UltraDavid
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Do you think it's practical to use this tech to block overheads while retaining charge for flash kick? Hold downback, see overhead, keep holding back & block overhead while moving the stick to upback, then downback again?
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Which is... better? Or not? I don't understand this post.
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I haven't watched vids of her yet so I'm not sure if this is old news already, but she has a nice midscreen restand into high/low 50/50 that's mostly safe after combos into the drop ball (you know, holding A/B/C and letting go, I dunno what it's called heh). Do whatever combo into drop ball, then wait a sec as the opponent starts to slump, then hit 2B or 2C for the restand. You can cancel 2B/2C into either another drop ball for an overhead or a underground-low-attack-special-thing for a low, and in both situations you can confirm the hit into another combo. The reason it's 2B or 2C is that you might end up at slightly different range depending on the combo you used, meaning you need to know whether to store B or C dropball. If you need B dropball then you do 2C xx B dropball; if you need C dropball, then you do 2B xx C dropball. The other nice thing about this is that since you're doing this at a little range, very few characters have the range to dragon punch out of the small gap between the 2B/2C and the dropball/low special. Reversal grim reaper gets out of it of course, but most reversals just whiff, letting you easily punish into another combo back into the same setup if you want.
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Well we all have some work to do on using the system engine better but even on top of that I don't think Waldstein's wakeup is so bad. You build meter pretty quickly in this game and I feel like I have plenty of time to charge D so I seem to have meter for super more often than not. I haven't seen many of my opponents go for safe jump setups yet, but if that ever becomes more popular, having a dragon punch on wakeup won't be quite as important. Really it'd be kinda busted if Wald had great wakeup though. He already has most of the tools he needs to pressure, get in, and keep out. Having more tools to get people off of him would be going a little too far imo.
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Narcowski reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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what's the reason to do 623a instead of 236b? does it do more damage or something?
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i dunno what the best option is but if i have meter in that situation i do 2b 5b xx 236b xx 236c, then juggle off the wall bounce and thanks godpress! edit: realized i forgot a step
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IndigoNovember reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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caiooa reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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No, good idea, but I just tried it and it doesn't work!
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Mr.Sparkman reacted to a post in a topic:
[UNIEL] News & Gameplay Discussion
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Anyone know how tight the window for doing a reversal is? It feels very tight to me but I can't really be sure that I'm doing it right.
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360C, 623C, and 41236D all have startup invincibility. 623C is safe jumpable though so heads up on that. Nothing else has invincibility though, I've done a bunch of testing on that so far. Speaking of safe jumps, here's one (at least if the opponent is holding the button for recovery, if the opponent recovers later then oh well you still jumped and landed safely I guess). After a jump BC6C, juggle jump C6C, finish with another jump C, then hold up toward and do a meaty jump attack. That jump attack is a safe jump, yay. Edit: ooo, frame data! Do you have links to data for any more characters?
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Just wanted to point this out in case other people haven't noticed it yet: this game has plinking like Street Fighter 4. If you're not familiar with that, it's where you press a bigger strength button then a lesser strength button immediately after, like with kara cancel/drum timing. In SF4 & apparently UNIEL, the game registers that input as two presses of the bigger strength button. This is useful because it allows you to effectively get two inputs timed faster than you'd otherwise be able to, and that's useful because it makes combo timings easier. Check out the button inputs in training mode with the number of how many frames apart your presses are. If you're doing this right, you'll get something like B(1) then line above that AB(2). In other words B, then 1 frame later A & B, but because the game prioritizes B button commands over A button commands, you're effectively just getting two B presses 1 frame apart. To plink B, do B~A. To plink C, do C~A (not C~B because that'll trigger your B+C move). For example, I'm doing this Waldstein 2B 5B clap into jump B combo and the jump B timing is just a little tight, not too bad but I mess it up sometimes. Plink B~A to make that jump B timing even easier.
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yeah it's not the best but thanks for the games, i've never fought terumi or relius before. sleep time for me!
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i don't have a mic either, so, nah that's cool. i'll add you!
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anyone wanna play? my tag is UltraDavidJP, i'm a total scrub at this game but i wanna learn btw yes, i do regret that name choice
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hey, i'm just starting out after not having played bb since ct. i've played with a few friends offline a few times and only played online a couple times. i'm in the la area. can i get some online games in with any of you soon?
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BlazBlue Question Thread - Ask your questions here!
UltraDavid replied to KayEff's topic in BlazBlue Gameplay
At the end of this combo, Tager goes for launch into reset air 360C: https://www.youtube.com/watch?v=-MI474BSsl0#t=0h33m35s If he expected Bang to tech, is there anything he could have done there to beat it? Could he have timed things a little differently, or done jump B into whatever, etc? Or can Bang always just wait to see whether the exclamation points appear before teching?