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Soniti

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Everything posted by Soniti

  1. Glad to hear that you are coming back. Looking forward to more solid info!
  2. Nice combo, but it may be character specific. Seems optimal for back-to-corner punish situations at least. Needs more testing. Also, I updated an old combo video transcript with the proper time to use wind for 6c floats. For reference, do 5c 5d~6c
  3. Ok, but j.a is a VS starter now, no?
  4. If so, why did [pumpkin hit] 5a 5b 5cc 5b 6a 236a 3c work in BBCP, but in this version they tech between 5b and 6a? Did the 5b level reduction make the difference?
  5. Stuff I noticed yesterday that I didn't realize from videos: Pumpkin appears to be a very short starter 2b>5b>2b gatling gone
  6. N-O back to Rachel? Yesssss (finally some videos to watch)
  7. Wind is a free action during neutral and recovery of both the "just did a move" and "waking up" kind (but not hitstun/blockstun). It never puts you in counterhit state. You can still tech throws after a wind tech.
  8. It's called Rachel Basic Combo Collection. Transcript with comments below Midscreen combos: throw 7d dash 5b 6a 236a dash 3c iris dash 6a 4b 5cc The 4b change is really nice in this spot, gets us an extra 300 damage and some wind regen time. 2a 5b 5c 5d6c j.c dash 6a 4b dash 5cc The 1-wind midscreen routes from short starters midscreen are a nice damage buff compared to that situation in 1.x. Depending on your route in 1.x, you'd be getting anywhere from 1300-2100 in the current version. 2b 5b 5c 5d6c j.c dash 6a delay 4b dash 5b 6a 236a dash 3c iris dash 5cc This route does similar damage to the 2 wind microdash route in 1.x! Great buff. Uses 1 wind and builds ~1st 2 stocks. 2b 5b 5c 5d6c(8) j.c JC 2d JC(9) lvl2 j.2c 236b dash 3c iris dash 6a 4b dash 5cc Great corner carry on this route. In the video they start with almost 3 wind and end up with almost 1st 2 stocks. Damage is only slightly higher than above route, so the primary purpose is just the corner carry. 2b 5b 5cd 3c BBL dash 5b 6a 236a dash 3c iris dash 5cc Not so sure about this route anymore. Surely there is a way to combo into BBL or TD from the 6c j.c float route instead for the 1 wind? 2b 5b j.3d j.b j.c 5b+d 6a 4b dash 5b 6a 236a dash iris dash 5cc New far distance standing confirm route because the microdash 5b route doesn't work in this version. 2b 5b j.3d j.b j.c 5b 3c8d dash 5b 6a 236a dash 3c(2) iris dash 6a 4b dash 5cc Alternate route that uses 3c instead. Good for far distance/crouching opponents if you omit the j.b j.c part. iris 5b j.[c] j.c 2d dash 6a 4b dash 5b 6a 236a dash 3c iris dash 5cc Good example of how j.c winded always puts them at the right height for the 5b continuation, thanks to new 4b properties. frog 5b 6a JC(9) j.c JC(9) 2d lvl2 j.2c 236b dash 3c iris dash delay 6a 236a dash 3c iris dash 5cc Double iris combo hype! Only the second hit of 5c hits in the video... (when barrel lotus is on & frog is out) 236a5d (frog hits) dash 5b 6a 4b 6a JC(9) j.c JC(9) 2d lvl2 j.2c 236b dash 3c iris dash 5cc Wow, we get so much more here now. The SMP on 236a was a big deal in 1.x, because we didn't have good routes that avoided using it again. (barrel lotus on the opponent/nearby pole) 2a 5b 6b iris dash 6a 4b dash 5cc Yay, midscreen "pole nearby" combos, except without the pole. (barrel lotus on opponent/nearby pole) 2b 5b 6b iris dash 6a JC(9) j.c JC(9) 2d lvl2 j.2c 236b dash 3c iris dash 6a 236a 3c iris dash 5cc Nice corner carry on this one. Corner combos: 2b 5b 5cc 5a(2) 5b 6a 236b 5b 6a 236a 6a 4b 3c(3) Looks like this spaces you far enough away to end with 3c, and gets you 2 poles without wind. 2b 5b 5c iris 5a 5b 6a 236b 5b 6a 236a 6a 4b 5cc (pumpkin) 3c(3) (frog) New two lobelia variation of the tried and true iris route for double oki. (midscreen->corner) 2b 5b 5c 5d6c j.c 5b 6a 236b 5b 6a 236a 6a 4b 5cc (double summon)? The 6c->j.c float from the midscreen routes transitions nicely into a corner combo frog hit 5b 6a 236a 6a 4b 5cc Hmm, feels like we should be able to do more than this from a frog starter. 