Smurvis
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I think I noticed that after extra practice. It was all in my head, as far as I know. Also, I think I figured out another one: 2C FC > 5C > 6A > 623C > JC > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC > lowest J2C > 22D [4220][49/27] ^ Works on everyone except Haku and Rachel. Must slightly walk forward after first 623C for it to work on Bang. 2C FC > 5C > 6A > 2C > 623C > JC > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC > lowest J2C > 22D [4419][58/31] ^ Magnetized. Replace first JC with JD for Haku, Rachel, and Bang (or just slightly walk forward after first 623C to still hit Bang). For the second one, it's pretty much the same as another one in the thread, but it's a lot easier to hit 6A instead of 6B at the beginning. I was noticing that the 5C had to be point blank, like walking forward after the 2C FC. It also has to be as low as possible so that they're not too high for the 6B, and even LOWER and CLOSER so that THAT isn't too far for the 2C. 5C 6A 2C is SIGNIFICANTLY easier and provides only 60 less damage (4419 vs 4479) while giving the same heat (58 to player, 31 to opponent). Sadly, I missed that one and thought I'd figured out a sweet new 2C FC only to find out mine was 1 move off. However, I think the first one is probably the best midscreen combo that works on the most characters in the cast (including Bang, the best character) for no meter and doesn't require magnetism to start off, but ends with it. I haven't tested all the FCs that don't have damage listed, so it's possible one of Mike Z's, Galileo's or Maho's are better. But still, 4220 damage and 49 heat aren't bad for such an easy combo. But again, after looking more into it and testing it, it's very similiar to another one in the thread. But I don't think the guy who posted that combo realized you can still hit Bang with the 2B if you walk forward a little bit after the first 623C right before you do the whiff JC. That's important anyway.
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It seems the first couple pages are updated with new combos, so I'm just going to post this here, I didn't see it anywhere else in the thread when skimming, and if it's practical enough it'll get added to the front page anyway. I saw the 2C FC mid-screen magnetize-less combos, but they didn't work on Haku, Bang, or Rachel. This combo works on Bang and Rachel, but not Haku either. 2C FC > 5C > 6A > 623C > slightly walk forward JC > lowest J2C > 5B > 5C > 6A > 623C > JC > lowest J2C > 22D [4124][45/25] ^ Center: Other than Hakumen, Arakune, Jin, Noel, and Makoto. Works on everyone in corner. Couple of things here. The key part is the 6A. If you don't walk forward enough during the first JC, the 6A will whiff. I was unable to squeeze anything between 2C FC and 623C and still be able to walk forward enough for 6A AND have the lowest J2C connect. This combo works on Bang, Rachel, Taokaka, and Carl. I can't get it to work on Ara or Haku, but I'm not ruling out the possibly. Ara looks like it just won't work but I feel like I'm missing Haku by PIXELS, and feel like I can surely walk forward another frame or two to pull it off. I haven't tested the rest of the cast yet (Makoto and Mu included) but I'll personally do that and post the full list tomorrow around east coast midnight or so. It does 4045 damage, and just for the hell of it I included the Heat it gives you (37) and your opponent (21). I am unsure if there are more damaging mid-screen magnetize-less heat-less combos that work on Bang or not because some of the combos in the thread don't have the damage beside them and I haven't tested a few of those yet. I did test a few of the combos in the thread though, and there's a pretty big difference in heat gauge gain for a few that are only different by ~100 points. Still very new to BlazBlue so not sure how big of a deal meter gain vs damage is. But I think 25 heat vs 40 heat when it comes to giving up like 150 points out of a 3000 damage combo is worth it? Maybe that's a conversation for the Tager discussion thread, not the combo thread. Edit: I added some stuff after 2C FC after figuring out I can. And if anyone can figure out a way to make it work on the characters I said it couldn't, let me know. I won't take offense to me not having the execution at this time to figure those guys out.
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But if I don't have a Spark Volt charged, is taking the cloud the best option? And that's what I mean about sledging. I don't mean randomly doing B Sledge in a neutral situation because I want to. I'm referring to using it to get through his Drives, whatever the other moves are that give him curse. The ones I can sledge through, when I know it's happening.
