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Everything posted by Justice7541
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You do 22c to dash 2c or whatever. It's the same oki except it may prorate a bit more so you may need to alter your combo a bit. 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
If the opponent is just idling through your overhead he's probably trolling you anyway. People are telling me that Hazama has straight invul when adjusting his tie or something too. 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
Anyone else notice that Noel's neutral hopping animation makes her go clean through Hazama's 6A? It just goes right through her even at point blank. Very lol. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Noel's neutral stance animation where she hops around a little bit goes through Hazama's 6A. Stuff like that I'm guessing. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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His stances have loads of startup. I think his fastest stance move is 30+ frames startup. He can go into them without too big a gap off his C moves but they're still easily mashable. The thing to watch for is that 5dA superarmors mids and 2dA goes over lows and throws so he can mixup mashing that way. Best thing to do is wait till he commits to a stance then mash him out after. He can only do one stance each per chain (I.e no 5dA to 5dC) so once you block one it's very easy to read the rest and punish. Also his dp is safe on air block so don't jump too much I guess. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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That is really tight. I usually see people do Orochi dash 3c 22c if anything. It is better to just gauge which corner you are closer to and decide whether Messenga or Orochi will be better. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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He gets like 3.5k meterless and 60 meter from his CH 6a? Not sure how that's bad. Even on regular hit he still gets like 1.5k and 20-30% heat. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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[CP] Transition between CSEX to Chronophantasma
Justice7541 replied to FatedSoulBlake's topic in BlazBlue Gameplay
I don't think the basic playstyle of any character has radically changed except maybe Nu. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
BlazBlue Question Thread - Ask your questions here!
Justice7541 replied to KayEff's topic in BlazBlue Gameplay
Isn't Ragna's just straight max range from the first active frame? You might be thinking of Jin's 5c. Individually speaking Ragna's 5b isn't THAT godlike, it's mostly because he has very good range on everything else too so he can actually take that into things. Compare that to a 5b like Izayoi's, which is actually way bigger albeit slightly slower, yet it's much worse because she lacks any other normals to follow up a max range 5b poke with. Hence why Ragna has the best 5b in the game even though there are characters with 5bs with better range and comparable startup. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Make the thread and I'll post in it lol. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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I know regular block 5b doesn't work. IB 5b probably does if Hakumen can regular block 2b. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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If he calls out your charge he can 2D you before you get any swords anywhere near him. Honestly that's a pretty stupid thing to do on both ends though, both 2D and Spike Chaser.
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I think you're underestimating Terumi close-range mixup. He has some really nasty, near-unreactable shit if he has the meter to sustain it and he's got frametraps out the ass. His ground throw is super short range but with his run speed he has very little difficulty getting in for it. If he lands it you will eat big damage and have to deal with a potential reset for giant damage (he has a lot of them). On top of that he has the best damage output in the game once he does hit you so relying on being able to block his mixups 100% (especially since he's got a 19-frame overhead) usually isn't the best way to play the matchup.
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The sliding spinkick is 6B. 6C is the three running slashes. Also a few corrections: 1) TK j.2D is a very fast albeit highly telegraphed overhead. I think it's 19-20 frames (14 + jump startup). It's a very short starter so he won't get huge damage off it but he can always burn some meter for free damage or just go for meter build + oki. Note that 5A, 5C(1), and 2C are his only jump-cancelable moves so you can try to predict it and mash it out with 5A or 5B, but be careful since he can also go low off 2C with 3C and if you are mashing he will frametrap you for 5k+. At the same time don't let him get too happy with the j.2D spam since it's +infinity on block and he will just keep doing it forever and building meter in the process. 2) 6B is +4 on block and invul to lows but you can easily mash it out with standing moves. It's pretty obvious animation-wise since he doesn't have anything else with a long delay that involves a slide, so just mash if you see him suddenly shift forward mid-blockstring. He can technically frametrap you with 6C mash so if you autopilot too much he may start doing that. It's unsafe and can't be comboed without meter though so he's not too likely to do it. 3) If he has meter to burn and is running blockstrings liberally on you, you need to get out ASAP. CA, burst, whatever. Terumi has an absurdly fast high/low off 5C RC (10f overhead versus 9f low) which you do not want to give him the opportunity to run on you multiple times. If he does land it you will likely eat 3k, he will build the meter spent back, and just keep doing it till you die. 4) Terumi is the god of troll resets. Honestly I could list all his bullshit resets that lead to one-touch-death shenanigans but that'd take forever. IMO you're better off just watching your opponent to see which resets he likes to do or just don't tech when in doubt. In general if you see him doing an SMP move twice he is likely going for a reset, get ready to block that shit. 5) Terumi runs around like an asshole at fullscreen, will zone you out at midscreen with drives, and is pure death at very close range since his normals are basically all +infinity on block with super fast startups and great hitboxes. Fortunately that means he's not fantastic between close and medium range which is where your 5B and 2B can easily reach him. Spacing is important, if the opponent doesn't know how to space Terumi can basically do whatever he wants and that's not too much fun.
