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x1jinchu1x

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  1. 2C, 3C, 214214D, 6C (delay HJC), j.D, j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, land, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 6090, Difficulty: *** Anyone got any tips to do this damn combo? I haven't even been able to do it once after practicing for several hours. Also if anyone knows of a video or is willing to make a quick one for this, it would also be greatly appreciated so I could at least see it done properly once.
  2. 5B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D Damage: 3029, Difficulty: ** 4B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 3071, Difficulty: ** Can I get some quick tips with these combos? For whatever reason, I'm having difficulty landing the last hit (214D). What should the timing look like?
  3. 2C, 3C, 214214D, 6C (delay HJC), j.D, j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, land, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 6090, Difficulty: *** Can someone tell me why my j. D after the 6D won't connect? When I do this combo the 6D sends my opponent so far up into the air that i can't connect with the next link.
  4. As I said I'm just starting to try Ragna out so I'd say I'm definitely still a beginner when it comes to him. Could you tell me how that double belial edge combo would go?
  5. 2B, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3636, Difficulty: **** I take it that the reason for the 4 star difficulty is cuz of the 22C, dash 5B, 6A huh? I'm trying to prepare a Ragna as my secondary and I'm tackling this combo right now, and im starting to think the 22C, dash 5B is gunna be pretty important for Ragna's bnb damage combos. Only sometimes I can link the dash 5B but it always turns into a BLUE combo #, hence I messed up the link. Any tips at all? Timing, Techniques different people may use, Buffering, or anything that else may be helpful?
  6. Off 3C or 6B or 5C/2C counter hit 3C, 22BC, 66C (22B, 22C, 66C) x 3-4, 5D, d. 6B, d. 5C, J.D , 6D, 236 D. Again, against smaller chars I would only do one rep of the haida loop. Ok can someone pls help me out with the timing for this combo? I can't combo the 22c after the first 66c. Is there a specific timing for this?
  7. anything? still trying to figure something successful against this strat..........
  8. quick Q. When V-13 does her dash special after landing say a 5D, does she have priority after the dash and in your face? Cuz a lot of times I know its coming from a V-13 and yet I still get hit first, even though I input a jab the second she does her dash.
  9. one small Q. What do you do against an arakune that has the smoke cloud that follows him and camps? Ironically, my main is arakune and my secondaries are Noel and V-13. With Noel it seems I practically just have to take the curse and work from there or I get to stare at the arakune......... As a arakune main I don't really use this tactic cuz its boring, but now that I encounter it with Noel I'm left without much of a gameplan. Any suggestions?
  10. And here copper is your infamous match with ur bro hehe http://www.youtube.com/watch?v=_GpK4sDY0RM I decided to go over this vid cuz it is a prime example of two strong arakune n V-13 players. You played very well and it really just looked like you were beaten simply by the matchup and not much by difference in skill (not to say ur bro isn't skilled). Although you're prolly a much better arakune than me and I prolly wouldn't of stood much of a chance against goryus, I can still point out some flaws. One strat. I sometimes pull on V-13s is trade hits, so to speak. The reason why is simply cuz arakune, for the most part, wins in this exchange cuz u deal more and take less. Throughout the match copper was trying from time and time again to land the short jump D. Though it proved very effective in the first few seconds of the first match, it was something Goryus capitalized on several times afterwards. An example would be at 0:48 and a couple other times afterwards. Instead of using the j. D, a retreating jump into a j. 6C would've been really helpful. Furthermore, the retreating jump into a j. 6C is something I'd recommend to throw out against pretty much all V-13s cuz it provides strong mixup. In your case, copper, it woulda definitely helped you out dmg wise (cuz it can obviously be followed up with 236C) and spacing wise. Another I'd say woulda been to throw out more curse clouds when you had the range to do so. Anyways I'm very aware that thinking of strats mid game and thinking of strats post game are two VERY different things, but nonetheless, this just be'z my two cents. Btw a big reason I b posting in depth shit like this is cuz I know exactly how hard of a matchup with good V-13s are and I myself have difficult times with V-13s. Therefore, I really wanna shorten the gap in match difficulty with these two char. as much as possible. Although I b providing all these strats for V-13s I'm not saying I'm the V-13 destroyer hehe, I'm just doin my research and finding all possible tactics that can help myself and others in whatever way.
