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Everything posted by Justice7541
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Isn't Burensen safe on block? And it's like 7f actual startup so it's basically an unstuffable overhead. Give him a low that looks sufficiently similar with a shorter superflash and hilarity ensues. If there's any change he needs, it's that Burensen needs to animate substantially quicker. Every time I fight some scrub Terumi who just does 5b 5c 236c Burensen for 2k over like 10 seconds of animation I just want to quit the game. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Is there a translated list of known/potential changes floating out there somewhere? People are saying Terumi has a low super now? Lol @ potentially having high/low super mixup. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Kagura is like the only character I can play against Ragna and not get mad, mostly because his DP is super easy to use against Ragna pressure on reaction. In general Kagura tends to be really good against yolo rushdown like what Ragna has due to have a really strong reversal and punish game. That said: - ID beats literally everything. Kagura DP is no exception. If it clashes just keep mashing it, Kagura can't do his DP multiple times. - I think Ragna's 5c and maybe even 5b is actually longer than Kagura's 5c. Kagura C pokes look long but he actually moves back a fair bit during the animation (which unfortunately doesn't help his hurtbox much) so you can play a pretty safe poke game against him. In general as long as you're not in his face he can't do much except DP or super. - You can zone him out with Dead Spike. Kagura's movement options are hilariously bad, I like to joke that Tager is too mobile for Kagura to catch. It's almost true even. - Don't do blood scythe or dead spike, it is super easy to react to those with a DP and they will lose clean, unlike with certain other DPs where they at least clash or trade. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Is it just me or does Kokonoe lack good abare? It seems like she doesn't get anything good off midscreen hits that aren't CH confirms or overhead/throw mixup, unless she burns meter. And unlike some characters who can corner combo from a fair distance away, I.e. Terumi, she has to be smack dab in the corner to be able to combo off 236a. I could be wrong of course, I don't really play this char, but at least it's not like she can one-touch-death every character in the game off any hit meterless like Fire Elsa could. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Follow-up should be airtight and I think it also hits overhead so if you try to crouch to mash 2a or 2c you'll just get hit even if you don't get frametrapped. I could be wrong, I think that's how it was in extend though. Maybe it got nerfed? Sent from my SAMSUNG-SGH-I747 using Tapatalk
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This is probably my worst matchup even though he was nerfed in CP. Any tips? - DP or 6A beat chain approach easily, much more so than most AAs. DP can be baited if the opponent just autopilots it on reaction to a blocked chain but I haven't found any good way to punish 6A. - j.C beats Hazama's 5A, 2C, and Gashoukyaku clean. Godlike normal in general, best option is to just block if he's in the air? - Ragna cannot safely be punished with Jayoku after 5C unless he does Gauntlet, 2D or Dead Spike. Blood Scythe goes over Jayoku and he can cancel the recovery of any normal into ID on reaction to the superflash. He can also 2C delay 5B and kara the startup to OS mashing and Jayoku since his range is longer than yours. - Once he has meter there are limited ways to bait ID. Hazama doesn't move fast enough to avoid ID completely in most cases and prevent him from RCing into a pressure turnaround. Stance backdash seems to be the best option but he can punish with 5B on reaction unless you commit to a well-timed Gashoukyaku. - Gashoukyaku beats Blood Scythe and is considerably easier/safer to time than trying to AA with normals or airthrow, which usually trade in Ragna's favor. - Gauntlet is a safe 50/50 pressure reset/mixup option for him unless you commit to Jayoku on reaction. He gets Gauntlet overhead to frametrap follow-up to RC pressure reset, and alternately gets pressure reset if you don't mash the first hit. Honestly I have no idea how to deal with this character. Godly normals + godly DP + loads if pressure options = fml.
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3c 5d 6d works in corner if you are close enough but it's sort of pointless since 22c is almost always better in that case. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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I'm watching this jap guy do 22c reset with a level 3 stomp. Now that is difficult since mashing the stomp makes the second stomp come out too fast to catch forward techs. Although the difference isn't really that huge damage-wise but it's still important to look cool. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Tier List of Easiest Characters to Play in BlazBlue?
Justice7541 replied to REPTILE0009's topic in BlazBlue Gameplay
Jin has a hard neutral game? Jin is the textbook definition of autopilot neutral. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Tier List of Easiest Characters to Play in BlazBlue?
