Jump to content
Dustloop Forums

Antihippy

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by Antihippy

  1. And in return you get to destroy her zoning with one button press! Well, not totally I guess. At least he still takes damage like a bitch.
  2. Pretty much, but there are some combos that carry over. For 236D RC>5DD>6DD etc combo replace 236D with 236B. Close melee combos are pretty much the same only that you replace them with 236B at the end. Set opponent to CH state if you want to practice at most 2 reps of the corner loop. Practice throw dash 6A>6C dash>2DD>2147D That's about all I know that can be practiced in CT.
  3. http://www.youtube.com/watch?v=rmhhrS-88k0#t=1m58s Interesting take on the loop here.
  4. 236B seems to be about as good as hell's fang to me. Not to mention it hits low and is actually safe on block. Though you can't really combo with it without meter.
  5. Looking at the combo list you can get 3k from a non CH. CH you can get 3.9k. Definitely good. I know the 4B>cross under>2DD etc. does pretty good damage. I would definitely use it as a risky mixup or when I have meter to make it safe. With a move as good as 2147D/DC it's pretty much fair enough that you need meter. You can do 2147D>RC>5DD>236C right? I'm can't remember. I still don't get why she sucks at overheads though. She has pretty much one of the best ones seeing that it's fast and also act as an awesome mixup tool, with the only bad thing is that you need meter to do significant damage with it. They're about average to good compared to the rest of the blazblue cast. There's also 4D, which has good high/low/throw mixup combined with 236A/B from far/mid. I really like her mixup options in CS.
  6. Er, what. 4B while being unsafe as hell on block is still fast enough to catch them off-guard or fish for counterhits, especially if you meaty it. Meanwhile 2147D/DC is a fast, safe overhead which breaks guard and DC gives it a low/throw mixup as well. Definitely not lacking in that department. Both lead to pretty good damage/situations.
  7. Everybody except for ragna and litch has a horrible matchup with bang. And I pretty much hate playing carl now. Bang's not too bad compared to carl. And yeah, why irony? He's one of the better characters to go toe to toe with Nu in CT actually.
  8. Just stay out of the range of sleds. Then it becomes one of the most punishable moves they have.
  9. http://d.hatena.ne.jp/video/niconico/sm9695906 http://d.hatena.ne.jp/video/niconico/sm9696075 Minori is too good.
  10. Wait, you can cancel 5D into 214A? Doesn't that make his sledge more useless than it already is.
  11. You still can zone him to hell and back. Only now you mostly use 236D and 214D to wear down his primers. Finally though. I want to talk about CS matchups more. Especially carl.
  12. You can barrier it. 6A and 2C are air unblockables too.
  13. This is how I do it. (or attempt to anyway) Zoning the main strats are 5D> 236B for low mixup, 4DD for overhead, 236A for throw mixup or if spaced right you can go for 2147D/3C mixup, and 214D for pressure. Most of the ground zoning I do however is j. 2DD > j. 214 D/DC simply because it's the safest. 214D you have a few options. If they jump over it 2D, if they block it in the air errr, 6D? Can't really remember. If they bock it on the ground, 5D > mixup. If you hit them, depending on how high or far away they are go for 6DD> combo or 5DD>236C combo. I'm not sure how to determine it. AA zoning is still the same really, though 2C is not a reliable anti-air anymore. 6A is your best option now. For block 2Ds and 6Ds I do j. DD > j. 214DC to either dash forward melee pressure or dash back. Mostly dash back though. 236C is best used for far anti-air, or if your opponent is far enough you can do it sometimes to catch them off guard or at least break a primer. Not a move you'll use often though, but it's something you'll want your opponent to watch out for. Learn the spacing of it. List of BnBs can be found in the combo thread. For bigger damage combos the ones i go for are the ones starting with AA 6A, 214D and 236C. By no means a pro strat, but that's how I roll. And I'm still adapting to her and trying to improve my poor execution, but I hope that you can learn something from this anyway. :P edit: oh yeah, also, go for air throws. it's really one of her better options now. And if you have meter RC into 236C.
  14. I think the only time bang lost was to another bang. And only the lambdas seem to be giving the bangs any real challenge. The red one (I think the name is yoshiki? Would appreciate anyone who knows the two lamby's names) is pretty good. Vid also makes us appreciate that at least we're not rachel. For the bang matchup it seems like letting him get into 5B range = rape
  15. Really? The playstyle is pretty rough compared to minori. Plus the name is あいなま大好き. Babelfish says it's Meeting raw love.
  16. http://d.hatena.ne.jp/video/niconico/sm9540901 http://d.hatena.ne.jp/video/niconico/sm9540964 Pretty... interesting lambda. The first vid is interesting though. At 5:45 she does 214A>6A>2147D>6B>5C>6C etc etc. Isn't grav well suppose to be too high to 6A? The lambda vs hazama match is awesome btw. Especially the second round.
  17. I'm pretty sure j214DC doesn't have a hitbox. edit: whoops. Missed a letter.
  18. Seriously though having 2C as fast as a jab would be hilarious.
  19. I say the remaining 10% is 2C being 6 frames.
  20. Huh, so he is. Got confused because he kept switching colours in his latest vids plus there was a black lambda player called kinen earlier. Another good lambda is called yoshiki. Reps a red one. Carl is a crap matchup for lambda overall. Like, aargh.
  21. I don't think minori is the best. Reria and the black lambda seem to be the better ones.
  22. Welp, here's one example. 5DD doesn't combo into 4DD anymore. And are those really the only difference you see? The fact that ground scythe is a completely different move, gravity well has invincibility, new parcers, no JC on 5DD or 4DD, the fact that you can link 5C/6C from 6A, link 6C from 5C on an airbourne opponent, that the only common major combos from CT she has left are AA 2C>j. C> j. 2C>etc., 3C grav well combos, 6B>5C>etc. and her air DD combo, and also quite a number of things make her alot different from Nu. Her zoning principles are still mostly the same though. I would say that she's at least more different than jin. There's quite a number of things you can carry over from CT, but there's also alot of new things that you need to learn too. Especially if you want to maximize her now relatively low damage rate. Also, since when is Jin defensive?
  23. Erm, no. Please don't talk about characters you don't know about.
  24. http://d.hatena.ne.jp/video/niconico/sm9434299 http://d.hatena.ne.jp/video/niconico/sm9433225 Chariot player called minori. Pretty good. http://www.youtube.com/watch?v=By-tkT_c3_o (last match) http://www.youtube.com/watch?v=iG92_ptED34 http://www.youtube.com/watch?v=tUwtG5VQwO4 http://www.nicovideo.jp/watch/sm9435429 http://www.nicovideo.jp/watch/sm9436149 Also, I see in one of the videos where someone did 4B>dash forward>2DD>6C. Not sure if it's counterhit only but it does 3k damage which is nice.
  25. No, you said D swords cause almost no stun, block or hit. I'm saying that the first sword seems to cause more stun, though I'm not sure if the second D stun is the same on block. I know it doesn't crumple on hit anymore, but there's still some hit stun. There's still block stun too, and you can special cancel to cancel the recovery. Like I said, now the 4D is to be used as a mixup with B and A parcers, or C if you're feeling risky. That way it's a mixup for low, high, and also for backdash. Or just 214D after 5DD. Creates pretty good pressure.
×
×
  • Create New...