  11. http://www.youtube.com/watch?v=IOEjxYcws2E this vid is a prime example of how to properly, intelligently, and safely approach V-13s As can be seen he throws smoke clouds when at the furthest/safest range and approaches plenty with the air dash into Barrier Guard cancel. Yea i know he still loses but the Arakune comes very close and could've definitely won had it not been for the timer. I understand the effectiveness of this strat. but don't use it so much myself. The way I play Arakune is offensively on pretty much most char. some I use a spot aggressive strat. Either way though, i prefer offense to defense when using Arakune. http://www.youtube.com/watch?v=D4o8NoET-hs this vid, although depicts an arakune vs. a litchi, is how I like to approach V-13s. Double 6As, j. 2A into 5B, smoke clouds when possible, 2A into 2C, etc.. So in my opinion these are the 2 effective ways to handle V-13s. I still believe that even with these strats a v-13 matchup is still prolly 7-3 in V-13s favor, but at least with these you know what you're supposed to do. Again, as posted earlier by me, I use V-13 as my secondary and can tell you that her inside game is really where she lacks (which is obvious). It is because of this that I like to play offensive whenever I can do so without taking dmg. It's either play safe and make a V-13 make a mistake or play fairly aggressive and don't give a V-13 too much room to think and dominate with her range. I feel one of the biggest reasons why V-13 is such a bad match up is cuz Arakune is very confined to the sky. In the V-13 matchup forums for Arakune, moreover, a post labels Arakune pretty much as a sitting duck/air balloon, and I agree wholeheartedly. The reason for this is cuz Arakune can't run and has to teleport/trick opponents to get into them. Therefore, although the majority of Arakune's mobility lies in the sky, throwing in a ground dash or 3C when there's an opening isn't a bad idea to provide mix up. So yeah I hope this helps in some way. Btw if you can find more vids of pro/good arakunes vs. pro/good V-13s don't be scurrred to post it (even if the arakune gets beat down or loses)
  12. Yep I concur, the 214 DC starts up near mid screen though more towards the other side.
  13. Yes I will admit this is a pretty difficult matchup, but it definitely isn't impossible. I'm lv. 47 (legit) on the Xbox Blazblue online and I myself run into very formidable V-13s (particularly lv. 50 and above) that are definitely tourney quality (not tryin to brag). So far, I've read some of the comments and I do agree with plenty of them. One in particular which is very true indeed is diving attacking then teleporting. This really is a bad strat against a good V-13, plenty bad cuz of the stupid auto-aim when they spam their 5C. I'd know this first hand cuz my secondary is V-13 hehe and I myself take advantage of the auto-aim, as its an in-game mechanic and not using it would be foolish. Now if you really wanna get up close to V-13s and wanna take a risk you're better off 214A'ing in the air when you see the opportunity cuz its much less telegraphed than the dive into teleport. The safest way to approach, however, is definitely through j. 6A/B/or C'ing (of course only when the coast is clear and you've blocked a couple D's). Another thing to keep in mind is to drop a curse cloud once you get the chance, particularly the homing and or the one that follows you. Why? Because it LIMITS the V-13's movements. The V-13 will find him/herself having to jump over the cloud and/or unable to teleport after hitting with a D, cuz he or she will run into the cloud. Once cursed you can play safe cuz ur bugs have formidable range. Once you land a hit with a bug you can jump right in without having to worry too much about being punished, cuz you got plenty of bugs to cover your escape, if need be. Also, I feel the safety zone against a V-13 is on the complete other side of the screen. Moreover, where parts of ur char. are hidden or cut off. Why? cuz as a V-13 player myself I know that theres only a few moves that V-13 has that can land from that distance, which is the 214D and the 4D, so 80% of the time just block high at that distance and obviously block low when you see the rolling saw on the ground. Furthermore, from this distance you can pretty much drop a smoke cloud without too much caution. And if the V-13 realizes she/he can't get you and comes close, well then he's doing ur job for you and closing in the gap for you. Also, just as a confidence booster, remember that Arakune is a top tier as well for a reason. Specifically, he is a dmg. FIEND. To top it off, V-13 isn't a complete god character cuz she takes the second to most dmg. in the game (if I'm correct, i think). Now pack that into an equation with Arakune, who deals one of the most dmg. and you can see why it really isn't impossible to win. Two loops on one V-13 = a round won (Even counting the combo break which will happen). So remember to just be patient and then shit on the V-13 hard when the chance arises. Oh and I apologize for the wall-o-text, but I hope this helps. Also, keep the lil tips n strats for v-13s coming, cuz I could always use more in my arsenal.
  14. thanks man, appreciate the advice a shit load. I was almost starting to believe it wasn't possible or it was only possible in teh arcade version. On a another note though, anyone got any suggestions for perfecting the j.6a cancel into standing 5B? I'm talking about the non-counter hit one btw. I've been practicing this one for a couple of days now, but I can't get it consistently or even close to it.
  15. 6a > 5D > 236B invis > BC bug > 6C loop 6a-5d(c bug)-6c-6c-2c(a, b bug)x 2-3 -J.6a-(jc)-J.c- J.2d am i missing something with these combos? After the 5D lands, I can hit with the c bug or the BC bug, but theres too much lag for me to string in the 6C. I've tried holding back the c bug or BC bug till the last possible frames, but I still can't get this combo to work. I've even seen this combo done in several videos and yet still no luck replicating it. Any ideas on where I'm going wrong or just how to do it properly?
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