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I haven't played the top Arakunes in the country or anything, and I'm not a top Tager, but I do have one particular question and a few things I've noticed that I'm not sure if they've been covered in other threads. Sledge doesn't do anything to the curse clouds anymore, and you still get it. But Sledge seems to still negate the curse meter gain Arakune would get if you sledge through one of his D moves or whatever. Is j.B the move where he jumps forward with all the little nails? I've been beating that with 2C but he's probably too high. Also if he tries to anti-air you with 5C for a Fatal Counter, it seems that mixing up j.B vs j.2C screws with the timing due to that slight air pause the elbow has. It seems that if Ara properly times 5C and Tager does the j.2C then Ara wins, but if Ara tries to anti-air your j.B and you end up j.2Cing then you'll hit him towards the end of his 5C animation and win. My main question is really specific though. When Arakune gets the curse cloud that sits on the ground and moves towards you, what do you do? The Ara I've played follows behind it and drops bells. If you jump, you end up blocking the bell and falling into the curse cloud. The couple of times I tried to hit the bell before I knew quite how it worked, I got CH by it which gave WAY more curse than just blocking... and THEN fell into the cloud anyway. It seems like my best option is to try to get a good distance and just A Sledge into the cloud and take the curse from it where I won't normally get punished for A Sledge-ing. Is there a way around the follow cloud + Bell combo? I can't jump over it, and if I back up I'm left in the corner with the same situation. It really seems like my BEST option is to just accept the forward cloud hit as free and continue the match. Attempts to avoid said forward cloud have resulted in Negative Warning + Cloud, Blocked Bell + Cloud, and CH Bell + Cloud. All 3 situations end up being WAY worse for me than if I just walk into the damn thing. Any tips on getting around Forward Cloud + Bell?
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I realized my problem with 5B > 6B (2) > 3C was just me not being used to pressure. Between that and 6B with staff pokes, I was getting locked down. Seems that sj.C is a great way to get around 6B. If Litchi starts predicting that, empty jumps with just guard or barrier guard stop the DP or j.B? (not sure which j. it is). Makes it a little bit easier to get around her 6B pokes and close in. Not sure if there's more that she could do that she's not, so forgive me if this is info is useless. Now that I've found more options on what I can do, I'm understanding this fight a lot better. I'm finding that Collider > 6C > 5D > Voltic Charge is making people start teching early since I'm not doing 5D > Collider and they're getting greedy cause they don't want me to get spark volt ready. So a lot of the times if I don't have magnetism I'll throw out a test 5D > Collider just to see and I'm catching a lot of people with it. I'm having trouble gold bursting the DP though into 720. I think it's just a matter of training and timing and watching for the combo. I didn't even realize that Barrier Burst was blockable until I watched a few replays. Which makes sense, if I time the Burst during the invincible frames on Litchi's DP. A lot to learn, new to both Aksys and the fighting game scene as a whole, but it's a lot of fun.
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I've only fought one Carl player ever, and I got owned before I could get a chance to figure out how to combat him. I had luck smashing the puppet out of attacks, but it was never enough to get a win. My main problem I had though was Carl hiding behind the puppet. When I've got Spark Volt, he'll stand at a range where his 5C is stabbing around Nirvana's feet and I'm not sure how to get around that. If I try to Spark Volt, he just activates the puppet to take the shot and I have trouble getting in range to do much else since I usually get attacked by the puppet. I feel like I'm missing something major here and I shouldn't be getting locked out by something as simple as 5C. I've heard Carl has bad anti-air, is it safe to just JUMP Nirvana? I had assumed air = bad because of the clap trap, but I'm not sure how all that works because I haven't had a lot of exposure to Carl. After reading a little about Carl and trying him in training to see how the puppet works, I think I've got a few ideas, but not sure. I got beasted on pretty hard by Zoogstin and don't want to have to do my testing WHILE he's destroying me. Any info besides "Kill him quickly?"
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(Edit: I forgot to specify, these questions are about Litchi with the staff and not bare-handed.) I'm having trouble with two specific things. One is her 5B > 5C (2) > 3C combo. I can't jump the 3C without IBing the 5C, but they can decide whether or not to allow both hits, as well as just NOT doing the 3C afterwards. EVEN if I jump it, I can't do anything about it. (Edit: Apparantly if I IB I can 360A or 360B her depending on the range. But it's still not as reliable as what I'm looking for.) The second is 6B and 2B. I realize that I can 360A farther than I know... but I can't do it as far as she can hit. Against really good Litchi players, I have NO answer to this move. They're smart enough to not do it at a range where I can do anything with 360A. And they're also not stupid enough to do something that's going to result in getting hit with a Spark Volt at that range. At full screen they'll dash into a 6B that would CH if I tried to Spark Volt. Between these two things, I find approach impossible without being a mind reader. I tried to look at some nicovideos of Tager and Litchi, but I can't get to the actual video. (Might have to check the forums for how to get those to work)