Justice7541 replied to REPTILE0009's topic in BlazBlue Gameplay
They pop and deal damage when you hit them with an attack. You being Dizzy. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
Btw I just looked at the official changes and it looks pretty incomplete? Just a few omissions I noted, not complete at all: 5C: - No longer jump cancelable on block - Floats lower on hit j.C: - Less delay between hits (full mash string completes faster) 3C: - No longer vacuums on counterhit. Stance dash (214~66 or 44) - New follow-up to stance. Dashes forward or back. Can be cancelled into other follow-ups, continues charging while dashing. Jakou: - Slides down on hit midscreen. Wallbounces in corner. - Fatal counters, wallbounces on fc Gasshoukyaku: - 66~B variant retains forward momentum during the flip - Uncharged version has a regular low float on hit, long untech time. Emergency techable. - Charged version hits twice, higher launch. - Hitbox nerfed, loses to low profile moves now Jayoku Houtenjin: - Lower P1, dunno exactly how much Stomp super (I forget the name): - Command grab follow-up to stance. Slides forward and grabs. Invul startup, deals about 2.5k. -
623b has a pretty terrible hitbox so a lot of the time you can just fly in for free. It's not like Jin's which is basically a giant block of red in front of him, her 623b is only the actual slash itself. That means you can bait her out on it pretty easily for an easy big punish simply by getting as close as possible as quickly as possible. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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I don't think juggle 5c 3c 6d ever fails on anyone if you do it fast enough. Just do the last two inputs simultaneously and it'll work thanks to the buffer. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Questions about using online play to learn a game
Justice7541 replied to crimsonstardust's topic in Beginner Mode
If you can't play offline with people reasonably close to your skill level, then play online. Netplay gives you some really bad habits though. I was trained to mash/jump/dp out of every pressure string because you can't block mixups online. Then when I went back to playing offline I found myself seeing obvious mixups that I could totally block and still ignoring them in favour of mashing. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
236d smp rc reset is pretty legit if the other guy isn't paying attention. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Justice7541 replied to furix's topic in Misc Fighter Central
I wanna play this game local but even in NYC no one seems to play it. Needs more hype. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
[CP] Hakumen VS Izayoi: Justice 2 -- Justice Harder
Justice7541 replied to mAc Chaos's topic in Hakumen Matchups
Hakumen op char Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Izayoi will teach you to space at neutral but you will be crap at rushdown on a real character. Her mixup/rushdown once she gets in is Jin-tier mindless so you don't really learn to do things like bait reversals and do frametraps. Still a fun character though. And learning neutral is probably more important overall. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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[CP] Hakumen VS Izayoi: Justice 2 -- Justice Harder
Justice7541 replied to mAc Chaos's topic in Hakumen Matchups
Jin can't yukikaze her super since it freezes her in the invul frames. Same as with Ragna dp. Dunno if Hakumen is different. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
[CP] Hakumen VS Izayoi: Justice 2 -- Justice Harder
Justice7541 replied to mAc Chaos's topic in Hakumen Matchups
Can you actually counter super? She's got like 8f of invul after it hits. Dunno how fast Hakumen's 1f counters come out. Super counter definitely doesn't work. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
5c(2) ib 2c can be dp'd out, there's like a 1f gap. Watch out for him doing 3c on IB instead though since that's airtight and if you are churning when he does it you may get hit and eat 5k. He can do airtight 5a off j.2d I believe on Tager so don't bother churning on block. You can reversal 2a/5b/6b stagger since those aren't airtight but mashing is out since they're + on block. You can 5a mash out of 2c j.2d but watch out for 3c ch frametrap which leads to 5k anywhere on screen. In general Terumi has Hazama rushdown pressure but even better due to dash speed, the downside being it's easier to read due to lack of chains and stance and his mixup is worse. You are better off just blocking and punishing on reaction to an unsafe commit like 3c 5d, which he will have to do eventually unless he just wants to poke you with mids forever. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
Jin can match Hazama on reversal damage too. CH C DP, D DP into corner or D DP into D Icecar = all your health. His DP is also way less telegraphed due to lack of superflash and has a better hitbox. Not to mention he has better safe pressure options overall so when it comes to your pressure vs. his he will likely be getting more reversals than you. At range is where your real advantage is since Jin needs to commit meter on reaction to a chain to punish your zoning, I honestly would not try to play a neutral game against Jin at his own distances (close to mid range) unless I already have momentum in some way. Hazama has really good close range options but so does Jin and he has more tools overall. -
5C(1) RC 2B is really nasty since you can still go overhead with j.B if they try to react to the RC by crouching. In general I have found that it's not really worth going past 5B in the revolver chart unless you are planning to do the aforementioned RC mixup since 2C is a really bad normal to try to lead into mixups. If you do elect to do a 2C mixup don't do 5C, do dash 5B 2C > j.2D or 3C. If they eat j.2D you get 50 meter for a free RC mixup, if they try to mash or jump out they eat 3C for an easy 5k combo. Alternately, just do 5B staggers into j.2D or 2B for a similar mixup. Playing Terumi honestly isn't super different from playing Hazama.
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Izayoi isn't that complicated. She lacks a huge range of tools so her game really just boils down to poke into specials for stocks then high-low mixup. She is actually pretty shoto-like in terms of how straightforward her gameplan is. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Why not just record the dummy to mash 1d? It's 1f counter so he'll just do 2d constantly the instant he recovers from the blocked throw if you're mashing fast enough. Sent from my SAMSUNG-SGH-I747 using Tapatalk