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Everything posted by Danke
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Some people were reading off your hilarious tweets literally crying about the fgc in austin and how you wish it was different, it's a bit late to pretend to "troll" in attempt to clean up after yourself and look cool, but if it makes you feel better then I guess you can go ahead. Last post here until you accept my MM, I don't know why you deal with this Pozer.
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Welp I think you are a dodging scrub and I hope you don't try to communicate with me again unless it's for a money match. Dustloop is exactly how I thought it would be...
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Welp anything to keep up your hilariously undeserved ego I guess, last time you almost backed out because of supposed counterfeit money claims so I was more excited than anything to see what excuse you would come up with this time. Who is firery frozen cube? I was hoping for something more outlandish than a simple scapegoat.
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Ive never seen this thread before... interesting.... I wonder where all the blazblue players have been?????????????
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is there a trick to linking the double super?
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The new corner combo that guy showed off seems to basically make 5b6b3c CT corner combo feel not worth it as now it only adds 500 or so more. that late 5da dash 3c only works if they are high up and I can't get the a boom after CT without chopping stuff off. I wonder if theres a way to hit close to 6k off 5b in the corner with CT and super.
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Thanks for the tip on the 6c extender, though by near corner I actually meant not in the corner where I have an entirely seperate combo, the one I posted is for when you are too far to get 6dc2dc Ugh this is the second time I've had to relearn all my combos hopefully it doesn't happen again my mind is getting jumbled in matches -_-
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Non overdrive command grab combo does 6k for 50 meter, pretty worthless except for unburstable i guess which is only relevant at low health.
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Have started compiling what I believe to be optimal combos at least found thus far, much more work to do but I'll update this as I learn more, please tell me if you have anything better for a given combo. Collapsed: combos: Corner ender oki: 6d-c, 2d-c, b boom, 5c, 6d-c, 5d-a, 2d-a Corner ender super: 6d-c, 2d-c, b boom, 5c, 6d-c, 2d-a, d super Back to the corner 5b/6a: Oki: 5b/6a, 6b, 3c, 5d-c, 2c, 5c, corner ender oki(4039 +29/4503 +33) Super: 5b/6a, 6b, 3c, 5d-c, 2c, 5c, corner ender super(5026 -22/5488 -17) midscreen 5b/6a: jump knockdown oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, j.b jc, j.b, j.c(2297 + 16/2731 +19) Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 3c, 2d-c (2299 +16/2735 +19) Corner carry: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 2d-b if close enough(2680 + 19/3119 +22) Damage: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 3c, 2d-c, 5d-c, flash kick(3023 +21/3472 +24) Super ender: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 3c, 2d-c, d super(3399 -34, 3835 -31) OD(full life) Oki: 5b/6a, 6b, 3c, OD, dash 5c, 6d-c, 2d-c, b boom, 6c, 6d-b, 2d-a, 5d-c, 2c(3860 +27/4324 +31) OD(full life) Super: 5b/6a, 6b, 3c, OD, dash 5c, 6d-c, 2d-c, b boom, 6c, 6d-b, 2d-a, 5d-c, 2c, d super(4960 -23/5424 -19) Near corner 5b/6a: Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 5d-a, 2d-a(2836 +20/3280 +23) Damage: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 5d-a, 2d-a, flash kick(3298 +23/2750 +26) Super: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 2d-a, d super(3814 -31/ 4256 -28)
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Just gonna copy paste some of my notes in case they are useful to anyone, not really organized yet because I'm not positive about optimal routes. Collapsed: notes: 5b corner: 3.8k into oki 5bb3c, 6dc2dc, 5da, dash bbc b boom, 6c 6db 2dc 5dc 2c 5b ct in corner: 4.3k into oki 55b3c CT, 5c a boom, 5c 2da b boom, 6c 6db 2dc 5dc 2c 2a in corner: 3k no oki 2a5bb3c, 6dc 2dc b boom, 3c 6dc 2db throw in corner: 3.9k into oki 5c b boom, 6c, 6db 2da 5dc 2c midscreen 5b: 2.3k into oki 5bb3c 2dc a boom 5b3c 2dc midscreen 5b carry: 2.7 k no oki 5bb3c 2dc a boom 5bbc 6dc 2db 6DC counterhit midscreen: 6dc 2da b boom, then choose carry oki or if close to corner crossup and 2c corner oki 5da fatal counter midscreen: 6.7 with od,5.2 oki without, 5da dash 5c CT 6da 2da b boom, 6c ender 6db crossup recorner: 6721 super ender, 6db 2dc 5da dash 2c CT, 5c a boom 5c 2da b boom, 5c 6dc super 6db crossup uncorner: 6706 super ender, 6db 2dc 5dc, 2c CT, same as above 2da corner: 5498 into oki 2da 5da 6da 3c CT, 5c b boom, 6c ender corner command grab: 5db 2da 6da 5b3c 2dc 6da 3c 6dc (2db or super)
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Eh I was hitting it in matches already today both online and at UFO. I think it's the new bnb and should really be learned.