2k is pretty weak. 2b 5b 5cc dash 6a JC j.c j.236c 5b 6a 236a dash 6a 4b BBL New standard 0 wind corner route into BBL. (pole already out, frog oki) 2b 5b (frog hits) 6a iris 5b 6a 236b 5b 6a 236a 6a 4b 5cc (pumpkin) 3c(3) (frog) Interesting route. 6a iris fits in nicely in the "5a(2) to float them up" role. j.a j.b (microdash) 5cc 5b 6a 236a 3c(3) We have to omit 5b in order to make this route work now. j.a j.b (microdash) 5cc 5b 6a 236a 6a 4b 3c(3) I'm concerned about the spacing on this one. Looks like they may be able to roll past if you end in 3c. I've seen players mostly end with 4b in this situation. (frog oki) 2b 6b (frog hits) 5a(2) 5b 6a 236b 5b 6a 236a 6a 4b Normal starter into frog hit in the corner 2 pole route. (during OD, standing opponent) 5c JC(9) j.2b+d j.c 5c JC(9) j.2b+d j.c 5c JC(9) j.2b+d j.c 5c JC(9) j.2b+d j.c 5b 5cc Shows off additional jump cancels during OD My thoughts: I like what I see for the most part. Lots of damage buffs and nerfs in various situations. edit: fixed timing of wind usage for 6c floats
  9. I meant 5c, and yes now it makes sense, You do the j.c while wind is still active and the opponent becomes airborne for the followup. Nice.
  10. So if you wind the 5c at the last moment, the opponent will become airborne and 6c j.c will combo? Is the opponent airborne during 5cc? I guess this has the same result as ground 5cc but I'm curious. It definitely doesn't work like this in BBCP 1.x.
  11. I haven't seen video footage of this yet so I'm not sure re: how comboing into 6c works. I would have waited to post if N-O hadn't been talking about this and then retweeted this evernote. As it stands, he's credible enough and I suspect we will see footage sometime in the future. I believe 6a still does launch if you used wind first, but I don't think microdash 5b works after anymore.
  12. I already translated this in my post, though I left off the last part. They are saying that because j.b works on hakumen, you don't use this route.
  13. No, it's j.c land microdash THEN 236a
  14. Isn't sura a lobelia stutter step a lobelia, aka microdash? Edit: Yeah, it's shorthand for Slide in katakana.
  15. New character specific combo routes that are already blowing my mind: https://www.evernote.com/shard/s222/sh/af1f2884-5f81-4416-be66-97b3cb7f5613/a8e62b84a78e17ee1d0cddc58184e992 Here's my attempt at translating it: 〇=Compatible ×=Incompatible Midscreen j.a j.b 5cd 6c j.c 236a dash 3c iris 4b dash 5cc Ragna〇 Jin〇 Noel× Rachel× Taokaka× Tager〇 Litchi〇 Arakune× Bang× Carl〇 Hakumen〇 Tsubaki× Hazama〇 Valkenhayn〇 Makoto× Platinum? Relius〇 Amane〇 Bullet〇 Azrael× μ× ν× Izayoi〇 Kagura× Kokonoe〇 Terumi〇 Celica〇 Λ× Character specific notes: Cancel 6c to j.c before the end -> fastest 236a: Ragna, Jin, Tager, Carl, Valkenhayn, Relius, Izayoi, Kagura, Terumi Full 6c hits before j.c -> fastest 236a, then(3c iris dash 5cc): Hazama, Amane Whichever -> fastest 236a: Bullet, Kokonoe Cancel 6c to j.c before the end -> microdash 236a(input as 2366a): Tager, Carl Full 6c hits before j.c -> microdash 236a: Ragna, Litchi(4b