Jump to content
Dustloop Forums

iKotomi

Members
  • Posts

    23
  • Joined

  • Last visited

Everything posted by iKotomi

  1. Thanks, somehow didn't register for me that there was enough time for a dash. This actually works in CPEX (minus the 6A launcher), so it's possible to practice it on home versions right now.
  2. What do you need to do to make j.2DA j.B 5B 6A a reliably combo? 6A seems to whiff most of the time for me.
  3. I was doing 6A > jc > j.b. > jc > j.b. > j.c. > 6D > 236D > dash > [6B > 22A > 6[A] > 6B] x2 > 236B. My guess is that I'm not delaying somewhere, as it looks like the 236B is just whiffing because the body is too high. Letting only one hit of the first j.b. makes the combo always connect cleanly though, which helps because some times 6A will connect too high in the air for both hits of j.b. to connect anyways.
  4. I can't seem to land 236b after 2 reps of the 22a loop off of an antiair 6a. They always tech, and it doesn't seem like a spacing issue. Any ideas?
  5. Going for sj j.A j.B j.C jc j.2C after a lvl 2 j.2C is a strong alternative to the old 236B followup. It's a few hundred less damage and better oki.
  6. You can wall slam if rachel hit's 6B from the direct center of the screen, if you're dashing you can actually go a little bit past the midpoint and the camera moves forward with both of you so the opponent doesn't actually reach the wall. Similarly, if the opponent starts too far away from the wall (like when you're cornered), the opponent doesn't reach.
  7. Hi Sephalump. I've been bringing Blazblue once in a while to the Madison SC4 gatherings (I vaguely remember talking to you on 8wr a few months ago) to play with Omari, so if you come to those, you could probably get some practice in then. That being said, me, omari, and AkumaKaze who just moved into some place north of Madison are the only people that really bother with the game that show up to SC events, and none of us are on the level of dooku. They're actually running a BB tournament on their next one (Jan 7), but that clashes with Frosty Faustings so I'll most likely not show up that day. @dooku, to my knowledge your schedule is pretty much completely open this week? We should get some games in. I ordered extend, but it seems to have got caught in the holiday rush.
  8. Mid screen: 5B>5CD>3C>7D>BBL>frog> dash 3C (frog hits) > (wait for wind regen) j.C > level 2 bounce combo etc. 2 wind, 5.1k
  9. Continuing the tradition that is this thread. I look forward to your responses in 2 weeks! Yay Madison!
  10. Didn't read the entire thread yet, but are there any more mid screen combos that don't require 3 wind? What I was using in practice mode was 5B > 5CD > 3C > BBL > Frog > dash 5C (george hits) > j.C > 2DJ2.C etc. etc. for 5.2k off of one wind and 50 meter (!). Not really sure if things should be taken out for proration (current knowledge of this game is very subpar). The problem of course was that when I actually played people I learned that BBL after 3C midscreen is character specific (Jin, Litchi, Tager, Hakumen, Bang). Having only played CT before this ages ago, it didn't occur to me that I needed to check combos on more than just Jin. So now I'm left with no real good mid screen damage off of 5B without blowing a ton of wind that I may not have.
  11. I think a word should be said about counter assault. Chances are you're going to have way too much meter than you can use at some point in the game, and a CA becomes a very effective use of meter to prevent critical points from happening.
  12. Does anyone have any tips for dealing with Nu's teleport? I don't know if its because of lag, but I have trouble dealing with it consistently. It seems like i should be able to poke her out of stuff, but half the time I can't even switch my guard quick enough.
  13. http://www.youtube.com/user/wx3016#p/u/9/2hw5kMiSw24 at around 47 seconds, does it look like her pumpkin just vanished for no reason?
  14. I think the single easiest things for beginners to try to keep in mind is just try to keep a frog down as much as possible. Ragna wants to fight up close, and if a frog is down, he needs to be a lot more careful with his pressure. Also, the frog seems to randomly tank ragna's hell fang as I'm putting it down, but I'm not quite sure if that's just a spacing thing. Oh, and learning to bait the DP. This is more of a general gameplay thing, but learning how to leave gaps in your pressure games where a reversal dragon punch might allow an escape is a key part of the game. Getting your 6B counterhit is a very profitable tradeoff for the small gap you left in your block string.
  15. Does anyone know what frog meter means? Is it in reference to some kind of super, or is it more like something you have to charge to keep george out? Nerf to wind is probably going to mean you want to get as much out of your recharge time, and use your wind as close to each other as possible if you're using it within the dead time. Looks like Rachel's going to be even more of a, "get in, do as much damage as possible, get out when you think you've done enough damage" kind of character.
  16. Not returning to neutral and doing something on the lines of 663236A seems to work better, as it prevents 22A from coming out mid-combo, but intuitively, its easier to return to neutral and just hope you spaced it out properly.
  17. If you put down a ground frog, the sparkbolt will be absorbed by the frog from the time its in her hands to when she sets it down. Furthermore, everytime the frog hops, it can absorb the sparkbolt, so the frog is rather useful for avoiding magnetism when tager has charge. If frog is between you and tager, and tager tries to sledge, you have plenty of time to react and 6B CH, so its pretty good to put down in order to catch your breath and restart pressure when you find yourself out of range.
  18. On some characters (tao at least), its much easier to do the 6A relaunch into super using 3D instead of 2D since you fall slower, there's more leniency on how low you have to j.C, and you don't have to dash as much to get every hit of the super. Doesn't work on jin though since the j.C hitbox will be too high above him.
  19. The all projectile corner blockstring was awesome. Seems really useful against characters without a DP if you can get the timing and distance down.
  20. I don't know if this has been posted or if there's a better option, but against Noel in the corner, you can 5B, 5CDC, 214A, walk forward a little, 5B 236A, dash 6A 632146C. This works a lot better than a normal 2B, 5B since the pole is actually on the screen. Similarly against 2B, 5B characters, if you're going to super, I believe you get a little more damage out of 5B, 236A rather than 2B, 5B because of the proration.
  21. Is there info on what the minimum stun of Jin's freeze moves are? I find that a lot of the times I shake to much and get hit because my stick is in the forward position rather than blocking.
  22. Are there key moments you should be looking to poke at Arakune while you're cursed, or should you just focus on waiting it out?
×
×
  • Create New...