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zeth07

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Everything posted by zeth07

  1. Originally posted by 4r5 in the CS Video Thread Bang vs Ragna (Ko-Hatsu Tournament) http://www.youtube.com/watch?v=8RYkP02MX5I
  2. Just a minor suggestion, you don't have to do it, but on that Carl vs Jin / Bang vs Taokaka link you could add #t=5m24s at the end of the link and it will skip to the Bang match whenever anyone else clicks on it.
  3. If your friend of a friend is accurate all of those sound good to me. The Air Throw sounds promising. And my only hope about the AH is that the input has changed since it isn't shown on that list. I don't know how it could be "really good" unless they changed something else about it so we'll have to wait and see. Either way, most of that stuff sounds like a nice balance between old stuff and new changes.
  4. I see, I was just going by the "Wake-up" settings/names in Training Mode (Forward, Backward, Neutral, Quick). So now I see why people confuse the two.
  5. I made the mistake of confusing the difference between them being "forced" to Quick Tech after 623B or j.C IF they choose to Tech and them just not Teching at all. So that was my bad. 623B / j.C puts them in Emergency Roll status, which I never knew what it was in Training Mode so I always had it Enabled, but now I know the difference. Neutral Tech is actually the one where they just "stand up" real quick, people confuse the terms Quick / Neutral tech I guess which is understandable. It seems like Dora has a hard time against Noels or maybe just R-1, so now I don't feel so bad having a hard time against Noel myself. Other videos i've watched with him VS. Noel it seemed like kinda a hard match. That tech trap the Noel did was pretty sick in the 2nd round though.
  6. Hmm..my mistake then, it seems like I didn't turn off the right Tech things when I tested it. Oh well then still high risk / high reward.
  7. EDIT - Because I was wrong.
  8. I wish you had the input display on during the preview so I could see exactly what you are doing to land that d.2A consistently. I've been doing it for maybe 30 minutes and it seems more like a "step" 2A instead of a dash 2A. Very high risk / high reward I guess. 1 Nail - 2124 Damage in the initial combo (5A-5B-2B-2C-214B-d.2A-5B-j.A-j.C) - 1 Bumper available for later mix-ups. -Then- 3 Nails - "Potential" mix-up which leads to a 3915 Damage Combo (j.C-5A-5B-2B-6C-j.D-6A-623B-d.6C-j.623B-Land-2C) So realistically if everything was successful you got 4 Nails = 6039 Damage Or you go for 3725 Damage (5A-5B-2B-6C-j.D-6A-623B-d.6C-j.623B-Land-2C) and take a mix-up for No Nails. Either way, good stuff. I'm definitely gonna practice some of the Mid-Combo Bumper stuff since I already work Bumpers into my gameplay as is. I just gotta see if I have already saved as one of my favorites..... EDIT - I forgot to put in the 5B after the d.2A
  9. http://www.youtube.com/watch?v=gYXoDV1MLHg#t=4m32s Is that what you mean? Cause i've tried it in Training Mode, and it is crazy hard for me personally to get that off in time as shown in the video. If you mean something else then please ignore me. EDIT: Although I think at the time I wasn't trying to jump cancel it....but either way it is still probably hard for me.
  10. I figured I'd ask this question here, instead of in the CS thread we have going now: In relation to the stuff 10stars explained above, I have a question as to why certain combos don't work and some do. Combo 1 (On Ragna): 5A-5B-2B-6C-j.D-j.2369C-d.6C-j.D-j.2369C-d.6C-j.623B-Land-2C "Combo" 2 (On Ragna): 5A-5B-2B-6C-j.D-j.2369C-d.6C-j.D-2B-(623B-Distortion) except they can tech after that 2B (I understand that even if it worked it might not be practical but i'm just using it as an example) My question is why doesn't Combo 2 work, but Combo 1 does? Combo 1 is excessively long in terms of what all is going on and yet they can't tech anywhere in it. Yet Combo 2 is much shorter, yet they are able to tech immediately after the 2nd 2B......
  11. -- That was my questioning as well. It was called a "command throw" when they were talking about it in the CS threads in BB General, which to me means unblockable. But it also seems like it has the invulnerability during activation as though if you predicted a jab or something you could do it and not get hit out of it. I basically thought that as long as they got hit by that "fire wall" they would get hit by it, since it is so short horizontally but not vertically it becomes an anti-air but still semi-useful as a "reversal". However, I watched that Bang vs Ragna match and during that 1st Round I believe, it seems like Ragna is capable of blocking it while in the air.....Which to me, means it isn't an anti-air Command Throw, but more like a "Shield" so that if they attempt to come at you and attack (and you predict that and use it) you will catch them in the "fire wall" and it hits them. -- I noticed the animation for FRKZ is different, it seems to be not as long, will this mean we have less time afterward to get a move off?? Like 5C-FRKZ-Fatal Eruption....I don't remember if I saw anyone try to do anything during that window after FRKZ to know whether or not there is a difference now. All I remember was seeing All the symbols show up at the same time, I guess i'll have to look for the videos.
