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Isorropia

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  1. I made a combo video with BBCPX, P4U2, GG Xrd, UNIEL grapplers. Enjoy! https://www.youtube.com/watch?v=h-ER7xEFc90
  2. I find the most stable IK combo is: (corner, 100 meter by the time you RC) Stuff > heat extend > RC > sj.forward > IK activate > IK Doing this version with the superjump gives you some leniency with the corner distance as well. As long as the superjump gets you to the corner it'll work.
  3. I tried finding some option selects against techrolls with j.B and I found that blazblue's tech options/windows are just too lenient for a j.B setup to cover many options. Most obvious problem being that tager doesn't have a knockdown that gives him enough time to jump - if you do 2D/4D or whatever into a j.B immediately, if they bounce tech they come up before the j.B even comes out and can antiair it with their normal of choice. If they don't bounce tech, you need to usually neutral jump to stop rolls forward, but then if they don't roll forward you aren't at a good range to keep pressure up after that. I've found what works better for me is just doing: Combo into collider into the corner > walk forward as much as possible > 2D > walk forward a bit and then if they bounce tech, normal oki, otherwise, react to their non bounce tech with: slight delay 5B5C, with the 5C buffered in so it only comes out if the 5B hits. If they did a delay neutral tech you recover in time to meaty 5A them on wakeup, and it catches forward rolls/downtechs/backrolls(if you walked forward enough) into an easy to confirm combo that puts them back into the corner (although you might not get 2D oki again, my combo from there ends in 4D).
  4. Basically he uses repeated 2As to keep you blocking while the rest of his bugs leave the screen (so he can combo with them later). Then it's a simple 2A cancelled into teleport, and the A bug called by the 2A will hit while arakune is on the other side of you, crossing you up and comboing into C bug. If an arakune is doing repeated 2As during curse, they're probably going for this mixup. I usually just see the mixup coming based on the 2As, blocking it on reaction might be possible but you'd have to look for the animation of arakune disappearing, which is pretty tough.
  5. 1 yes, 4 no. If you aren't holding down-back you'll eat lows during blockstun, but if you're in constant blockstun it's impossible to get hit by any high attack until you leave blockstun. The game will even block crossups for you if you're in constant blockstun.
  6. That's true, but in the case of 6A it can be difficult for the defender to judge when the blockstun ends for 6A, and so in matches people may time their reversals late. I think that's where Manta was coming from.
  7. It got removed in arcade patch 1.11.
  8. From the looks of it, no matter how early they tech, your Sledge will have recovered, meaning that any delay they add just gives you more frame advantage to work with. You can just react to their neutral tech and meaty them afterwards. (This is assuming the situation in the video involves hakumen teching as soon as possible.)
  9. Do you mean that you had platinum block/IB an Asledge, and then attempted to punish with 5D bat? 5D bat is 11f startup, it was never able to punish Asledge. Assuming it's the same as CS2, tager's Asledge is -4 on block. This is unpunishable normally, but with IB it becomes -7 and can then be punished by 5A from everyone in the cast. So what you want to check, is if it can be punished on IB by 5As in CSX.
  10. I wonder if it's possible to do (with no mag): (Stuff) > 3C > Asledge > 5A > j.ABC > AC They might float too high, or it might prorate too much though.
  11. I don't know if it was char specific, but in a vid I saw AC > j.C whiff > j.B > land > j.2C > GF Looked pretty cool but timing might be too strict to be worth doing.
  12. You guys haven't been? >.> Holding 4 and pressing 5A~B after GF lets you block slow DPs and gold bursts (which is also pretty sweet). If you time the 5A meaty on someone's wakeup (eg after 2D, 4D in corner) you can block any DPs slower than 8f, meaning Jin's C and D, litchi's, makotos (difficult), and most reversal supers (but not hexa edge, fenrir, some others). It also stops you from overcommitting to slow attack if they backdash or something similar.
  13. 5A hits people out of their pre-jump startup, they get hit on the ground. GF 3F adv with 7F 5A = 4F gap, and nobody has a 3F jump anymore, so everyone gets hit before they're airborne. It only works if you do frame perfect 5A, since it catches their very last pre-jump frame...but that's what holding the button is for. :S
  14. http://www.youtube.com/watch?v=FVLDTxOgxe4#t=5m10s So, starting with ~88 meter, we can get 6.8k from a punish situation (coulda added TB on the end), if we have magnetism. Good times.
  15. 2D has always been good on block. Basically, since it moves across the screen, the further you hit it away from, the later in the active frames it will connect and the greater frame advantage it will have. So if you did a 2D point blank they could escape, but if you hit it from far away it's probably around +3-5f advantage for tager. (In theory you can get up to 8f advantage, but you probably won't get it to hit on the very last active frame.)
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