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Rhyllis

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Everything posted by Rhyllis

  1. I believe double heat up combos is definitely a buff she needed, or rather getting more opportunities for heat up in general. She made due before because she doesn't spend meter as fast as some characters, but needing to rapid cancel for 2-Heat combos never seemed right to me. She still has a weakness, but a character like her typically always will. I definitely don't feel like she's even close to being the weakest character in BB though! Very happy with her in BBCPEX.
  2. In the corner, you can do CH 623B > 6B > 623C > 6C > JD for 2434 and a heat up level, but you may have already known that. Otherwise what Nyaa pointed out and CH 623B > 6B > Miquelet Capture/Snaphance Fist are your only other options I believe (for 1516 and 1595 respectively) CH 6B midscreen: CH 6B > 5C > 3C > 5D > 41236C > 5A > 5B > 6B jc > JB jc > JC > JD > 623B = 2855 and double heat CH 6B Easy: CH 6B > JB > JC > Land > JB > JC > land > 6B > JB > JC > JD > 623B = 2462 and one heat CH 6B with your back close to the corner: CH 6B > 623C > 3C > 5D > 41236C > 5A > 5B jc > JB > JC > JD > 623B = 3104 and double heat CH 6B with 2 Heat: CH 6B > 623C > 623D > 6A > 236[A] > 6A > Overdrive Cancel > 2363214C = 5742 and one heat Countless other combo paths depending on situations, but those are a few anyway.
  3. Interesting to know! So have to handle Miquelet capture a bit differently than Cutting Shear. Thanks for the information.
  4. Shh! Don't tell people about the Drive > Afterburner > Serpentine Assault gimmick! I'm saving that for a tournament!! I wonder what the frame advantage is from drive --> Miquelet Capture? I feel like I've gotten safe jumps similar to cutting shear by doing it in the corner (If I know I can't combo after it)
  5. Ah of course. To clairfy I meant for mid-screen damage when doing the Miqeuelt follow up in double heat. I don't think you can do much except super (except on counter hit, as you've pointed out) in this version of the game, unless you're in Overdrive and keep the heat levels for the extra mobility anyway. I did try to do the Tager combo on Rachel, but I didn't have any luck unforutnately. Would have been a nice surprise if it had worked! Also didn't realize that counter hit Miquelet follow up causes a small wall bounce if you're mid screen. I was able to air dash J.C and convert into a combo for really great corner carry. Couldn't get as much damage as in your clip doing it this way though.
  6. Yes, you're exactly right Shin Oni. Your combo was the one I was mixing up with another combo I had in mind. Requirements: 2 Heat/46% Meter/Reasonably close to the corner. 5[C] > Guard Crush > 41236C > 236D > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C - 8366 Damage and 2 Heat. 6963 damage if you do 3C > 5D > 623B instead of the overdrive super ender. The combo I was mixing up with was: Requirements: 2 Heat/42% Meter/Reasonably close to the corner. 41236C > 236D > Guard Crush > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C - 7859 Damage and 2 Heat. 6472 damage if you do 3C > 5D > 623B instead of the overdrive super ender. I like the above combo for doing the Miquelet Capture trap/setup. An absurd amount of damage for them teching normally in that situation.
  7. Nice! I did not know that about Miqeulet Capture. I was pretty sad with its in this version, I felt less rewarded for countering someone with it by going through their projectile. This changes my opinion greatly.
  8. For corner FC 5[C], the combo I found useful was.. (I believe you need 49 or 50 heat to do the combo from start to finish.) 2Heat/50% Meter 5[C] > 41236C > 236D > 6A > The 25 Meter/Guard Crush thing > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C Leaves you with two heat, and I believe it does 8200-8300ish damage. Not home at the moment, so I can't recall for certain. Also not certain the 6A before the guard crush ruins the combo or not! This version of Bullet is too fun.
  9. I believe this combo only works on Fatal Counter, unless 2.0 Bullet is quite different. Although I suppose you could also do it in the corner. Are you making sure your efforts include one of these two conditions? If so, one of the challenge mode combos for Bullet involves the timing more or less. I feel it's actually easier in 2.0, so if you just try that challenge for awhile and let the demonstration play a few times, I bet you'll get it quick!
  10. The last match vs Amane was fun to watch, especially the hectic ending.
  11. If I had one heat and was in the corner, I would rapid after 5D (giving me two heat), 5C, 3C, capture, D,6B, air capture, 6C, jump, J.C 6B, J.C, J.D. retains one heat and corner and does lots of damage. Mind you, the above combo may have to go 6C, J.D instead, I forget when they fall out of the combo. Edit: Now that I'm home, and assuming I understood the topic correctly.. One heat, 50 meter, corner 5D, Rapid, 5C, 3C, Miquelet Capture + D, 6B, Snap Hands Fist (Air Grab), Dash, 6C, Jump, J.C, 6B, J.C, J.D = 3794 damage, 1 heat level, and corner, and builds 15% meter (-35% total after rapid). One heat, 50 meter, corner off 5B starter. 5B, 5C, 5D, Rapid, 5C, 3C, Miquelet Capture + D, 5B, 6B, Snap Hands Fist (Air Grab), Dash, 6C, J.D = 4414 damage, 1 heat level, and corner, and builds 19% meter (-31% total after rapid). If you're in the corner and don't want to spend meter/don't have it.. 5D, D, 6B, Miquelet Capture 5B, J.B, J.C, 6B, J.B, J.C, J.D is 2615 damage and 18% meter. But you'd get 1.1k damage just for doing 5D, and have level 2 heat saved up for your next hit. Hopefully that helps!
