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Everything posted by Ronove
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Wait, you mean you do D+B > B as button press? Care to explain in detail? I roughly know about p-linking from SF4 but this is the first time I hear of this in BB.
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Finally got to watch more vids of Relius... His pressure doesn't seem to be awfully scary (yet), there's still the fact that Ignis' normals have more reach so even if Relius whiffs a poke during his pressure (due to barrier pushback) Ignis still keeps the opponent locked down or nets a CH in case the opponent thinks he can punish the whiff. Other than that, it looks most of his stuff seems to be pretty easy to IB so I guess players will eventually come up with proper frame traps and staggers to avoid giving free meter to the opponent...
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Hey guys, sorry for the lack of updates during the week-end, I was attending a tournament. Anyway, here's an initial list of combos, it's likely and most certainly going to evolve and change as players keep exploring the character: MIDSCREEN 5B>5C>Id Basic combo 2B>5B>Id>Haas 6A>Id>Haas 6A>2D>5B>5C>2C>2D>5C>3C>Id Val Lanto>IAD j.B>j.C>5B>5C>2C>3C>[id>Haas] or Val Tus Gatling>3C>forward jump>2D>during 2D's blockstun: - 3C>2D>5C(1)>hj.B>j.B>j.C>Id>Naiads combos that picks up the opponent after 3C or - IAD j.B>j.C>5B>5C>Id>Haas>~ combo from high hit, if done midscreen go for 5B>6B>aerial combo as ender or - land 3C>Id>Haas CORNER 5B>5C>Id>Haas>5C(1)>2C>6C>4D>5C>6B>j.B>j.C>Id>Naiads 5B>5C>Id>Haas>5C>6B>hj.B>j.C>Id>Haas>falling j.C>2C>4D>2C>Req Vinum or Vol Ted Val Tus>5B>5C>Id>Haas>5C>6B>hj.B>j.C>Id>Haas>falling j.C>2C>4D>2C>Req Vinum or Vol Ted same combo starting from Val Tus. If Vol Ted is used at the end the damage can reach up to 7000 6A>2D>5C>Id>Haas>5C>2C>4D>5C>hj.B>j.C>Id>Naiads combo off overhead (6A) NEAR THE CORNER Air Throw>falling j.C>2C>6C>delay Id>Haas>~ I'm going to post more stuff as soon as I get back home (did this while traveling on train ;O)
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More stuff: Midscreen (with Ignis already on screen) 5A > 5B > 5C > 3D(2) > 5B > 6B > 5C(1) > j.B > jc > j.B > j.C > Id > Haas -> damage around 3000 Other sparse comments are that he seems to have pretty good overall damage but his dash is slow and he has some trouble keeping the opponent pinned down once he starts his offense. Of course these are all early impressions, so take them with a grain of salt.
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First combo from the jBBS 5B > 5C > Id > Haas > 5C > 6B > hj.B > j.C > Id > Haas > falling j.B > 2C > 4D > 2C > Punch Super = around 5500 damage it's apparently also pretty easy to execute according to the poster.
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Guys I'm trying to learn Valk's wolf fuzzy j.A but I don't think I'm quite getting the timing for it. I know the input is 5C>[w]j.A>3C~5C>[w]j.A but I can't figure when and how quick I need to be when doing the whole thing. Either Valk ends up touching the ground or he just dashes again at the opponent. Any tip? :\
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You might want to add 5B to the list of anti-airs that Makoto has at disposal, that move has a ridiculously good hitbox.
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She doesn't even need to parry, her 5B is more than enough to hit Valk out of a lot of stuff, wolf cannons included :\ I found out so far that best thing vs her is plain simple footsies. Trying to do fancy wolf break stuff is useless as she just needs to push A or B and make you feel awfully sorry for it. The only good thing about this matchup for Valk is that on corner oki he can go for human 2B and it will low profile Makoto's DP.
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Honestly I'd like to see this released first above others, imo it's more important to learn proper movement first and learn the most effective combos/whatnot later.
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I don't know if you already included it but it would be cool to have all the wolf fuzzy guard setups and explanation on how to execute/train the correct inputs. The japanese tutorial vid doesn't exactly spend time explaining that.
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If he can lock the opponent down with Ignis he won't really need to be amazing in air vs. air. Besides, I can't picture this character sitting and waiting to anti-air the opponent from the ground either, I mean with all the things the doll can do you want to be the one on the offensive, imo.
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Yep, from the loke test info I translated (the whole block of stuff posted by Solex in the other thread) one of the things noted were that Ignis can attack while Relius is doing his own attack, as long the directional input is different. We don't know yet if this aspect has changed though. From that video, it feels like the 5D input was given at the same time as 2C.
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[February 17-19 2012, Cannes - France] World Game Cup 2012
Ronove replied to kurama_tengu's topic in International Events
Had lot of fun at this year's WGC so I'm definetely looking forward to be there again! As I said in the AEX forum, it'd be cool to have the World Team Cup for BlazBlue as well, but I guess it depends on whether north-american and japanese players are going to attend to this event or not... -
It does, though it is still risky because the Hazama may pick the Zaneiga route instead. Also it is a good idea to buffer a 5C or a 6A right after the 2B for easier hitconfirm.
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You can alternatively have a look at the JP wiki: http://www16.atwiki.jp/bbcs-varuken/pages/29.html And more important, Valk's thread in the JBBS which does have the current list of BnBs in the first post: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1314163022/
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I got the confirmation that it does indeed run using the NESICAxLive system so it's pretty much impossible to use it outside of Japan, unless they're going to do a non-NESICA version like ArcSys had done with the CS2 foreign one.
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On what coin-op system is this game running on? There might be a chance to have this in our local scene.
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If it works like it does with other characters having 2B->5B obviously means that on hitconfirm it shouldn't be possible to follow with an other 2B right after, but maybe on block it might be. If that is the case it does indeed open up to more pressuring options since from a 5B she can setup lows, overheads (6B or j.2B) and staggers. This would also turn 2B into more than just a move used to get close to the opponent when already being near them but it would effectively make it in a footsies move during the neutral phase as well, even though it doesn't travel a long distance it's quick and has a good hitbox for a low move. Of course, this comes by assuming how the proration is going to be and how much damage Tao is able to deal after that.
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Probably atleast 3 more loketests.
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2A leading to 3K damage is too good to be true! That alone would be a tremendously ridiculous buff for Tao.
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Reviving this thread to report that a friend who registered is experiencing the same problem (he didn't receive any activation e-mail therefore he cannot post): http://www.dustloop.com/forums/member.php?23633-Gramas
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Being too wild can get you punished for good though. Don't forget Tao's drives usually get stuffed by all kind of moves that have a good hitbox and remain active for quite a while. If you are playing neutral you have to wait for the moment to get in on Tager's recovery or hit him during a move's startup frames, if you go head to head when some of his moves are active (happens when Tager uses his air moves) you are going to lose the trade battle. Move around, force him to make a mistake and get in. That's pretty much how it generally sums up.