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My friend plays UWAAAAH so just a few basic things to start out the discussion: 1) Her 5B and 6A are godlike. 5B will outspace you on the ground and 6A will wreck your air approach. Space 5D well and play lots of footsies, don't run in randomly. If you feel an urgent need to BUTTONS 5D, j.D, and 6C are you best bet provided you have meter. You can always poke into 236D too, her only punish is IB 5A and she's usually too far to land it. This might just be my friend not being on the ball but I found I could frametrap/autopilot 236D a lot and backdash on block safely. 2) 2B is some kinda ridiculous low-profile bullshit and the range isn't bad either. I've actually had her use it to low-profile under j.B jump-in. That on top of her 6A and j.C being very good makes me not want to jump at all. If you do jump YOLO some shit like airdash grab over her, don't try to jump right into her cause that just gets you blown up. 3) Messenger is full invul after the flash and projectile invul from frame one, so you can wakeup Messenger on corner bubble oki since I don't think Plat can actually meaty you with a normal after setting a bubble. Best case you reversal her for huge damage, worst case she superjumps out of the way and keeps you back to corner. Dunno if she can actually punish it legit without some serious reads. 4) Her reversal sucks but her offense is god, go full offense and don't let up. She becomes very obnoxious if you lose momentum but you can pretty just bullshit whatever while you have her in block. 5) Zanrouga is hilarious versus stagger pressure.
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That is burstable and I don't even think it works. Plus, even without 22C in OD you barely get 100% (you actually get 99% and then the auto-meter gain gets you up to 100% before Fuuenjin starts draining the meter) so if you start dropping drives in the combo to fit in 22C you won't come anywhere close to 100%. 6B 22C is the best route outside of OD but seriously, if you saw someone land Zanrouga and RC it, you'd burst the instant 6B touched you.
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[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
Wait till they're completely offscreen, do 214c~66, wait till they drop past the hit counter then press c. Works every time. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Well, distinguishing the move is part of the reaction time. What I'm talking about is stuff that literally doesn't animate till a few frames in. Like a jump startup or something where you just look like you're standing still for 3-4 frames then you're in the air. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Kagura's drives are outrageously unsafe on block, both on startup and afterwards. 5dA 66 is his only remotely safe drive and you can actually punish it on ib with any 5 or 6 frame jab. Basically the only thing stopping you from mashing out of pressure once you see him go into stance is that 5dA is mid/high super armor while 2dA goes over lows and throws. If you see him use either his mid or low stance and he tries to do another drive, it's a free punish. The one thing you want to watch for is his frametrap with A orb or flash kick, but those are pretty gimmicky and easily punished. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Kokonoe unescapable corner unblockable for a part of the cast
Justice7541 replied to (SWE)KGB's topic in BlazBlue Gameplay
Other top tiers have other things. Terumi has stupid high damage and insane normals but most people have him pegged at mid tier just cause he has to jump to get over projectiles. It's a lot of different factors is what I'm saying. Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Kokonoe unescapable corner unblockable for a part of the cast
Justice7541 replied to (SWE)KGB's topic in BlazBlue Gameplay
If that's true then I guess Kokonoe's back down to bottom tier. Was a good run I guess Sent from my SAMSUNG-SGH-I747 using Tapatalk -
Do we even know when the first frame of animation starts for 6k and bad moon? Most moves don't actually animate on the very first frame. It may take you 20+f after the move begins to react but that doesn't mean it's 20+ after you actually see it. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Dumb question but what is his new ground scissors special on block? I can't tell if it's purely for zoning or if there's some use for it in pressure other than looking cool. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Jin is master of control Sent from my SAMSUNG-SGH-I747 using Tapatalk
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Well given that landing it with 100 meter is a free 5k minimum, I'd say it's about balanced. If it doesn't hit anything in the air though that's just terrible. Does it lose to jump-ins too?