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DaRealZil reacted to a article:
The BlazMeijins Neta CMV
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Nage's Thoughts During Toshin Gekitotsu Match vs Kazunoko (Part 1)
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GGXrd Tier List and Analysis by Nage
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Nage's Thoughts During Toshin Gekitotsu Match vs Kazunoko (Part 1)
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"Training Mode For Beginner and Intermediate Players" by Lord Knight
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"Training Mode For Beginner and Intermediate Players" by Lord Knight
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"Training Mode For Beginner and Intermediate Players" by Lord Knight
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"Training Mode For Beginner and Intermediate Players" by Lord Knight
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"Training Mode For Beginner and Intermediate Players" by Lord Knight
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Kuuhaku reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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heavymetalmixer reacted to a article:
"Match Up Strategy Development" by Lord Knight
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Something like 5B > 6A > 4B is what I use. 4B gives better knockdown. I can mess around with the other route to give suggestions to adjustments when I get a chance, but generally it seems like 4B is preferable as a combo ender in the corner.
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Kuuhaku reacted to a post in a topic:
"Engage" Dustloop Revamp Community Effort #3
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I like the idea of using match videos and discussing what went on for framework, so I'm going to try that here. Dash break helps a lot in this match up. If you lay down George and approach, then Jin will likely try to do something about it whether attack to try to kill George or throw an ice sword hoping it'll hit you and make George go away. You can also do things like duck air ice swords to make sure you keep your summons. It's dangerous to be reckless when approaching even with back up. Jin's pressure revolves around frame traps, but IB can help you out. See the point 11:23 in the match where Jin does 2C > 6C > 6B and the Rachel player right away 5As the 6B. His throw game is also good so be aware of TRM attempts. In general don't get too greedy with your summons because Jin will try to take them out by throwing an ice sword. It's probably not really safe to attempt more than two things at a time unless you're confident he won't try anything. 5C is a really good move and can also mess you up. Be careful if you're in 5C range. 13:50 Jin gets out of Rachel's oki by intentionally not teching. In this situation it was probably best to end at the 4B instead of going for 5CC which allowed him to air tech. A predictive Tempest Dahlia can hit him out of throwing an ice sword and provide a potential advantage, but also be aware if he has 50 meter because he can also potentially call you out with the ice wave super. And as usual make sure you do DP safe oki (is whiff 2A meaty pumpkin safe against C DP?). It seems like making sure you're out of C DP range is best so even if he has meter he'll be SOL. Of course keep in mind D DP and Counter Assault.
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More like if you're having issues dealing with certain situations, did it ever occur to you that lack of knowledge (IE: What's going on which can be answered by knowing how to read frame data and knowing what things like Attack levels are) might be why? Instead of dismissing it, if you truly don't know it would be to your benefit to learn.
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Since you mentioned you haven't looked at or learned frame data, learning frame data would help you know when is a good time to attack or jump out or do anything. Hurtbox doesn't matter if your move is faster simply because you'd have a move that's active and they wouldn't by nature of their move still being in start up. Hurtbox matters more in situations where there's potential to trade. Active hitbox matters in spacing. Also, using high levels of play as reference might not be good for you if you don't understand what's going on in the first place. Plus, if you're complaining about blocking Faust's pressure, how do you deal with pretty much any other character in the game? From how you're speaking you don't even understand half the game. So it sounds more like not a match up problem persay and more like a player problem. It's hard to make sound suggestions if you don't understand what's going on. Instead of getting defensive, it might be a good idea to actually read people's posts and ask questions if they say things you don't get. It would probably help you more than anything.
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There's CS1 6B lol. Also, George seems like he got destroyed by the nerf bat as well. He only does 6 hits and his duration looks extremely short now. 10 seconds wind regen is an improvement from the current version's 14 seconds. However, I'm more concerned about her combo routes being kind of non-existent without CT and all her neutral and oki tools being destroyed. With Ivy's current design, it can't fill the gaping hole in how Rachel is supposed to even have a neutral game without pumpkin. They would have to strengthen her other tools to make up for it, but it seems like those got nerfed instead. One thing I am fairly certain of is since Tempest Dahlia's change is in the CF trailer, that's one move that's going to stay ass. I guess we'll have to see how she fairs next round of the loketest.
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Easiest way that I know of is to set the CPU (with neutral tech and emergency tech option) to jump. Jump has 4 frame start up (for most characters) and if you hit them out of jump start up they will be hit on the ground. If you hit them in the air then you're way too late. For rolls, set them to block immediately (so do like a short throw combo into knock down). If you hit them and they're in the air you did it correctly. SMP = Same Move Prorate. Some moves have additional heavy proration if you use the same move twice in a combo. For Rachel his applies to 5CC, 4B, and 236A.