works), Hakumen, Izayoi(she's listed twice... both routes work or typo?), Terumi, Celica Full 6c hits before j.c -> delay microdash 236a: Platinum Route tested from 2a5b starter on Noel, Taokaka, seemed unnecessary to investigate further on that. On incompatible characters, you can do 5cd 6c(full hits) j.c dash 6a 4b 5cc. This route seems to work on everyone. Be careful not to dash too far before doing 6a. Characters that absolutely don't work without microdash 236a: Hakumen(j.b IOH works so don't need this route), Celica, Platinum(stability questionable) Corner 2b 5b j.3d j.b j.c 5cd 6c j.c dash 6a 236b 5b 6a 236a 6a 4b 5cc (pumpkin) 3c(3)* (frog) *number of 3c hits to do before cancel & compatibility? depend on character: Ragna× Jin〇3 Noel〇3 Rachel〇3 Taokaka〇3 Tager〇2 Litchi×2 Arakune×3 Bang×3 Carl? Hakumen×? Tsubaki〇3 Hazama×3 Valkenhayn×3 Makoto〇3 Platinum×3 Relius〇3 Amane×3 Bullet×3 Azrael〇3 μ〇3 ν〇3 Izayoi〇3 Kagura〇3 Kokonoe×3 Terumi〇3 Celica〇3 Λ〇3 Character specific notes: Drops occasionaly (it's a mystery): Jin 6c-> j.c at around 9hits(?): Carl 6c-> j.c 2 hits before the end, dependent on luck: Hakumen Regarding incompatible characters, for Arakune & Bang, do 6c j.c j.236c 5a(1)5b 6a 236a 6a 4b 5cc. Aim for them to be lower when you do 5a. Don't use 5a on other characters. On (other) incompatible characters, at that spot, do 6a 236b 5b 6a 4b 5cc (pumpkin) 3c (frog). This seems to put you at the correct spacing often? Corner 2b 5b j.3d j.b j.c 5cc 2b (delay?) 5b 6a 236b 5b 6a 236a 6a 4b Ragna〇 Jin〇 Noel✕ Rachel〇 Taokaka〇 Tager〇 Litchi〇 Arakune✕ Bang✕ Carl〇 Hakumen✕ Tsubaki✕ Hazama〇 Valkenhayn✕ Makoto✕ Platinum〇 Relius〇 Amane〇 Bullet〇 Azrael〇 μ✕ ν✕ Izayoi〇 Kagura〇 Kokonoe〇 Terumi〇 Celica〇 Λ✕ Character specific notes: Wait for the opponent to fall down some from 5cc before doing 2b: Arakune, Valkenhayn, and on Makoto confirm that it hits. On Bang/Arakune, do 2b 5b j.3d j.b j.c 5cc fastest dash 5a(2) 5b 6a 236b 5b 6a 236a 6a 4b. On characters you wait for the fall on, this may also work. Seems like only Noel has no compatible alternate route. In regards to other characters, just do 5cc -> 5b/6a -> j.c j.236c 5b 6a 236a 6a 4b I made this chart of character abbreviations just for the sake of trying to translate this thing, so may as well leave it here: Ragna = 兄/闇 あに/やみ (brother / darkness) Jin = 氷 こおり (ice) Noel = 銃 じゅう (gun) Tager = 磁 じ[か](magnet) Taokaka = 猫 ねこ (cat) Rachel = 風/姫 かぜ/ひめ (wind / princess) Arakune = 蟲/'・' むし (bug / arakune face ^_^) Litchi = 棒 ぼう (pole) Carl = 姉 あね (older sister) Bang = 忍 にん (ninja) Hakumen = 白/面 しろ/めん (white/mask) Nu = ν Tsubaki = 椿 つばき (tsubaki/camellia) Hazama = 蛇/鎖 へび/くさり (snake / chains) Mu = μ Makoto= 鼠/栗 ねずみ/くり (rat/mouse? / chestnut) Valkenhayn = 狼/犬 おおかみ/いぬ (wolf / dog) Terumi = 魔/蛇 ま/へび (evil spirit / snake) Relius = 父/母 ちち/はは (father / mother) Amane = 舞 まい (dance) Bullet = 弾 たま (bullet) Azarel = 暴 あば[る] (violent) Izayoi = 宵/零 よい/ゼロ (yoi/evening / zero) Platinum = 輝/鈴 かがや/すず (sparkle / bell) Kagura = 黒 くろ (black) Kokonoe = 重/博 おも/はく (chief?/doctor) Celica = 芹 せり (parsley) Lambda = Λ ----------------------- Let me know if I messed anything up, my kanji skills aren't the best so it's not impossible I messed up on some of the single letter character nicknames. I'm likely to have messed up translating some of the character specific notes as well! The other stuff on the page seems to be methods of memorizing which characters the routes work on, but my Japanese isn't good enough to follow all of it so I'm not going to try translating it. I can't believe that j.a combo actually works from a VERY SHORT starter.