  12. Since my Youtube is linked on the 1st page I usually don't bother posting my videos since I'm not one of the better players worth watching. But if you are like me and like watching any Bang videos no matter who is playing then I guess I'll post some recent stuff, at least you can get a laugh out of how bad I am: LOL parts (besides me losing): http://www.youtube.com/watch?v=0yxbB58LuOs#t=2m25s http://www.youtube.com/watch?v=0yxbB58LuOs#t=4m39s http://www.youtube.com/watch?v=kncjPNCcqFY#t=2m04s Casuals: http://www.youtube.com/watch?v=xQP3ZdUAHN0 - tophat4u ( a few days older but I like em) http://www.youtube.com/watch?v=m6W00tolAyU - MisoSowee (HA) http://www.youtube.com/watch?v=epDVKlQUurs - smashly_crashly (TA) - 3 Matches http://www.youtube.com/watch?v=Sw6GRxVJ6Dg - Isuyaru (RG) Not Carl.... http://www.youtube.com/watch?v=0yxbB58LuOs - Isuyaru (JI) - 3 Matches - Not Carl... http://www.youtube.com/watch?v=HwL24KVvbg8 - Isuyaru (AR) Not Carl...but still AR... PSN Dustloop Tournament #5: Round 1: http://www.youtube.com/watch?v=pLG5-PEkukA - kure-ji-chi (NU) http://www.youtube.com/watch?v=kncjPNCcqFY - SergeantDiaz (TG) http://www.youtube.com/watch?v=IL8ZgJlJWdM - aggeroth (HA) Round 2: http://www.youtube.com/watch?v=5Vo1Ze-D4Wo - Trygle12 (RA) http://www.youtube.com/watch?v=LfDJzEc8wWc - Genesic-Bacon (TG) http://www.youtube.com/watch?v=uVxe1SYP46k - DavidGuard (HA)
  13. I'm not sure if this has been completely discussed yet (in this thread) but I guess I'll make the suggestion anyway and will try and go into detail. As it stands now we have Community and Guilty Center and they are mixed with Guilty Gear / BlazBlue. Then we obviously have the BlazBlue section with General / Gameplay / Characters that is completely separate from anything Guilty Gear related. Within BlazBlue General there are numerous Tournament topics and other non-sense that i'm sure the mods hate. I can tell you that one of the main reasons the PSN General / Tournament organizers posted our thread in BlazBlue General was because it got significantly more traffic than Online Play. But we also discussed asking the mods about making changes to the forum which is kinda what I am going to suggest. My suggestion/s would be to somehow organize the forums / sub-forums a little better between the difference between Guilty Gear and BlazBlue in relation to the Community / Guilty Center. Suggestion #1: In the Online Play forum make a Sub-forum for Guilty Gear and BlazBlue. Then you could significantly cut down the number of threads in BlazBlue General and have an easier time Modding threads. Suggestion #2 (*My vote would be on this one*): Create an Online Play section within the BlazBlue section itself. Then the current Online Play section would be strictly Guilty Gear related and BlazBlue would have it's own section. Then within the BlazBlue - Online Play forum, you could then make Sub-Forums for PSN and XBL which would further organize the threads and make it even easier to Mod and organize, while at the same time making a further separation between Guilty Gear and BlazBlue threads. I guess a step even further would be making "Guilty Pleasures" / "Zepp Museum" versions for BlazBlue within the BlazBlue section and re-organizing the topics to those new versions if they are BlazBlue related. And move the current Guilty Pleasures / Zepp Museum into the Guilty Gear section. Then you could potentially move Guilty Room and the current Online Play into the "Guilty Gear Laboratory". Then if you want the emphasis still on Guilty Gear, move the Guilty Gear "section" above the BlazBlue section. Basically this would be how my suggestion would look: Community: ------------Match Finder ------------Event Announcements ------------Site Feedback Suggestions ------------Misc Fighter Central Guilty Center or renamed to just Guilty Gear: ------------Guilty Room ------------Online Play (GG only) ------------Guilty Pleasures (GG only) ------------Zepp Museum (GG only) ------------The Foundation ------------*All the Character Forums* BlazBlue: ------------BlazBlue General ------------Online Play (BB only) ===== PSN (Sub-Forums) ===== XBL (Sub-Forums) ------------Whatever BB related name you can think of for "Guilty Pleasures" ------------Whatever BB related name you can think of for "Zepp Museum" ------------BlazBlue Gameplay ------------*All the Character Forums* With this setup the large majority of the BlazBlue General topics (which all the Mods seem to hate) would have their respective places to go and would be extremely easy to Mod. All the Tournament threads in BB General would go into their respective Sub-Forums in Online Play. 3 of the Stickies that are video related would go into BB's version of "Guilty Pleasures". That would only leave these Stickies in BB General: Sticky: Blazblue: Continuum Shift News & Info [Release Date: 11/20] Sticky: General BlazBlue Questions & Discussion Sticky Thread Sticky: BLAZBLUE Continuum Shift : Changes Which with those 3 Stickies only and all the Tournament topics gone, would make people less likely to make stupid topics. Also if it would mean more Mods would be needed I would suggest dragontamer and Andy6000 who have been the main PSN Tournament organizers for BlazBlue and really have a handle on things, that is if they are needed. Hopefully some of the Mods read this completely and give it some thought. Thanks.
