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Osuna

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Everything posted by Osuna

  1. 360B has the same range as B+C
  2. Both of the examples he used disprove the statement that there is no limit. According to the frame data sledge, both versions, can absorb up to 2400. Charge seems to not have a limit, and 6A, which I didn't know could block projectiles, can take up to 8000, which is weird.
  3. Since you can mess up a throw tech, does that means you can throw someone before they are out of block/ stun if you sense they are trying to reversal or tech wrong out of a coming gap in the block string? Like, use their reversal input as a failed throw escape?
  4. She's definately as Low as she would be in crouched state, but as soon as I hit her she goes into the standing hit animation.
  5. Oh, and ooh that's an interesting combo starter.
  6. Is it just me, or does that combo need them to be magnetized for it to work on Jin? They seem to fly over the second 6A, I try to cancel it earlier, but I'm only hitting it so far when he's magnetized.
  7. Clarified today that all of her supers win against spark volt. I wis I could see a video of 360A's catching her pokes, because I can't even hazard a guess when I'm supposed to try that. It just seems she can poke me from a range I can't punish and every mistake I make leads to the same combo, which means a lot of waiting.
  8. If you are in the corner they actually bounce back too fast, B sledge comes out pretty slow and moves pretty far. I've landed 5D into 236B a few times today on various characters who ate a CH 5D But I didn't Exactly know how to combo from it, I think I tried to do 5D, 236B, 5C, 623C, 6C, Shot, 2C, 623C. On Tao you can probably omit the Shot, 2C like usual. I would. Might be situational, a lot of these guys were trying to airdash at me when they got slammed
  9. Well, they'd have to be 2 Reallly big whiffs or he'd need gauge and a shot. and you'd have to either not burst or burst into a MTW in one of them. Nu tends to spend a lot of time very far away from Tager. So I guess you are technically correct, 2 whiffs can end it, but a lot of whiffs just give tager the ability to move into a range in which a whiff Could be punished. It's not like the match is suddenly even because tager can do 5000+ damage combos/720s
  10. http://s1.zetaboards.com/blazblue/pages/01/#hb Look at the hp section. the last 20% of her hp bar holds over 1/3 of her hp. Genesic emerald tager buster does about 5600 damage, plus barrier bust it does around 8400, meaning it can't ohko Anyone, even carl without negative penalty. Test it in training mode Ranga and Nu have the same hp, hit both of them with the same thing, their health bars will look different, but they'll have the same hp left. In my experience Nu has to slip up at east twice for me to have a shot at koing her. Burst and all. 3 times if she bursts well, which she should be used to to protect her hp.
  11. That's actually not true, it just seems that way because of how Nu's hp is distributed. No one can be 1hkoed by the genesic emerald tager buster unless they have negative penalty. Nu's Hp is not That bad.
  12. I'm pretty sure he can be moved during them. I'm not 100% sure, but I played like 40 matches of this match up recently and my vague recollection says he doesn't stop when he does a D. This match up is annoying for me because I seem to Have to block his mix ups and cross ups and then try to fight him when I get some space. And I have a lot of moves that can be D's on reaction so I can't play like normal.
  13. 1. They cancel out,. 2. iunno check frame data.
  14. I don't understand your problem. 360B comes out slower than a regular grab, and they can start theirs earlier than you. And most teching you can do has portions of throw vulnerability. It would be weird if the 360B won. Zangeif's throw is Much faster. There is maybe 2 frames of vulnerability if that game's mechanics allow throwing that soon while rising.
  15. That happens for me most of the time too, maybe we are moving forward before all the hits land?
  16. The sledge has a damage limit, and I'm sure mike z or someone will pop in to remind both of us what it is. So if say rachel has 2 lighting rods super you at the sam time sledge will be broken. I'm sure there are other supers with enough oomph.
  17. Well, now that I'm used to the rush down kinda sorta, I spend all day blocking. I do get a lot of damage off everything I land, but I can't really consider anything I do a character specific thing. Still playing normally.
  18. Didn't know you were on dustloop, I'm MojoPlenty, we run into each other a lot on ranked matches.

  19. Litchi's punchy staff thing absorbs it too. I was pretty sure I'd been shooting Jin through his ex ice projectile, maybe I was hitting him before it came out.
  20. According to the frame data it takes 8 frames of startup for 360 B and 2 frames active. Also, has anyone posted that you can instant block 360A or 720 during his rapid sword strikes?
  21. Asking whether you need to IB implies you aren't throwing him out of it, but rather throwing him on block. unplausible Edit: Orrr I'm just incredibly slow. Upon reflection IB throw is also an alternative to just throwing them, I just found it since it made no sense to short range throw a slow sledge because he would never do it within that range. So there was ambiguity that made me confused about your response.
  22. Slower attack does not mean it can be thrown after block, It's a higher level with more block stun and less recovery. If you aren't IBing it he does recover first. If you do IB, I think he can beat the 360B with a 360A.
  23. I think he meant the Other staff super, but even that one still hits me so I'm not sure.
  24. I was just glad it still magnetized him.
  25. Lag also makes it easy to miss for hakumen, just don't get predictable. If you really are getting them to block shot at least you can do max distance 5D j.D type pokes, his window of timing the C correctly is is 2 or 3 frames long, and as long as he is magnetized and on the ground those D moves will hit him and keep him magnetized. I don't know about you but, air, crouching and standing CH J.C has almost always lead into at least 5C for me, if I land too far away for a real combo. In the air it is (6A?) 5C collider. Crouching you can do those sledge strings or combo into collider depending on distance. I'm sure even on standing you can combo into shot if you still have it. Jump 2.C will lose pretty cleanly to one of his moves because it reaches high enough to stuff 2.C from pretty much any height. You're going to need to guard sometimes, or barrier guard that move in particular, the rising slash thingie.
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