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Everything posted by Osuna
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It is -4. The frame data has errors.
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Okie dokie. GF RC is still not a reset or a tech trap.
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I don't see how you can argue that since the reason we use the term reset is to describe ending a combo early in an attempt to reset the combo. Ending the combo at the end, where all of the hits and damage have been done has never been referred to as a reset. So resets can be mix ups, but mix ups aren't resets. We aren't the only character that can do stuff like that, and it's just spending meter for better oki. There's no ambiguity about it. Especially in GF RC mix ups since the opponent, regardless of how tricky you are about it, is also made aware that the combo is about to end. And of course it is clearly not a tech trap.
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I see your 100 heat combo and raise you to 150. CH 5C 2D 5A 2C MTW 3C ACwhiff J.2C 2B 5B 2C AC GFwhiff 6C J.2C 5B SB 6C MTW TB. 7135 damage before gf or whatever you do at the end. Requires 83 heat to start with and uses 1 sparkbolt. Crouching opponent only. Also, J.D ender version of your other combo CH5C 2D 5A 2C ACx2 6C J.2C 3C ACwhiff J.2C 5B J.A J.B J.D.4114/56 Edit: It builds up less meter, but I think this is about as good as it gets for damage with just an RC. CH 5C 2D (RC) 2C ACx2 6C J.2C walk 5B 236A 3C ACwhiff J.2C 5B J.A J.B J.D builds 41 heat (ends -9) does 4501 damage.
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Uh GF gimicks and mix ups aren't resets. They are mix ups. Since our mix up is cool though, perhaps we need a mix up section somewhere.
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The first minute of the 4th video shows that you need to pay way more attention to your air to air, you pressed buttons when you both didn't have to and should not have. You did a 6A when she jumped over you perhaps you were holding back and pressed A and got crossed up? You need to pay attention to things like that because 6A is a Terrible poke. You also charged a Bsledge on someone who was really far away and has a parry and a DP. Or rather never charge Bsledge. If there is anything they can do thy get a lot of time to think of what it is. You also did it after a 2D, I'm guessing you aren't confident in latest J.2C? Because you threw away your advantage and gave her space and then the Bsledge let her out of the corner. You woke up into ball oki and got hit by the Ball. Again you don't Always have to throw out an air poke when you're losing the air to air battle. Next minute While blocking you tried to squeeze in a 2A which is Really slow and got easily frame trapped. If you really think something like that will happen 360A so you can actually beat it. Began a round jumping in with a J.B and got anti aired. You're super jumping a bit too easily and press way too many buttons in the air. More importantly you need to realize this when it is happening, because you're still doing it into round 2 and I don't think makoto has been hit by an air normal a single time. I'm not even sure if you've jumped without throwing out a normal and getting hit yet. If they aren't magnetized 5C pushes them really far away just 5B 3C GF. You went for 2A again out of guard and it didn't even combo, you got lucky that they didn't block the 5C and steal the momentum again. I can't see mag very well in the video, but I Think Makoto was magnetized and you just did egadget. Then you went for normal throw. I found this all pretty weird especially considering you were sitting on 100 heat during all of it. I mean sky's the limit and you went Egadget, infamous for ending combos that had more potential for very little damage. and regular throw, which I guess at least had the potential for big damage is only on a hard call out. But as like, you're first hard call out against this person 5A/DPpunish/Backdash punish are generally more likely unless they've never been in GF before. Last minute. I know that after whiffing a collider you feel like you're in danger, but she wasn't in range yet so that backdash was a very bad reflex. Sometimes you need to collider out of guard because the things you do do never punish jump. Also wtf spark bolt? What? What? That didn't make any sense. I don't know what you were trying to, but don't.
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5C may be incredible but I'm more impressed with Collider. It is getting some really good numbers in the corner and I don't think I completely refined it for maximum damage. This should really improve my outlook in the corner.
