Jump to content
Dustloop Forums

Nakkiel

Members
  • Posts

    1,442
  • Joined

  • Last visited

Everything posted by Nakkiel

  1. Shi shin > xx > 2C[m] > 6D > delay 4B > Shi shin > IAD back > 6C(2) > Chinroutou RC last hit > 2D > Shi shin
  2. You can't safejump with j.D because it has landing recovery.
  3. It's 3 frames now.
  4. Don't bother going for mixup then. It's rather easy to completely keep Tager at bay this game with the addition of 4B[m] along with the usual tools. It's tough when he gets on you but you're aiming to not even get to that point in the first place.
  5. It certainly won't be gapless, but you can't get mashed out by 2As due to 6B going over them.
  6. You fight Tager the same way you've fought him for 4 games now lol If you're really hurting for some matchup knowledge, read the EX archive threads. Litchi really isn't that different.
  7. His midgame/footsies are terrible. He's solid when he gets 50 meter but I don't think he'll be contesting any high tier spots.
  8. I really want to stress again, since it seems to have been looked over, that 3C -> 2D enders are not safe on a lot of characters with faster reversals. The only 100% safe places to oki with 2D is after 6D or after CH Soutenjin (623B).
  9. Both j.Bs feel like they have wider hitboxes now. j.C]e[ likely had it's hitbox slightly reduced to prevent her from using it as an instant overhead on larger characters. That combined with jump changes 100% killed it, I don't think you can even fuzzy guard anymore.
  10. It's almost purely vertical.. I tried using 4B out of Valkenhayn pressure and we both just whiffed through each other and I got punished :/
  11. 4B is extremely difficult to actually use as an anti-air (at least it's godly for staff call hit confirms as expected) and ground Hatsu is no longer head invuln. Give yourself a good 15 minutes at least to get used to her new jump velocity and height.
  12. Corner only: 2A > 5B > 3C > 22CxN > CT > 5C > 3C > 236D - 3236, 5 heat loss 5B > 5C(2) >3C > 22CxN > CT > 2C > 5C > 3C > 6D > 236D - 4669, 19 heat gain Not entirely sure if these are optimized, perhaps someone else can help there. Not even sure if these are more useful than just using supers instead, however if you're looking to conserve meter I imagine these are nice to know. Also 3C > 2D is not safe vs. fast reversals such as Ragna DP or Valk super.
  13. 22C doing more damage isn't strange, as I said earlier it has slight reverse proration on it the more you mash it out. I guarantee all the strongest combos will use 22C as early as possible.
  14. Fatal Counters, +3~ ish, AUB, low invincible.
  15. Would 5C > 3C > 6D work in the cases you're using as a replacement? I imagine the tech time is too short at that point though. EDIT: 22C has slight reverse proration on it, you can also link crush trigger afterwards. CT did about an extra 70 damage after full mash compared to no mash.
  16. You can actually do 2C > 5C. Haven't bothered checking on all characters but it's been consistent. 41236C is invincible, not just projectile invuln. Nothing else to really add at the moment, have found a couple interesting things that I'd like to mess with before deciding whether it's even worth sharing. Easy meaty after CH 623B if you want to forgo an extra 500~ damage. Also meaties after 6D on most characters, seems to whiff some skinnier ones. You can even use it after 3C on some characters with slower reversals.
  17. http://www.youtube.com/watch?feature=player_detailpage&v=Yrgu3muedmw#t=2365 time stamped
  18. Uhm, Shounen played plenty of CSEX and was in multiple tournaments. He doesn't play CP, I don't remember the reason why. Perhaps someone else does.
  19. Staff 2 is the second hit of staff call. Set 2D or 5D on the ground and press it once more, the first hit is "staff 1" and the returning hit is "staff 2".
  20. I imagine 6C[m] -> 2D is still +frames, the risk is being hit in between or having your opponent jump out of 6B 6C and CH punish you.
  21. 6B[m] 6C combos on crouchers now, pretty nice.
  22. This isn't Guilty Gear and that's not how head invulnerability works in BlazBlue. Go read the wiki.
  23. TD explained it as clear as you're going to get if there's still any confusion. If you punish during the period where Tsubame has hit it's 3rd point (full rise) but before the 4th (falling), it will retain it's hitbox. It will lose it's hit box in the 1st, 2nd and 4th points.
×
×
  • Create New...