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Sophisticat

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Everything posted by Sophisticat

  1. I have learned. You use 6b to beat out lows because of its foot attribute invulnerability frames. 6a is great anti-air, yes. But you have to time it right, and be aware it has some fair recovery, so it's easy to be punished for whiffing.
  2. I'll be anticipating it, then. BlazBlue's a lot of things, but a series in progress is what it is most. I doubt the next installments would degrade the game's quality. So yeah, mighty curious here. BB's the only fighting game I can really get into at this point in time, so I hope this isn't too much of a bombshell.
  3. I think you're already doing a great job with your Bang friend, so you'll do fine with her. Just don't get technical. I tend to go too much into the details and that's pretty much turned everyone off, haha. Good luck, we need more girl gamers!

  4. Yeah, needs to be a bit more clear. Can't really make out what you wrote. @Mac: purple throws are ok at the end of combos if you work on adding them when the other guy isn't anticipating one. Landing throws is all about being unpredictable, or going for CH throw. Or as a lag tactic. Your choice. :P
  5. S? Doubt it. Ryoko stated only reason he isn't S is because he doesn't have a reliable anti-air. Well, it's S- at best. New Haku is good, but I never get the impression he's at L or B's level, and I thought Ragna - Haku was still even?
  6. I suppose we could just use the old CT thread for combos. Amend the first post a bit and you got it. Combos aren't all that different, you just have to be aware of double enma combos, new 5c -> 5/2c links, new form of corner loop, new j.D, 6c, and Mugen combos, and the enders Blade cited. Otherwise, he hasn't changed much I don't think. It would still be a good idea to get this stuff into a thread since it is its own subject. Yeah, that too. I surmise placing old j.C into new j.2c will make falling.C all that much easier since you won't accidentally hit old j.2c now.
  7. Whoa, Leonil, you make it sound like she's dying. I don't know what's happening, but hope for a quick recovery. You have my best wishes. @Blade: Yes, more 6a! I was able to match my 6a timing somewhat to Tao's, so it was working, but it's not something to just throw out. I'll take you up on the 6b, though. I never think about using its foot invuln. to my advantage.
  8. If you trust Zetaboards, 20f. I really like the change to 12f, I can't count the number of times I got punished for a whiff. Less recovery on everything is an excellent buff in any event. Really looking forward to CS Haku now.
  9. Nice! Thanks for the info both of you. Yeah, I didn't have the impression his close got worse since you can cancel into 6a for good pressure. I do have an extra Q, though: compared to other characters, how well can he break primers? Also, does 6C full charge work as oki? (i.e., don't block -> big damage, or block -> get primer broken since you can't roll -> special cancel now) All I needed to know. Hello~ 75% online win rate. 'bout time he gave some back.
  10. Ha, I actually meant to use it to improve my game, but I'm not against tacking on homo-genius either. :P

  11. Hey man, I want to upload that vid of our match, so I was wondering if you'd be fine with it?

  12. What are Haku's reliable grounded non-meter anti-air options now? 6a is out, so something has to replace it, and I haven't found anything definitive in all the vids I've seen. He now seems to rely mostly on j.C, but that's not a grounded option. Also, combo-wise, what's going to be the new dmg/star ratio? It's roughly 1k/star mid-screen from what I've seen since he now gains back a bit more than in CT. Am I correct in thinking this?
  13. I'll anticipate it, then. :3 I won't fall to these throws again. They threw me off because I didn't know Tao had a throw loop and wasn't expecting it either. I don't usually abuse counters, but vs. Tao I feel 6a and counters are my only resort. Point taken anyway. From what he's told me, I figured I was the one who had him scared of my 6a. Unless you mean as he jumps up when doing his mix-up? Then yeah, I could have used 6a/5a. Me neither. I was going for the guaranteed combo since it's grand finals. I've never relied on 6a so much in other match-ups. Usually, the opponent simply changes his approach. So yeah my 6a AA combos are kind of lacking. I'll get to working on those to give them more firepower. 6a grounded, I could have added j.C before 5c -> falling.C, but as I said above, I was going for guaranteed damage. As for defense, . Taoish's mix-up is wicked scary. Didn't even go for IB out of fear I'd get hit. Guess I'll just have to play him more. Thanks for the info so far! Keep it coming.
  14. ^ Upper body unvuln? Well, that can't be right. I know I've hit Nu out of it with j.C before. I was blocking right after, so it theoretically shouldn't have hit. Guess I'll test it out a bit in training... Anyone? ;_;
  15. Following yesterday's online tourney, I have a vid of my performance against Taoish. I think the only reason I did well against him is because I've come used to anticipating his drive-ins with 6a. Otherwise, his mix-up is hella scary, and had to resort to countering it. The part that glitches in the vid was a massive lag spike. I don't think anything too grand went on in there other than me landing two 6c CH's and missing a guaranteed combo because of said spike. I think I played well overall at least. Last thing, isn't Hotaru completely invincicible? I know I've hit others out of stuff plenty of times, but I've also been hit out of Hotaru tons, too. You'll notice in this vid Taoish does wakeup Berserker Barrage and hits me out of it. Anyway, please critique.
  16. Bon matin! J'espère que tu t'es bien reposé après le tournoi d'hier! Savoure la victoire, tu l'as méritée. :P

