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Everything posted by PozerWolf
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Normally when I clash with air normal and re-act to it, I normally follow it up with j.D and I've yet to loose to anything else. So yeah, it's good vs air to air attacks.
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So who's is going to be hitting up the Aracde UFO tournament this Saturday? Steve, you better show up. I want see how much you've improved at AH2 ;o
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Cheese...
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Were gonna take down Actress Again at AUFO, I think. I dunno, the game is ass.
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I hope you show up for the AH2 tournament at Arcade UFO. I would like to play the best in Houston, and I feel that you are no doubt the best AH2 player in Houston. Hope you've improved since our last matches!
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Here you guys go: http://www.dustloop.com/forums/showpost.php?p=336353&postcount=2115
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He's good, but not broken. Watching videos, haven't seen anyone do anything amazing yet. Maybe I should post up combos when I have time or whatever. Thing about him is that he has no real way of getting out pressure other than Instant Blocking a moving and hope to god your next normal will be too slow for him to counter (which to be fair, in most cases you will win because IB is soooo fuckin' good in this game it's annoying... sorry... had to vent out some anger there). His Alpha Counter is fuckin' trash. Oh, but it's so good when it hits! Yeah, I can only hit random idiots off it... No, I take that back, even when I'm playing a Masher they fuckin' beat his Alpha Counter. FUCK THIS BITCH!!! So yeah, he's good. He does good damage. But he's not top tier. And i'm mad that my BlazBlue is not english. (Hate)
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Yeah, 6A is really shitty. Not because of the fact that you can only use special it, but if the opponent blocks if your fucked. Which is stupid because everyone else's overhead has more range and can be cancel even when blocked. If you have bar, you can super 6A into Mash C move (Sekka Jin) and once it launches cancel it into super. By the way, haven't looked at the Wiki much, but there is a small error in the Sekka Jin move. A series of 6 hits that launches. Followable by Distortion Drive. It's actually 8 hits and the 8th hit will launch.
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Ummmmmmm... yeah? Anyways, wondering if you guys need help on trying figure out some of the move-sets in order to get more info on the wiki.
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I almost beat Dan's win streak on Arcana Hearts, but people stop playing me and I had to beat the story mode boss. Lamez!!!!
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Yeah, you can basically do this off any kind of OTG combo. Example: off a EX Ice Ride when they are too far from the screen. Also, down D looks awesome in a combo... but I think I mention that already. However, I don't recommend it if you want to continue your combo beyond down D (or most of the D moves). You loose your knockdown for a reward in damage that isn't much at all. Even if your going for the kill, there are better options.
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I'm wondering how many people would actually play this...
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Ok, been playing quite a bit and been finding a lot of neat stuff with him. However, there are some things I have notice that kind of sucks. Anytime you combo into an ice move that will freeze the opponent, the combo after that will not do very much damage. If replaced with a normal attack and lead into the same combo, you will see a differences. Also, his EX Dragon Punch + D move is really strange. As most of you all know by now, the follow up of the move can be charge by simply holding down the D button. When fully charge, the move will become unblockable. What is strange about the move is that the longer you hold it down, it will not make the follow up stronger, rather, the follow up will prorate a lot less. So in other words, the longer you hold it, the more damage you will do after the relaunch from the follow up. Fully charge, you can easily do just about a little over half life from a basic air combo, it's silly.
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Hey, how are you guys enjoying BlazBlue? OH WAIT!!! [/asshole]
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Suckkkkkkkkssssssssss!!!
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Yeah, it's crouching only.
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FYI: It's not very safe nor is that hop kick if you get too preditable with it (or 6C after 5C is unsafe too, but makes a good frame trap I guess). Tho, I have no idea how safe the hop kick (6B) is on block, but it seems like your not at a disadvatange when they do block it. What? What do you want to know?
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I just realize I was typing my commands backwords. Oops... I'll fix that later if anyone cares, lol. But yeah, that's supposed to be the ice ride move (214+B).
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Yes, but I would only normally go for them if the opponent is frozen. Something about your able to launch after a 3C and after the launch dash cancel out of it into an air combo that you told me about. Sounds possible, I'll try it out when I have time. And I'm guessing your talking about the 6C launch. Yar! You guys need to use Guilty Gear terms, you jerks.
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I don't know the name of any of the moves in the game =/ I've been calling the ice riding move (236 A/B/C) hair car.
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Well, his 2C is good but slow, and his 623C can count as a legit uppercut seeing as how he basically has pure inv. on start up. Oh well, can't find a good anti-air, I'll just stick with 2C and 623C (and of course the A and B versions are good). Also the combo that Hellmonkey posted is completely legit, so just keep trying. But, how exactly is it a "key part" in his combos? I guess the extra damage isn't bad, but you loose the knock down, which to me = blehhhhh. My only complaint about Jin is that his overhead (6A) has no fuckin' range it's annoying! I wish it had just a little bit more range, jeez!!! >_<
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Oh, the move kind of sucks. I can't seem to follow it up with anything, however after about like 6 hits it will launch the opponent into the air and you will recover soon after. Can't really combo off it or anything. Otherwise, I rarely use the move.
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What's Sekka Jin? Messin' with this again, it's somewhat character specific and not to mention it does decent damage at best. The thing I hate most about the move is that you lose knockdown, seeing as how it's too many hits into the combo after j.D any type of knockdown move will allow the opponent to tech before they hit the ground. Not to mention, you got to keep the "gatling" part short, otherwise after the 3C (sweep), 2B will be to far for the relaunch. However, as long as you can get OTG 2B > 5C to link, you can always get the air combo. To do more damage in the air combo, don't add the j.A (seeing as how it's slow or something, I dunno). j.B works just fine and damage scales less. - j.B, j.C, JC, j.C, j.D works fine for an air combo (or after the JC go for the air throw). However, not to say the combo is useless, it mean when you need thee extra damage by all means go for it. My only problem with Jin is that I cannot find a good Anti-Air. Anyone got ideas?
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Yeah, there is normally a large X placed over the character if the throw tech is not done correctly. Thing is, I've only seen this happen when they hit the wrong button, not so much as miss the timing on the tech throw itself. Not to mention it seems like the throw break window is larger when you combo into it, or maybe this just depends on the throw itself. What I find odd is that most characters when trying to do j.A from a relaunch into an air combo, the j.A will normally whiff but j.B hits just fine. I'm guessing j.A's are somewhat slow? I dunno... it's just strange seeing that. We even tested it quite a bit and for the most part most characters should do j.B for most air combos to keep them from teching, were as doing a j.A they can tech. Maybe it's another character thing as well...
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Ah, thanks for the post Hellmonkey =) Thing is, I remember attempted that before, but notice it was a bit weak.... Maybe I'm missing something, I'll try it again. Also, for a good air combo you can do something like j.B, j.C, JC, j.C, j.D into whatever after that launcher. It would like to say that you would want to end your air combos with air throws very rarely. They will be throw broken about a good 80% of the time, lol ;o