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10stars

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  1. No, you do it in advance, if you do 2d then immediately after 1+A+B+C, you do 1+A+B+C in the startup frames, so if you're thrown you immediately break it. And that way if something happens and it clashes, if you HOLD 1+A+B+C when you hit it earlier, you'll get a low barrier block. And no, let me try to make it easier: 2d has a startup of 27 frames, on frame 6 you will start auto guarding high and mid attacks, from frame 6 to 16, your move is not yet active because you are guard pointing. From 16-27 your move still is not active because the move is still starting up. On frame 27, when his fist actually goes up and he makes a strike, is the first frame that you can rapid cancel on hit and block. So pretty much, you have to input 1+A+B+C within 6 frames of the move in order to not get a teleport if you guard point something. And in order to get a throw break, teleport or not, you have frame 1-26 to input 1+A+B+C. This is you wanting the move to hit, but being fast enough to counter early throw attempts. If you hit 1+A+B+C after you've been thrown, you cant break it. It's an advanced throw, prior to it happening, with an 11 frame window.
  2. His 6b is useful because it goes over lows and is immune to throws. It's also a very fast overhead. 6a is not an overhead, it is a low. 6b's good ground oki as a first hit because it isn't seen alot, and alot of people just block low to start when they recover on the ground, and would rather try reacting to the overhead.
  3. yeah, you have to do it right after the D input. Sorry that was a really stupid answer with no explanation. Rapid cancels in Blazblue work the same way roman cancels work in Guilty gear. If your move is not blocked or does not hit, you can not rapid cancel it. So if you input it before it connects, hit or block, it will not cause a rapid cancel.
  4. yeah, once you get in most of the Nu players faces they freeze up and take mixup for free. This match is definitely easier than Bang v Arakune.
  5. Im so tired of playing kids online :\ Every match is just another person mashing buttons when they get up, or another person holding up because they dont understand that there's jump startup frames. Or another boring match of someone spamming 5a or 2a. It's really depressing. Edit: and there's no region blocks? I just played Elven shadow and hes in Japan, what the fuck?
  6. You should only use his drive when you know they're going to attack, or if you instant block a blockstring and know what's coming next. You shouldn't really just be throwing it, unless you're predicting a jump in. Attack with 5a and 2a or j.4c for your openers, you shouldn't be trying to open with anything else. 5a>5b>2b>623b does not link into the distortion. The webnail setup is bad, they can block if they hold back, it isn't guaranteed.
  7. What i mean by well timed dash, is that you can't mash the dash out, alot of people trying it are mashing 6666666666 to try and get the dash out as soon as possible, I haven't been able to get it by mashing forward, i've only gotten it from 63 inputs. The only real point in the dash is so you can get the sliding effect on 2b, you really only need to move forward by the size of bang, the range on 2b does the rest.
  8. You can milk more damage out of that with a distortion too. But yeah, if you see a slow starting low or mid move and you can frkz, it's pretty good.
  9. You're playing people online, stray away from 5c distortion if you go to a tournament.
  10. The j.d after the 6b rc only works on rachel. Edit: The above combo works on Rachel in the corner as well.
  11. I tried that a little bit against rachel earlier during 6b testing, you can j.d > land > 2b > 6c > j.C But it isnt worth it in comparison to the other combos, i think. Unless someone figures out something good with it at least. Edit: Midscreen on rachel 6b rc > j.d > land > 2b > 623b > distortion 5199 damage. Still messing around before i have to go.
  12. Against Noel and Taokaka: 5c > 623b > 5a > 5b > j.a > j.a > j.b > dj.b > dj.c 2697 damage, 0 seals, lands you with a 50/50 though Off of 6b midscreen: 6b RC > 2b > 623b > dash > 2b > 6c > j.c 3183 damage. Works on everyone besides Carl and V-13 I believe, double check and correct me if I'm wrong. Note: j.b > j.c can be used after the 6c if it's against Noel. 6b corner/midscreen: 6b RC > 2b > 623b > 2b > 623b > 2363214C 100% heat, 5053 damage. ONLY WORKS IN CORNERS AGAINST Taokaka and Rachel. NOTE: this combo works midscreen on everyone besides Carl, Bang, and V-13! You have to dash 2b to get the second one out midscreen though. Bigger note: You can remove the second 2b > 623b on V-13 and Bang then get the distortion out for a total of 4986 damage. 6b corner: 6b rc > 2b > 623b > insert height specific combo for character. Note that off of this combo you lose your corner, but you gain 50/50 anyway. Example: On hakumen, arakune, jin, ragna, tager in the corner: 6b rc > 2b > 623b > 5b > 2b > 6c > j.c > on the way down low to the ground air dash > high/low mixup during on their recovery. Also does 3393 damage. On Rachel and Taokaka, omit the 5b after the 623b, just do 623b > 2b. 3183 damage On Bang, Noel, and Litchi: 6b rc > 2b > 623b > 5a > 5b > j.a > j.b > dj.b > dj.c 3256 damage. On V-13 and Carl: If your spaced a little far away from them, you can 6b rc > immediate 236c > land > 2d > j.b > dj.b > dj.c for 2714 damage and one nail, with another mixup because of the recovery. If you do not have a nail, just do 6b rc > land > 2b > 6c > j.c, it's your only option without that nail. 2455 damage.