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Yeah. As Airk mentioned the idea in BB is to restrict as many of their wake up options as possible and ideally go for neutral tech which is the easiest for Rachel to start her 50/50 mix up game. In this game Rachel's go to moves for knock down are 3C - This is mostly used mid screen, but okayish in the corner if you space it so they're hit with the tip of 3C. 4B - Used mostly in the corner. Probably the most used knock down option. 5CC (corner only) - This is more restricted due to 5CC being used to wall splat the opponent into an airborne state for her combo paths. It has SMP so if you use it in a combo and try to knock down with it they'll air tech. So their options when they're knocked down is to immediately neutral tech, late neutral tech, roll (forward or backwards), and quick get up. The super basic setup is knock down into 2A (and this applies fairly universally in BB). 2A (for most characters) chains on whiff meaning that even if 2A does not hit anything you can hit 2A two more times even if your timing is a bit off and 2A also hits characters in OTG (on the ground) state. So to cover neutral tech you wait for them to tech (you'll hear a sound and they'll flash white) and you time your 2A so that it hits them on the first frame that they can do anything. If they're not blocking, they will be hit. If they are blocking, that's a free pass to start your pressure. You can also 2A them if they lay on the ground and try to Quick Tech (holding down while they're on the ground to get up late) or late tech and they will be hit. If they roll, you can dash towards them and 2A them out of their roll (they will be hit unless you are late and if you are a bit late they'll be forced to immediately block). More advanced: Neutral tech into backdash which can be punished similarly to rolls (chase after them and hit them out of their backdash recovery) but is a bit harder to do. Neutral tech into reversal which you beat by baiting the reversal. Not teching which you 2A to pick up into a blue beat combo or if they're not teching so they can get a chance to air tech (intentionally not teching late into a combo) you do a move slow enough to reset them into a new combo. Rachel's strength is that she has other tools to also limit their options. And her tools are also much more safe. So, for example you do a knock down move and then cancel that move into summoning pumpkin. On their wake up you can wind the pumpkin down while Rachel is blocking and as long as you time it properly if they do anything that's not blocking they will be hit. If they do a reversal, Rachel will block the reversal and be given a free punish combo. This is very dangerous because essentially their options are to block and gamble at whether they can block the 50/50 or take a bigger gamble which since Rachel herself isn't doing anything, she has plenty of options to stop them. There are some exceptions with characters who have moves to deal with meaty projectiles, but there are alternative options to deal with them. Also in this game because George has increased recovery during the summon, it's more for scaring people into trying to dead angle or reversal. Or laughing at Tager if he tries to wake up backdash.
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Kuuhaku reacted to a post in a topic:
"Engage" Dustloop Revamp Community Effort #3
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Kuuhaku reacted to a article:
Next GGXrd Character to be Determined by In-Game Voting
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Kuuhaku reacted to a post in a topic:
"Engage" Dustloop Revamp Community Effort #3
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I believe that player is Kurehane.
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I guess to update on what's going on as far as I know: Right now front page articles are for the most part info either pulled off of Twitter or the Tips page. People who do put up articles are taking into account feedback from here, but the formatting is extremely limiting ATM. There is a plan to address that involving integration with Wordpress. Keep in mind that none of us are professional writers and are entirely doing this in whatever free time available for absolutely 0 reward. There's no plans for any kind of completely open submission. So if you have cool news/info shoot it at Mac, @DustloopForums, or the tips link here. That being said, feedback for what kind of news you'd like to see on the frontpage would be really helpful. To put some kind of frame: 1) How informative/helpful/interesting do you feel that recent articles have been? 2) Do you want to see more articles that are (pick any): a) Offline Community focused like Events and Tournaments (include JP tournaments outside of large events like Arc Revo or not-Japan only?). Promotion only or results? b) Top Player focused like the recent Nage articles. c) Informational: Tech and combo video round ups. Character highlights. Beginner focused articles. Etc. d) Other: Specify - Must be gameplay focused. Disclaimer: None of this is any kind of promise since what kind of content goes up entirely depends on what content is produced and tipped.
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Stuck Between Learning Blazblue or Guilty Gear.
Kuuhaku replied to HoodByLuis's topic in Beginner Mode
Hey, it might be better to take the argument/debate/whatever about whether BB/GG is like KoF into PMs or something. You've already answered this guy's question.- 45 replies
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- guilty gear
- blazblue
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Kuuhaku reacted to a post in a topic:
BB Matchup Directory
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Kuuhaku reacted to a post in a topic:
"Understand the Past, Gain the Future": Dustloop Revamp General
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This would probably go better in the Gameplay Questions thread. But I think looking at Rachel as a zoner is kind of misleading. She can zone, but it's more like you should be looking at ways to use your tools to your advantage. For some characters that will be zoning, for others rush down, and for a lot of the cast it's more like a hybrid where you have to switch between both on the fly depending on resources, etc. An easier way to think of her is primarily an oki/mixup character. You use your tools to force people to deal with the 50/50, carry them to the corner, and if all goes well they die there. Her BnBs are the easiest thing about her to learn. For now focus on ones that end in ground knock down or corner carry. Also, I'd suggest spending time in training mode getting familiar with how to use wind aggressively and defensively. Her tools also work in tandem. So for example you make someone block a Lobelia, you get out pumpkin and then you use the threat of the pumpkin to get out George. They airdash at you to not deal with George so you 6A them and convert that into corner carry or ground knock down. You re-summon pumpkin at the end of your combo, use it to cover reversal or mashing out and if they do neither, you do a 50/50 mix up. If it hits you corner carry or go for knock down and repeat the scenario again. Or you can do knock away and setup another approach. That's a pretty watered down version, but generally when you play you try to think 2-3 steps ahead.
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Yeah. I thought about that too. Just without the right resources, it might not be good? My idea was to record and embed video for specific things just so new players have something to reference and leave the more meta stuff for the threads, but I don't know if the other pages would actually do that. As it is the BBCPE wiki is missing a ton of stuff. I haven't actually looked at the GGXrd wiki at all so I don't know if it's in a similar state.
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The Bullet wiki page has been updated to the current format. Combo section needs to be filled out.
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One thing that really helps me, and as far as I know really helps other people is to show up early and get 5ish casual matches in. Not too much that you're not mentally worn out, but enough to where you feel warmed up and ready. Talking to people beforehand and spectating some matches also tends to help at becoming more relaxed. Plus you get a chance to meet some of the other people who are competing.
