GreyFlcn
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Everything posted by GreyFlcn
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Hrmm well I'm noticing if you block her low 3C, she can be punished with a 5C -> 6C But yeah, it just occurred to me. Time to look up her frame data, to know what moves of hers are unsafe ;D http://s1.zetaboards.com/blazblue/pages/noel_data/
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Bah same shit today If you get nailed with a pistol AA, she's got you into a mixup (Or worse yet, directly into a combo) (Which also goes for 6C) And if you miss one mixup, she's got you into another long combo. And then add in spamming green AA grabs into combos. And for the life of me, I can't score more than one horizontal drive attack after a 6C or 3C on her (No idea what the timing is supposed to be, but it's pretty narrow apparently) Just feels like she's got a lot of easy ways to punish you. But your options to punish back are maybe still powerful... but hard to execute.... And mostly only come after she makes a mistake. Dunno, maybe I just need to focus on 6C with a rush B>C, or with a Catspirit 3 And yeah, the usual 3C, D~B [hit or no hit] B, C, (loop) Just sucks that I get to be lazy with my drive loops on all those other characters but Jin and Noel Meanwhile their pressure and defense is really good.
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I feel sorry for Tager considering how easy it is to hit him with 6C's and 3C's It just seems like the 3C has a lot of extra range on Tagar.
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Huh, I've pretty much never made any tactical use of counter assault. http://s1.zetaboards.com/blazblue/pages/05#counterassault Is it at all worthwhile, compared to hexaedge or pounce?
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Well one that I've seen, but I have problems pulling off is Falling.C, (maybe land then jump), JumpCancel.C, JumpCancel.C, JumpCancel.C, 236BB (And your choice of BB, j.2D, Grab) Also saw one guy have some success with j.A, j.C, (vertical loop) One that weirded me out though was that this guy was able to do something like this with air-to-ground: 2D~B, j.236B, 5B, 2D~5, 6D~6, j.A, 9D~9, j.C, 214BB _ Actually, considering how critical jumpcancels are going to be to Tao's game in CS, Is there any specific input method trick make jump cancel combos easier?
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Tech neutral huh. Me, I've been taking the worse route of merely letting her get some extra pro-rated hits on me before I try my escape. Sure they look flashy, but they don't hurt so much because of the proration. That said, I wonder how you would go about punishing her low staff combo starter. 5D~B? iad.C>3C? Dunno.
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So what's the general theory on Tao's air-to-air poke-into-combo game?
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So from the sound of it. One way to really punish Jin is with 2B, 6A[1], JC, j.D~B, taunt, (loop) Or with Crawl, 5B, 6C, 236CC, (loop) (Or loop combo off of an air grab, or a backwards grab) What's a reliable combo to use on Jin after a Neutral Grab? Considering how heavy he is, I'm guessing it probably involves a j.4D
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I've actually had a decent Bang rage quit on me, and message me about it. Because I wasn't doing anything but A 2A j.AAA,2A 214D, j.AAAA 6A,j.AAAA 6A,66,6A,66,6A 236236B, (40 hit A combo) Sad part is, I was winning.
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Weird. I'd say I play 1 Carl out of every 20 fights. And I've got over 3500 ranked matches. That said, I have played a few really good Carls. But once you learn to avoid their zoning traps, tech their grabs, and guard their lows. They aren't nearly as difficult to deal with. XBL: GreyFlcn
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Well then, how about this: "Which is more reliable for online play"? 1. 3C, 5D~B[hit], B, 2D~9 (loop) 2. 3C, 5D~B[no hit], B, C, 2D~9 (loop) 3. 3C, 6D~6, 2D~B, B, 2D~9 (loop) 4. 3C, 6D~6, J.C, 236B, 2D~B, B, 2D~9 (loop) Wonder what I should be using against Rachels, Noels, and Jins. So far I'm leaning towards this one 3C, 6D~6, 2D~B, B, 2D~9 (loop) But at the moment, I'm merely wussing out and merely going for a simple 3C, 6D~6, j.C, 214BB That or the occasional 3C, 6D~6, B+C, 236CC (loop)
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Interesting. Against Rachels, I've merely been doing pitiful: 3C,6D~6,236BB combos ;D And I tried to get the [no-hit] version down, but even offline the timing is pretty strict. I'll have to see if I can incorporate some of the [hit] juggles.