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You can throw it in before the last cannon into d megido for some extra damage. It adds basically 500, which imo isn't worth the meter unless it will kill.
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So just to recap so far we have: All values assume no bullets used for 5aa and no counter hit. Non Orgia: 5AA > 22B > j.C(1) > 236CD > j.B > j.2B > land > 214A > 5B > 236C > 214A > 236D [DM:4263/SP:8%(-25%)] j.B > 5AA > 22B > j.C(1) > 236CD > j.B > j.2B > land > 214A > 5B > 236C > 214A > 236D [DM:4209/SP:9%(-25%)] 2AB > OMC > 5AA > 22B > j.C(1) > 236CD > j.B > j.2B > land > 214A > 5B > 236C > 214A > 236D [DM:4866/SP:8%(-75%)] Orgia: j.B > 5AA > 5B > j.C(2) > 236CD > j.A > land > 214A > 236C > 214A > 236D [DM:4311/SP:13%(-25%)] 2AB > [6] > j.B > land > 5A > 5C > j.C(2) > 236CD > j.A > land > 214A > 236C > 214A > 236D [DM:5098/SP:17%(-25%)]
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From orgia, 2AB, orgia dash j.b, 5a, 5c, j.c(2), ex megido, j.a during ex megido, land, a cannon, c megido, a cannon, d megido. Over 5k.
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The combo has already been posted, and works easily with all those starters obviously just rapiding the 2ab into 5aa. I'm confused on what the notes are. EDIT: Ah, nvm, you just mean how it works proration wise. I'm quite intrigued to know!
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The proration in this game makes no sense to me, j.b prorates a combo if it is the starter VERY slightly but somehow reverse prorates it during the combo? 5AA is the superior starter to j.c? There's something behind the scenes here that I don't understand at all, but I'll keep looking to see if I can find anything.
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What I posted is the exact notation and it works, the j.b during the ex megido actually reverses the proration in some way such that the last megido will hit in entirety. No counter hit is required, and it even works off j.b. it adds around 700 damage and notable heat gain from the old bnb off of 5a, and should certainly be the go to option now. It really isn't very hard at all.
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The actual notation for the new optimal combo in that video is 5aa, b mode change, j.c(1), ex megido fire, j.b2b during the megido, land, a cannon, 5b, c megido, a cannon, d megido. All cannons need to hit as late as possible. I have yet to find anything comparable off any orgia starter, even simply j.c ex megido.
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The only other thing I would note about FC is that you can do shield into spear at almost any point in the combo, allowing for the absolute highest damage, but really the only practical fc for a punish is throw and it prorates enough to counteract whatever damage you get from the FC anyway. It's sad but i can understand why she doesn't have anything better off it, already getting 4k for 25 meter off nearly anything nearly anywhere. Also a combo like aa, mode change b, j.c, ex megido, a grenade, 5b, c megido, a grenade, d megido does more damage than the combo ending j.b, jc.bc d megido, but doesn't end in knockdown, does anyone have any setups after a non knockdown megido?
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Thanks for the help hex, I'm getting it down really consistently now. I knew delaying the j.b was probably the answer but sometimes it helps to have someone echo the sentiment to make sure you're practicing the right thing. I hope to help you with the wiki and matchup threads as time goes on. By the way, how do you sign up a name on the wiki, I couldn't seem to find the option.
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Depends on axe level, at Red it's insanely plus on block.
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Any advice for doing the j.a, jc.a, j.b, j.2b, land, 5aa convert consistently? I can't seem to get any combination down 100 percent, I can do it a fair amount of the time but I'd like to do it in the most consistent fashion possible. Thanks in advance.
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In red axe I've found the best combo to be xx into [b+d], 66, 5a, 2c, [b+d], 66, 2a, 2b, 214b, into either c or d super. This works off of the starters: 5aa, 66, 5aa, 2c fc b+d fc 2b, 66, 5aa, 2c fc j.b, 5aa, 66, 5aa, 2c throw, omc, 5aa, 2c all resets into spike(214a, 2a+b, throw). For reset, fc 2b, fc 5a, and fc b+d starters you can add a second 5a after the first b+d. In the corner I've been doing 5aa, 5a, j. bb, j.d, jc. b, j.c, 214b, 236236d for non fc starters. Off any fatal you can go into 2c loops and finish with j.bb, jc. j.bb, j.c, 214b. Sorry for lack of organization.