  16. Re: your Japanese questions, F始動 and N始動 are probably talking about Short and Normal length starters. Aoniku is the name of a Rachel player that came up with the j.c -> lvl2 j.2c 236b route in an older version, and the combo route has been dubbed with his name since then.
  17. Found a nice example of the new normal starter -> 3c 8d route midscreen in a match video: https://www.youtube.com/watch?v=2GVx6XCSFHI&t=1h58m14s 2b 5b j.3d j.b j.c 5b 3c8d 5b 6a 236a 3c(3) 214c 6a 4b 5cc The lack of 3c SMP and the vacuum on the move should prove quite useful for combo material. Just theorycrafting here, but the lack of SMP makes RC combos viable when you are out of wind midscreen, right? Something like 5b 5c 3c(3) 236a RC dash 3c(3) 214c 6a 4b 5cc? EDIT: Airthrow groundbounces now!? https://www.youtube.com/watch?v=2GVx6XCSFHI&t=2h12m18s Potential windless followups... Later in the video, airthrow -> astral combos
  18. This is true, but also of importance is that it recovers *much* slower if you have 2+ wind.
  19. For the blockstring 5a/5b jump cancel(9) j.2a+d, I don't piano it or anything special. I just practiced it until it became muscle memory. Jumping in BlazBlue has startup so you don't have to make it to the 2 position instantly. I don't have any tricks for the microdash after, but try to make it muscle memory on hitconfirm of j.a. If you fail it, you have to spend wind vs some characters to fix it. This is about your first two routes, as I don't really use the 3rd one. Regarding using 2d/3d, on some characters (Litchi comes to mind) you cannot use 3d and must use 2d both times. On most of the cast, you can use 3d for the first rep and 2d for the second one. The purpose of using 3d is to position the pole closer to the corner so it hits fully during your BBL for more damage. The 3d route is generally considered harder and needs delay on the wind, so I'd recommend learning how to do the combo with 2d x 2 first. As far as tips to do the actual combo, after the j.236a, delaying the wind will bring the opponent down further, so if you happen to be high in the air (say, from an air-to-air starter) you will need to delay it a decent amount. You almost always want to delay it at least a little bit. For getting the 5b to combo after the lobelia, you need to do it ASAP after landing. I hold 5b after landing to use BlazBlue's 3 frame input repeat mechanic, making it a 3 frame link.
  20. Just speaking from my personal experience. It may have been a combination of netplay and the distances at which you want to use 2a/5a which made me feel that way.
  21. I meant more of a medium range. If you are too close you will get stuffed so you need to respect even on IB.
  22. At further distances, you can get away with sticking out a 2a after instant blocking Jin's 2d pretty often.
  23. 6a anti-air counter: 6a dash 5b 6a 236a dash 3c 214c dash 6a 4b dash 5cc frog starter: (frog hits) (dash) 5b 6a 236a dash 3c 214c dash 6a 4b dash 5cc edit: realized you meant for bang midscreen frog starter on Bang: (frog hits) 5b 6a 4b dash 5b 6a delay 236a 3c 214c 5cc
  24. Did some testing on who 5c 22a hits properly on: Corner 22a route: Works on Narukami, Kanji, Chie, Naoto, Yosuke, Junpei, Elizabeth, Aigis, Yukari, Ken Whiffs on: Mitsuru, Yukiko, Teddie, Sho (both), S.Labrys, Akihiko, Labrys, Rise Standing of course.
  25. I've also seen N-O do j.a j.b 5b 5cc 214b 5b 6a 236a 3c 214a, but by that time pumpkin has floated a ways forward and up, and you don't have time to move forward or back at all before the 5b.
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