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Maybe if you delayed the hammer too much it'd become impossible, but if you just go for it without hesitation it should work fine. Edit: Exploring that combo I get 4049/68 with spark by doing AC 236B>236A 5C 236A 5C 5D SB 6C J.2C 3C GF...or was there and AC whiff J.2C in there? I don't remember, looks possible, but little tight given the numbers. Probably'd be easier if I just took out the 5D, but I was in the mood to try and use 5D in a combo. But with some meter and a sb you can also do AC 236B>236A 5C 236A 5C 5D SB 6C J.2C 3C MTW TB for around the same damage as 720 (5625) add 100 for GF if they aren't dead yet and like 4 if you used 3C GF. I think that's pretty meaningful in a clutch situation. Being able to run it back with less than 50heat and a sparkbolt off of an AC while you're in the corner. It's more than a half life combo on the majority of the cast. To keep them deep in the corner, in the even you can't kill them, with meter you can do AC 236B>236A 5C 236A 5C MTW 5B 5C MTW and then whatever. Keeps them very deep in the corner for slightly less damage than 720C.
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No you just don't wait. You just do Bsledge hammer 5C. There's nothing tricky about it. Just link hammer to 5C. To reiterate, you don't need to charge or wait for anything, just Do it. There's no trick to change height. There's enough time. It just straight up combos. You could probably mash out the whole combo. Edit you can also end it with 5B J.A J.B J.D for more damage/heat.
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You can, but because The last hit doesn't have good proration it changes some of your options post collider.It is also harder to do, strictly speak Bsledge 2C is better, but also much hard to time on the fly. It's mostly that I prefer the other combos. At least I think so I'm running off of memory since I don't take many notes. The reason the 5B is tight is because if you do it too early it causes problems. 5C after hammer is easy.
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AC 236B 236A 5C 236A 5C MTW 3C GF 4744 Just needs 19 heat. 5B before one of the 5C's adds some meter, but drops the damage to only 4599. Builds 31 before the MTW and averages minus 10 overall. It's a little bit tight because the sledges ha to keep the opponent high enough for the manetech wheel so being very fast at some points and a little slow at others makes it work easier. Also, if you're like me sometime you rapid a MTW overhead only to find it actually hit them>.>. If you have your witts about you, you can confirm into some nice combos to help build back some meter and add onto the damage. MTW(last hit RC), 6B 2C AC J.C J.2C 5B 5C SB 6C J.2C 3C ACwhiff J.2C 3C GF is 5059 damage and 48 meter back with spark and no mag. In the corner you can easily get over 50 heat back with the same resources. Even without spark or mag you can add on 2Kish damage as long as you're paying attention.
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Also I'm totally embarrassed because I've played aganst Ragna5B, GammaGearJustice and SenaXLuna but I never realized you were all the same person.
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Whichever psn you use add MojoPlenty
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I'm west coast and need to play a lot of blazblue like right now 1v1. Preferably not a Tager mirror, but I'll take what I can get.
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We're on the same page but you list the goal as finding a combo without any limits to impracticality or resources. There's a difference between finding a new combo route and finding a hyper situational 150heat combo. You certainly can do both at the same time, but I don't really need one of them and if we focused on the other one then we'd get further, faster with it. Like, Ok, guys raw collider into a corner. No mag, but you have meter. Spark if you want. Special points for unused resources. The answers to that could be super relevant. Or even the opponent has no bursts and you just backdashed Hazama's super mid screen max damage you can get, 100 meter and 1 burst available. Bonus points for starting without mag. Oh hey I just discovered a use for that one combo. The situation, you need to be in the corner, they need to have no bursts and for them to have 79% life for some reason even though you have a ton of meter (probably getting beasted) and you need to backdash ID and 2DCH for the win. But then he'd probably have a burst if you were getting beasted so hard. And to call an ID out you'd need to probably knock him down. So it'd be like a running it back from there. And then it isn't really a good move for him with a massive life lead to throw high risk moves a lot. Backdash is dangerous in the corner VS ragna when you're low on life too. It'd be a real long shot call out, but how cool would that be?
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When you make the absolute highest damage with unlimited resources your goal, you end up with a combo that starts with tons of meter and a CH 2D with your back to the corner. The thing that makes me object is that on the way to this combo that will never ever help me in a match he passed by tons of stuff that would and only posted the least relevant (to me) information. He said he had more stuff in his notes too, and I'm pretty sure those notes have a lot of really useful stuff in them, but because his goal wasn't to find useful stuff it gets pushed aside for CH2D out of the corner with lots of heat. I personally think that is a waste. To each his own as they say.