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Or you could just take the easy way out and use a FightPad Which is absolutely dead simple to use :P Especially for Tao, since the only difficulty I have with it right now is 632146 and 720° moves. And Tao doesn't have any large rotation moves.
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Well I suck with stick, but I used DABC (Also noticed TaoFTW does that too)
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Try this out: http://www.dustloop.com/forums/showpost.php?p=442845&postcount=252 As for the "diagonal" 9d~9 timing. Pretty much, whip out your j.C's as soon as you get in range. (i.e. Quickly) _ Also the combo looks fine, but it seems like it near to the end of it, you're hardly doing any damage, due to proration.
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So it looks like the December version of BB is really gonna mess with Taokaka's ability to use Cat Spirit 2....
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Man I had this one annoying Noel the other day. She knew that: A. Crouching gives her a very small hitbox B. Spamming either A,"pistol spin",or that pistol knockback move can block most drive attacks C. Seemed like there wasn't much I could do to punish her camping my body as it recovers, and either doing an overhead or a low attack And yeah, a lot harder to keep airborn than many other characters....
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Nope. I mean 3C,6D~6,2D~B[hit],B,2D~9 [..loop..] http://www.youtube.com/watch?v=hdF7ELHN5IE#t=1m23s Looks like something that might be more reliable for online play.
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So what are good ways to start a combo on Jin? Since 6A's don't work that great. And 6B's / 236CC's just get countered.
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Well I find with Rachel, you need to barrier guard every time she's gonna do one of those "anvil" attacks on you. Otherwise it will kick the crap out of your guard libra. It's also needed to push her back on her standard pressure combos. Since if she can score one of those whirlwind attacks. (Which is like a combination of Tao's 6A,5B) Then she can string you along for some pretty long combos. _ So one thing I was seeing in some of the combo videos. Does 3C,6D~6,2D~B[hit],B,2D~9 work? Saw someone pull off something similar on Noel. So it's got me wondering.
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Yeah, but if I do it later, I can't even get it to come out at all.
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Well, it's not the best attack anyways. But how do you use the Terra break properly? Can't seem to get it to come out at all unless I enter it right after the spin is finished. But then, the punch comes up when the opponent is still skyhigh. Is there some sort of trick to entering this attack properly?
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Well to be honest, I have trouble pulling off specifically the j.2C after Kishuu (Which is probably more of a muscle memory thing) But what's really confusing to me is that double tapping forward like a madman after j.2C, and I can't get an air dash to come out until I've fallen halfway down the screen. For now, I'm just using the scrub version j.C,5C,623AA>Jump>BC>j.C,5C,623AA,Jump>BC,j.C,5C It's cheesy as hell since you got pink !! throw markers all the time. But it's an easy 5800 damage.
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Yeah, but I have a hard time with Kishuu>SuperJump>j.2C>airdash>C Gotta practice that more. Also frankly, the 663214B 663214C moves are pretty damn hard indeed. (Hell I'm not even going to try Akumetsu or long Mugen combos) Not to mention, it's a bitch that 236A and 623A commands are so similar to each other. Only character I know of that's got a fireball and a dragon move assigned to the same action button..... (Which is especially bad since they cancel into each other) True, but it's also because I use a SF4 Fightpad. Don't need to reposition your thumb for 236236. What? Like: BC>236A,66,jump,j.B>jump>j.C>214C,j.C,5C But that, is, a pretty cool lead up. _ It's too bad though that half the problem with Hakumen seems to be the difficulty of starting a decent combo. (And his two overheads are expensive/slow) So you're kinda forced to be rather grabby.