOs are more likely to give them more time.
  13. Oh, my bad. I can't really remember what I did if it wasn't that. (Only played the demo a little and don't have access to it any more) It might have been 5H>Task C?
  14. You can do like 5D~6>5H(1)>5H(1)>5H(1)>5H(2)>1H>Air stuff (not entirely sure on the number of 5H here honestly, its either 2 or 3 before you let the second hit go)
  15. Have you found an alternative for the old corner dust route? (5D>5S>5H(2)>Task A'>5S>5H(2)>etc) I tried it a couple of times when I had access to the demo on the weekend and it did some weird cross up stuff on the Task A' instead of putting me in front, although that admittedly could have just been me being bad at executing it (It was against a Sol so I don't think it's a weird character weight/hurtbox kind of thing)
  16. On a similar note, I played it a bit this weekend, didn't get enough time to work out any new stuff, but at least some of the old stuff from sign doesn't work the same any more with the new side dust (That's the standard 5D~6>5S>5H(2)>Task A' ..... and also Stuff>Helios (Wall stick)>5D~6>j,H). Charge blitz might be useful for corner dust stuff but I didn't really try anything using it for combos specifically.
  17. The sj.H has to hit only once before the Task C, it's pretty tight to time but should work on everyone once you get it down, I don't think I've ever checked it on heavier characters though (Pot, Bedman)
  18. I only say it was the black beast's because that's where the BB wikia (not necessarily a reliable source, I know) has it listed http://blazblue.wikia.com/wiki/File:Black_Beast_(Crest,_Emblem).png Not really sure on it myself, but if its on Amaterasu, then it probably is something more generic than the black beast.
  19. The emblem for Act III is the black beast's, but it's been used for CT/CS and its in the background of the CF logo also, I think it's just there as a generic Blazblue one this time around, as opposed to meaning the black beast directly.
  20. Seems like you can JI it just by doing TK Task C, but yeah, still doesn't seem very useful.
  21. So I'm not really sure if there's any way to make this safe or useful except for closing the gap at midscreen or further, but you can Task C YRC just as you become airborne, and fly across the screen, and then mix it up a little by halting momentum using air Task A/Task A', or you can cover the descent using j.H, or even go Air-to-air with j.S or Task B. Also just a question, what's the best way to confirm off a 3H on normal/counter hit? For now the only thing I've really found that feels somewhat consistent is just to do 9>air Task B, but I'm wondering if there's anything better you can pick it up into?
  22. The thing is, CF's story so far is very much based on sets of individual stories, there doesn't seem to be the same kind of banding together that exists in CP/earlier games, so I'm not sure that each thread would really benefit from ending at the same fight. That said there are plenty of unanswered questions still present in what we've seen so far, I just can't see any strong contenders for a single boss character even been implied so far (True Noel is the only one I can see close to it, but I still think that causes way more questions than it answers if that ends up being the act 3 boss)
  23. Ahhhh ok that makes a lot more sense. I got confused from the name of the column I guess.
  24. So the wiki lists grounded Task C as "9~Airborne" Invulnerable, so does this mean that you're invulnerable from any air attack from frame 9 until the end of the move, or is there a missing number? I'm pretty sure I've been beaten out of it in the air so I'm a little confused here.
  25. According to this GameFAQs post, it's Keith Silverstein, who is indeed in Lightning Returns as you can check in the quoted link http://www.gamefaqs.com/boards/730577-guilty-gear-xrd-sign-/70664765 EDIT: Under further investigation this doesn't seem accurate, since the VA doesn't have XRD listed on his own website, but does have newer games. The plot thickens I guess
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