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I know what you're trying to do. There was no misunderstanding there. I just personally really do not like it. There is potential to gain something, but in this example there was a lot of unimportant(to me) stuff mixed in. When you make your goal different from what is actually useful it just hinders my own goals.So I find my self in opposition out of my own interest in being good at this game. You could have much sooner and easily have talked about new combo paths and put together new bread and butters, or tested which characters it works on or in what situations it is a punish. It doesn't seem to work on everyone (I don't think it works on Jin at all, his crouching getting hit box seems weird), and Ragna can eat it after a backdashed ID for example. You can do stuff like CH2D 2C ACx2 6C J.2C walk 5B 236A 3C ACwhiff J.2C 5B J.A J.B J.D for over 4.5k meterless using only the mag from the combo. That's just my first draft after messing around for a little bit, but it is all relevant. By all means play this game however makes you happy. I'm just not approving because something else makes me happy.
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2C isn't a free anti air versus Tager. A lot of things can go wrong what with it being blockable and stuffable by very active moves like J.2C and J.B. AC however is super free. Given that knowledge I'd rather AC.
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I do appreciate his contribution, but what he contributed wasn't a combo, if you get my meaning. I'd much rather what he did contribute be the focus of our efforts. Edit:Gold burst has way way too much start up to fit in gaps that small. Just as a general rule you need plenty of untechable time to get one off mid combo. Like off of 2C Fatal or 6C.
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While I do like the revelation of 2D 2C working I don't really care about super esoteric elaborate combos like that (Hitting someone with CH 2D while You're in the corner?). I think the most efficient combos and new combo paths should take priority over that. So certainly I wouldn't mind people combo smithing on ways to squeeze more damage out of collider into the corner or something. Something worthwhile.
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@ Shigoshi. You need to be more careful about throwing things out at distances they can be punished and really need to beef up your combo knowledge. You can't just rely on purple throws and random single hits for damage, got to capitalize on combos now. You should see things get a lot better just off the increase in damage/meter. @lolokoa You need to be paying attention when teching a combo because it is a mix up situation typically, but you seem to make your decision about what you'll do out of tech very aggressively. You got reset a Lot. Sometimes consecutively by the same exact reset. I don't think you're mashing (He blue beat you a lot too) You need to be very careful with sparkbolt against hazama it has impact on things but if you miss it give Hazama the momentum. Also flinging him and going for a purple throw I would call a gimmick. Some people might disagree with me, but I think spending 50 meter to combo into 360 is not particularly efficient. You really need to get into the mind of your opponent. He might have been using different mix ups, but he was going for the option that requires you to be proactive (Air throws, command throws, overheads) off of almost everything, but you didn't catch on and he was able to walk all over you because of it. You need to remember how much space he controls you throw out a lot of normals that were just not good risk/reward for the spacing (J.Ding at him from really far away in particular is putting yourself into a long slow CH state in space he controls. There was some weird combo stuff going on. You ended up missing out on meterless damage here and there. You also wasted a spark bolt trying to save a botched combo which went no where. It was an ok risk to take, but general combo knowledge might have helped you impromptu a better decision. You also traded 5C with his 3C in the same situation over and over and it gave him the advantage every time.You must be constantly looking out for bad habits that seriously affect the flow of battle. I saw several GF RCs and none of them went anywhere. Seriously reconsider what you're going to do at the end of combos. You either screwed up or gave up on GF a lot, which I can understand since Haz is pretty good in GF, but you don't really seem to get (or capitalize on) very many mix up opportunities so you might want to think a bit harder about how you'll handle that. Also J.D whiff J.2C GF isn't how like any combo is supposed to end, I'm guessing you aren't confident in ACx2? Overall your mind needs to be in the game. Tournaments are sets, you need to pick up on problems during the first match (if not the first round) to keep ahead of the game. Remember everytime you tech there is danger and decision making.
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Nope. The frame data is wrong.
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3C are back in place. Experimented with 5B J.A J.B J.D as an alternative to Egadget which seems to be exclusively used in low damage combos that haven't built up that much proration. Results are pretty favorable. Works on most of the cast. Jin and Noel require the tiniest microwalk, and litchi can do it if you omit J.A and the proration is kind enough. Doesn't work on Carl, Makoto, platinum or bang. Off a mid screen unmagged collider with no spark (A normally lame combo starter) I get 2647/26 plus the combo ends with them in the air and magnetized which can be more favorable depending on the match up. On Tager you can do AC J.C J.2C 5B SJ J.B J.C J.D for 2803/28. The difference in damage and meter is significant enough I think.