  14. While it might not work offline or against people who are absolutely perfect with their Clap Loop precision, I have found myself getting out of the Clap Loop by breaking the !! grab and then back dashing (towards Carl). Since I pretty much only play online I have found that it actually works pretty successfully. Between them probably not being perfect with their execution and even the slightest input lag, it seems like it allows me to escape it almost consistently. So while it might not be truly viable all the time or even successful, I really see no reason not try it. I saw it in this video (posted by Lord Knight in the Video Posting Thread originally): http://www.nicovideo.jp/watch/sm8162207 I only watched the first Taokaka part and pretty much just started doing it exactly like she does, even though it might not "work" the same way for Bang, it works for me. Maybe it'll help people get out of it at least some of the time. --I also use Bumpers against Carl just for the added mobility and potential mix-up or fakes, even if it isn't practical I still find them useful even if it is slightly. I still have an incredibly hard time against a good Carl player though.
  15. Sorry, thanks for clarifying.
  16. Bang's 2A on oki = Block low. Maybe you are rolling instead of just doing that quick straight up one, and because of the roll you aren't able to block it. That's my guess.

  17. Nice, you finished it. Awesome job.
  18. I don't consider myself that good, but I have NO IDEA what you were trying to "experiment" with in those matches. -You used 3C wayyyyy too much. I use it sparingly, but you went overboard. -The super jump D-nails served no real purpose the way you used them. -"Combos" were extremely random. -You burst at really weird times -You threw out random Distortions, and sometimes from REALLY far away. It literally looked like you were just pressing buttons. Did you just start playing the game? (and I'm legitimately asking, not trying to make fun of you.)
  19. I guess I'll share a funny match I had recently: The Awesomeness starts here: http://www.youtube.com/watch?v=-9Qzmu3lo0M#t=0m51s *Read the description to understand*
  20. What's up with the sound? And that is pretty funny.
  21. I have a few questions or needed clarifications about this combo: Both Category 1 & Category 2 * BnB without Nails & Seals against standing chars: 5A,5B,2B,6C, j.623B, \/, 2B,6C,dj.B, dj.C (dj.623B*) [not in corner] 3211 damage *=You can add on a j.623B against Arakune(anywhere) and Tager (corner) for 3460 damage. this is a damage BnB if you don't go for seals. 1) Against Tager I cannot for the life of me get the 2nd 2B to hit, what could I possibly be doing wrong that would change between each other Cat1/Cat2 character that I can do it against....... MID POST EDIT - It seems like for Tager you need to delay the j.623B after the 6C for like half a second unlike the other characters. Also you can hit Tager with the dj.623B anywhere as well. 2) I can land dj.623B against Hakumen anywhere......he's not listed as one of the few.
  22. Thanks for the tip, I'm guessing you were the same person who posted the comment on Youtube. If not that's a funny coincidence. EDIT: Although the comment is on the 2nd video, but still.
  23. I usually don't post my individual matches since the link to my Youtube is on the 1st page, but I actually want to get critiqued so I know what I should work on, since I've kinda hit a wall with where I want to go next with learning stuff. datboy4916 (HA) vs zeth07 (BA) http://www.youtube.com/watch?v=-6DxAqKALbw *datboy4916 lives in CA and i live in MD so there was some minor lag so i might've kept combos simple* Kurushii-kun (HA) vs zeth07 (BA) http://www.youtube.com/watch?v=6OMGoqjMyOk *Kurushii lives in FL so the lag wasn't really noticeable, I was basically trying anything I would normally in Training Mode.* zeth07 (BA) vs MisterBadguy (RA) http://www.youtube.com/watch?v=s243qTO2wXQ *MisterBadguy lives in MD so lag was non-existent really.* zeth07 (BA) vs Ragna5B (RG) http://www.youtube.com/watch?v=Zt9mosPBUFo *Ragna5B lives in CA and I live in MD so there was some minor lag so I might've kept combos simple.* zeth07 (BA) vs renegadewolf9 (NU) http://www.youtube.com/watch?v=dlSK7ofJ-E0 *renegadewolf9 lives in CA and I live in MD so there was some minor lag so I might've kept combos simple.* If anyone ends up watching them, I could really use some overall strategy tips. How should I block certain attacks, things I should've watched for, stuff like that. Not necessarily using better combos.
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