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bjholmes2

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Everything posted by bjholmes2

  1. I don't know if I heard SolBadass correctly, but was it you I played tonight? If so, good games, bad lag, deadly Arakune. :):( O.o

  2. Pretty much the only one Tager has is: ...5D xx B Sledge... A x n360 A720B/2B But, in the future, please use the General Discussion thread for stuff like this.
  3. Great games! There is something to be learned from your crossup Tager! It inspired me to tinker around with a blocked j.2C (RC) 720. I'll see what I can figure out tomorrow...

  4. Sorry for the stupid question, but what kind of stuff should I be doing in Training Mode (I have nothing else to do with this game besides Training)? I've sifted through the existing threads and I practice the FRCs and a few B&Bs about an hour a day, but the total amount of info is somewhat overwhelming.
  5. Brian Powder Springs I can't really go far, as I don't have a license. Tager, Johnny, Potemkin, Order Sol I've played BlazBlue online for a few weeks and I've never played GG with anyone but the CPU. Don't expect much.
  6. OK, I'm going to slowly update this guide. I'll probably only touch up one section per day, but it shouldn't take too long. After that, I'll finally get to work on those matchup forums, one at a time.
  7. I've seen kensk jump-cancel a 6A on block and 720 when he lands. I felt retarded when I got hit by it. Nonetheless, it is a good pressure/throw "mixup" for use every once and a while.
  8. Too bad there was lag, those were some pretty good matches. Sorry for scrubbing it up with Arakune at the end, though; I'm considering subbing him and want to give him a try, but I've never actually used him before. I was just trying to copy what the CPUs do to me. ;)

  9. That would be great!

  10. CH 2C knocks them into the air for about an hour. I look forward to trying that! On another note, I've tried incorporating the Astral into tech traps. So far in Training it works, even if they jump back, but I haven't actually tried it online yet.
  11. Nice matches today! I can't believe you almost beat me without even using Nirvana. Those kind of clap loop shenanigans are the reason I want to play Carl well one of these days.

  12. Thanks, BTW, I do this all the time! But yes, as has been stated several times before, there is no escaping the 720 once it is out (save for !! or). Either you're on the ground and will get hit or you're airborne or invincible and won't get hit. However, I think it is possible to super-flash buffer another 720 in mirrors, but I'll have to double-check.
  13. Thanks! I finally had enough common sense to save replays of my games so I can find out what I'm doing wrong. Hopefully, I'll make more progress that way.

  14. Not quite; if you start to hold A+B+C quickly enough, like during the move's startup, it won't register as a Rapid Cancel.
  15. You can also plug the headset that comes with the 360 into the bottom of your controller. Viola!
  16. I haven't attempted any resets, but I'll check ASAP. If so, my favorite tech-trap just got a lot better. Just don't be disappointed if it doesn't work, because the move is so slow.
  17. Xbox Live GT: bjholmes2 in Powder Springs, GA A Tager main looking to find a fun sub. I have almost no experience with Carl, so I look forward to finally learning a second character!
  18. I would like to join this study group. Xbox Live GT: bjholmes2 in Powder Springs, GA
  19. I was playing around in Training Mode for a few hours today, and here is what I found out: Astral Heat can be backdash-buffered if you're fast enough... or if you play Mario Party. Also, holding A+B+C along with a backwards direction allows you to barrier block while buffering your Ds. Just keep mashing D and let go of 1, 4, or 7 when you're ready (after at least 5 Ds). With this in mind, you could theoretically barrier block the first few hits of a combo with 1/4/7A+B+C, instant block some if you want to gain more meter, and let the move loose when you see an opening, letting the HUGE magnetism suck them in for the win. Also, the Astral functions as an unblockable, not a throw, so it can hit airborne opponents.
  20. Oh yeah, just in case you guys were wondering, I merged a bunch of older threads into to this one, but for some reason, they're at the beginning of this thread.
  21. I don't know, I think I'm reading the frame data incorrectly. Perhaps it is invincible until frame 19; that would make more sense. Could someone clarify for me? Also, I just noticed that the effect of magnetism on Tager's Astral is HUGE. It may have some use after all.
  22. The backdash is completely invincible to everything, but only for a limited time. I think it was 4 frames, but let me double check. EDIT: Tager's backdash: - Lasts 23 frames. - Is invincible from frame 19. - Is airborne from frames 1-22.
  23. Well, just to make it easier for you, I've updated the Guide's list of moves to include mentions to valuable 720 buffers. I hope it helps!
  24. I've had Live for a week, so... Seven days to soviet pwnage or this. (<- YouTube Link) I better get cracking!
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