  13. I'm very tired, and looking at both of the threads i forgot this is the execeution help thread. Imo, they should be merged to remove any confusion, posting in the combo thread now though.
  14. Just a part of having no life until 5 pm every day :D
  15. Risky, sometimes you'll be pulled in front of your nails and he'll still hit his heatfist. But yeah it does work, I've done it before.
  16. A deep jump / deep dash jump is when someone dashes pretty much right into their opponent, then jumps, keeping their forward momentum and using an attack to either whiff as a threat, or fend off any jumping attacks from the opponent. Deep dash jumping against tager and hitting j.A will cause him to block it if he's standing, and will counter hit majority of his standing moves. You just dash deeper than you normally would when you're opening pressure.
  17. All right, well they're pretty useful. Anything off of 6b? Against Noel and Taokaka: 5c > 623b > 5a > 5b > j.a > j.a > j.b > dj.b > dj.c 2697 damage, 0 seals, lands you with a 50/50 though Off of 6b midscreen: 6b RC > 2b > 623b > dash > 2b > 6c > j.c 3183 damage. Works on everyone besides Carl and V-13 I believe, double check and correct me if I'm wrong. Note: j.b > j.c can be used after the 6c if it's against Noel. 6b corner/midscreen: 6b RC > 2b > 623b > 2b > 623b > 2363214C 100% heat, 5053 damage. ONLY WORKS IN CORNERS AGAINST Taokaka and Rachel. NOTE: this combo works midscreen on everyone besides Carl, Bang, and V-13! You have to dash 2b to get the second one out midscreen though. Bigger note: You can remove the second 2b > 623b on V-13 and Bang then get the distortion out for a total of 4986 damage. 6b corner: 6b rc > 2b > 623b > insert height specific combo for character. Note that off of this combo you lose your corner, but you gain 50/50 anyway. Example: On hakumen, arakune, jin, ragna, tager in the corner: 6b rc > 2b > 623b > 5b > 2b > 6c > j.c > on the way down low to the ground air dash > high/low mixup during on their recovery. Also does 3393 damage. On Rachel and Taokaka, omit the 5b after the 623b, just do 623b > 2b. 3183 damage On Bang, Noel, and Litchi: 6b rc > 2b > 623b > 5a > 5b > j.a > j.b > dj.b > dj.c 3256 damage. On V-13 and Carl: If your spaced a little far away from them, you can 6b rc > immediate 236c > land > 2d > j.b > dj.b > dj.c for 2714 damage and one nail, with another mixup because of the recovery. If you do not have a nail, just do 6b rc > land > 2b > 6c > j.c, it's your only option without that nail. 2455 damage.
  18. muscle memory :D get to it! thats how guilty got easy. Out of curiosity, what does everyone do off of a 5c hit in the corner? I've been messing around with combos but i want to see if they add up to the damage that everyone else is already getting. Curious about 6b in the corner as well after an rc, midscreen too.
  19. If you're playing someone who thinks mashing buttons is godlike against frkz because you cant block, do a blockstring that puts you a dash away from them (5a>5b>2b>2c is pretty much perfect) then hit frkz, 9 dash and j.c. It'll clear them out with a counter hit. Also, I like popping it when an attack is coming that I can guard point immediately. Mostly mids with bad downtime like ragnas 214a. Pop it and 6d > combo for very angry opponents.
  20. dunno if it's been posted or if i've posted it, but i was abusing it pretty well against the people i was playing today. The 5a>5b>2b>2c>6d>623b forces a neutral tech on the ground. However, if you remove the 623b, you can jump and low to the ground air dash, creating a high low 50/50 if your opponent recovers. Just thought it should be thrown out there for oki. off to sleep.
  21. 5a > 5b > 2b > 2c > tk webnail > land > 5d > j.b > j.b > j.c is 2452 damage, easy bnb that works on jin. 2d > super jump 8 > j.d > land > 2b > distortion works on him. I really prefer doing the lower damage bnb because of its reset ability tbh. If i stray from it i normally use the first combo i listed, so i can still have a 50/50
  22. In case people haven't tried it. 5a > 5b > 2b > 2c > 6d > 6239b This bnb does 2212 damage. Since Bang has such low damage, I believe that all extra damage that can be thrown out, especially from the beginner bnbs such as this, should try to get as much extra damage as possible out. The 5as below are links, you can not mash them, but this combo works on anyone that's standing. 5a > 5a > 5a > 5a > 5b > 2b > 2c > 6d > 6239b This does 2351. An extra 150 damage may seem like nothing, but everyone knows there's been fights where your opponent would have died if that little tiny sliver of health was gone.
  23. You cant rush it, it's actually a well timed dash, not a mashed out dash. After figuring out the combo i put in the video though i had to get the timing down. Once you recover from 623b, what i personally do, is an iad input but upside down. so i input 63 then 2 and B at the same time.
  24. If your j.b is whiffing after the jump cancel then jump cancel and do j.c. It simply means that the spacing is wrong, and they are too low to be hit by it.
  25. The only thing you can do to make it safe is rapid cancel it. You can make it throw safe by using advanced throw breaks. The tech throws work like this: If your opponent neutral techs, you have to IAD, pause for a frame, command throw. If your opponent forward techs, you have to jump straight up and command throw. If your opponent back techs, you have to jump once, then jump again and air dash command throw. What I do is allow the first tech and see where the opponent normally techs, the second time I attempt to connect the throw based off of what they did previously.
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