  17. So falling.C would make you reverse positions as with kishuu? I didn't know that, I'll try it out.
  18. ^ BB incorporates a 5f buffer if you hold down the button. Referring to my list of "reversal" combos a while back, I found a new one! I doubt no one knew about this one, but here goes. Anyway, on 6b CH, kishuu under the opponent -> combo. I thought about the arc's height, tested it, and turns out it works. Awesome.
  19. Well, you're just starting out, so get some experience first before going into the details of the match-up. Jin's DP's are punishable with a delicious 6c ch combo. He shouldn't get away for free whiffing those.
  20. Not sure what you mean about the j.2c? More hits = more damage when stuff is meterless. Besides, you're rising (if I'm looking at the same combo as you are), so you have to do j.2c. Only time you would omit j.2c is if it pushes away too far. For 2nd j.2c -> character specific. I just wanted to post the "right" way. I'll only do it if people want it. This is because it's not only pretty big, but it's customized. I'm not about to post something that big that's largely subjective if people don't want it. It does have dmg/star use + notes, so maybe people will find it more useful than for the combo listings. Besides, Leonil pretty much summed up Haku's stuff in his post. More than that and it becomes situation specific or subjective combos.
  21. So you want combos, eh? I have a file that lists all the combos I use for specific moves. I could dump if you want. [starter] -> Enma -> falling.C -> 2c -> sj.2c -> AD j.2c Is your staple combo. Timing points to learn are: 1) Very slight delay on enma hit to be at the right height (practice and you'll see what I mean). 2) One way to do it is to hit j.C right after Haku's legs bend at the end of his jump arc. Ideally, hit it as low as possible without the other guy teching out. I just learned the height visually. 3) After 2c, you have to input sj. The way I do it is buffer the 2c just before landing, then immediately doing sj. Gets a bit to get the hang of it. 4) The airdash to j.2c doesn't come out instantly. Either learn the timing or mash it out, I don't think it makes a difference. I mash. It works. It's all I need to know. This is Haku's only tricky combo. Harder than that and you're looking at long corner loops or combo vid. material. Do it off anything you want except off stuff that prorates too much or doesn't net enough damage. j.C CH -> 5c is the staple starter, so get it down. Haku's starters are generally his B/C moves. 6a for AA. Mid-combo for midscreen is renka (1) -> Zan. Combo ender is Gurren -> 6c or other C move. So you can get: [Throw] -> Gurren -> 6c [Throw] -> Renka (1) -> Zan -> 3c 5c -> falling.C 2c -> j.2c -> AD j.2c 3c -> 2c -> j.2c -> AD j.2c 6a CH -> 5c -> Gurren -> 6c You see the trend. Not all are combos you'll keep doing later on, but they're good enough to learn how Haku does his combos. Now, staple corner loop. Learn it for big corner damage: [Launcher] -> 2c -> j.2c -> j.C -> 2c -> sj. 2c x2 -> AD j.2c x3 Where launcher is stuff like Throw -> Renka, Renka alone, Zan, etc. Practice makes perfect.
  22. Bah, c'est ok si tu peux pas utiliser IRC. Ce serait principalement pour te donner des stratégies contre les autres parce que je sais comment certains d'entre eux y jouent, haha. :P Bon, ok, j'te vois jeudi en tout cas!

  23. Salut, bon matchs cette f de s. Dommage que tu ne pouvais pas connecter hier, mais on peut réessayer genre jeudi si on est tout les deux en ligne. Je te présenterai à des réguliers de Dustloop si tu ne l'as pas encore fait. :P Autrement, je voulais juste savoir si tu as IRC. C'est ce que tout le monde utilise pour communiquer hors-jeu, donc ce serait surtout utile pendant le tournoi. À plus!

  24. Oh, should have specified! Anyway, after 6a, -> 5c -> gurren -> 6c. After 5c -> enma -> falling.C That's what I do anyway. Falling.C after grounded 6a CH, though, since I can't move them like with AA 6a. For the last j.C, drop one j.2c before the AD. For cross-up j.C... that's interesting, but I'll have to let someone else answer this one.
  25. You can do throw -> gurren -> hop 5b -> j.2c -> AD j.2c. It's a 1 less star version of gurren -> kishuu -> 2c, so it's recommended to use instead. But hop 5b is so tight, 5a is better even though it prorates more. Better to make it guaranteed than to drop it. Personally, I've taken to doing Throw -> gurren -> [delay] Enma -> falling.C. It does 4k and gives good positioning. I like it for that, and keep hop 5a/6c for when I'm low on meter.
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