  12. Wanted to main Nu in CT because I liked her character, but she was too strong, and zoning isn't really my style anyway. Picked Bang because his nails, Fu Rin Ka Zan and Bumpers all seemed interesting to me. In CS, Bang became too strong, and Lambda was more balanced and a bit better close range, so I swapped. Currently playing her, but my wait for my real main is almost over. September will be a wondrous month.
  13. Wanted a character that was very low on the tier listing and had a lot of unique things going for him/her. Enter Bang, with his nail limit, his bumpers, his 4 different nail attacks, his Fu Rin Ka Zan requirement, and an amazing personality. Now Bang is currently one of the best characters in Continuum Shift! Life is cruel.
  14. I just may not have played any super Taokaka players before, but I always felt this match was pretty even. Taokaka has her 2A (which to be honest I never noticed to be a huge annoyance) and high damage combos (Or maybe not, since I hear she has a lot of difficulty comboing Bang), but Bang has higher health and, in my experience, far better rush down skills. I think the best Taokaka I've played is probably Herald o headys. Does he post here much by any chance? He's got great ground pressure.
  15. http://www.youtube.com/watch?v=QL1cpIeXBaQ It seems that your luck has finally run out. (Only really worth watching for the 3rd round.)
  16. Bang's 236B removes one guard primer, as can be seen here: http://www.youtube.com/watch?v=VQYNufpyaHI V-13's ground erupting sword move also seems to remove one. System wise, guard primer regenerate over time, as can also be seen in the video linked.
  17. Right now the most important thing I can suggest is learning how to block. I admit I didn't watch your hand inputs, mainly because I don't have an arcade stick myself so I didn't want to get confused. I notice when you were under pressure you liked to try and use Bang's drive attacks to escape. That worked pretty okay against that opponent, but against someone that's decently good it will cost you the entire match. If you are under attack you need to block patiently until you either see an opening to counter, or until you see a way to escape (This comes with practice; the more you play the more you understand the opponent's combos and know how and when to block, and also when you can attack). Your attempts at using Bang's drive attack to counter that player's combos was costing you a lot of health because, had you been blocking patiently, you could have stopped his combos very early. Instead since you tried to use your own attack to counter him but he hit you first a few times, he got to restart the combo over and over until you were successful in landing a drive. Lastly, I wouldn't barrier burst so early. I personally do not barrier burst until I know the enemy will be able to kill me in whatever combo they have me in. In some cases it's okay to burst early, but in general it's better to save it until you have no other choice. There's a little more you could practice on, but right now I think learning defense is the most important thing. Don't want to try and cram too much in at once. Good luck with your efforts!
  18. The counters aren't a definite hit. Even if you guard some of their attacks with Bang's drive attacks, they could still, say, rapid cancel to block the follow up attack. That's just one instance of when using the teleport to go behind them (and thus attempt to catch them blocking the wrong way, crossing them up) is useful. I don't think Bang's drive attacks should really be called counters. Hakumen's are counters in that if you hit him and he catches you in Zanshin, you are without a doubt countered with no escape. Bang's are attacks that guard specific areas before launching a follow up attack, so anything you could normally do, like rapid cancel, burst, or spamming jabs in hopes of saving yourself (which does work sometimes) is all okay. People could probably explain it better than I can, though!
  19. Recently I've only been using 5D and 2D with Bang. I use his other two in combos of course, but the other two seem more useful as counters. I only realized recently that 6D has a 1 frame start up for guard point so it has it's obvious uses, but is his j.D any good? I notice that you can do a lot of damage off of it with the right combos, but for whatever reason the few times I try to land it as the starter I get bad results, so maybe I've got the wrong impression from it or simply don't know how to use it well. Is his jumping drive more useful than I think? Or is it mostly used to fill in combos? It doesn't seem to have a lot of guard frames before the attack comes out, which is probably why I don't like it, but I see some players throw it out a lot, and if they land it they can do like 4000 damage without any heat. Considering Bang's usual low damage, I'm very interested, haha.
  20. Hello. I don't play Litchi very often at all, but I've noticed her supers don't seem too great. I have almost never seen Great Wheel put to good use, but it does look like a complex super so I would understand. Thirteen Orphans looks like the damage is good since you can attack them during it, but it seems very difficult to land an it on someone, unless maybe you can combo into it? All Green in particular just looks terrible to me; does it have any redeeming features at all to make up for the pathetic damage? Or maybe Litchi players feel her supers aren't worth it and instead use it for rapid cancels? Or maybe there's some ancient Chinese secret that I simply don't understand! I'd love to hear your opinions. From my observations she looks like her supers could do with a buff some time.
  21. Great job 10 stars. Played EscapingJail a couple of weeks ago, maybe even a month ago in an online tournament but lost 3 to 2 in the finals. I'm going to tell myself that you got revenge for me.
  22. I don't know if I should link to all my BlazBlue videos or just my account, so I'll do the latter since it's easier. http://www.youtube.com/user/RhyllisLive -- Soon to be better than ALL of you! Well maybe not you. Most of the videos are of my Gen in SF IV, but lately I've been feeling confident enough to post BlazBlue ones as well. Comments and critique would be very appreciated.
  23. XBL: Rhyllis New Brunswick, Canada
  24. Ah, thank you. I knew it was something simple but I couldn't figure it out. Thanks for all the help everyone!
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