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Ronove

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Everything posted by Ronove

  1. Appena finisce la partita della giuve

  2. Wouldn't it be better if you actually clarified the wrong points in this thread for those who have a "terrible grasp" and help them out rather than being so negative and locking the whole thread? I'm sure a lot of people would be intersted in learning more about it. I don't get why there is the need to be so negative. Unless you're expecting everybody to share your same level of knowledge of the game, that is. But since this isn't the case and since it seems you're suffering from reading these terrible posts, I am sure the best course of action would be helping them out increasing their knowledge of the game and sharing your point of view on it. Of course, provided that you actually even care about it. Just my 2 cents, I think it would be a pity to lock a thread where there hasn't been the slightest hint of flame and where people are simply sharing their opinion based on their very own personal experience.
  3. I can only speculate on this since I'm a Tao player, but I guess Carl probably suffers against Jin for the same reasons Tao does: once Jin's scored a knockdown he can start his really good oki game and litterally keep you on the defensive until you're pushed to the corner. He pretty much has that advantage in that specific situation (knockdown->oki) against characters that don't have good reversal moves, unless these characters have a good keepaway game, of course.
  4. Yep, that's what I do. And normally it works. The times it screws up is when there's lag getting in the way or me picking the wrong moment to tech. :X
  5. Agreed, when I happen to lose against Tager players is mostly due to me screwing up something and consequently eating a CH. If you play safe the matchup shouldn't be "too hard". And of course, avoid getting knocked down in the corner, you know why.
  6. I guess that's why I've never seen this in any video of japanese players. If it was something that worked in our favour I doubt they would not make use of it. Besides, even if you crouch below the cloud should keep tracking you so you're still being limited on mobility and Arakune can force you to block and get cursed with whatever he wants... Oh well, too bad. :\
  7. Against Jin and small hitbox characters you can use the usual BnBs: - 5b > 3c > 5d~6 > j.C > 236b > 2d~b > 5b (or 5c) > vertical drive loop route of your choice. I think it's the easiest one to learn once you got the timing for the j.C > 236b > 2d~b bit. The j.C > 236b is actually stupid easy, just think of the classic 2-in-1 motions that you do in Street Fighter, you basically input C when the stick is on 2 then go 3-> 6 and input B. The 2d~b takes a little more practice but it's about learning and muscle memory. - 5b > 3c > 5d~b(hit) > 5b (or 5c > 236a) > vertical drive loop of choice. I think this one is a little harder (but still not hard overall) for the plain reason that the timing for the ~b cancel here depends on the distance you have from the opponent when hitting them with 5b > 3c string. Still, you can try to time the ~b cancel using the scratches animation (on the opponent) as hint on when to quickly input b. But you can't really rely on that when using this combo online. - 5b > 3c > 5d~6 > 2d~b > 5b (or again 5c or whatever OTG string you prefer to use) > vertical drive loop of your choice. This deals more damage then the previous one and overall I think the timing of the 2d~b is easier to pull off.
  8. What about 3c? If I am not wrong that should be as low as her crawl, I've ducked a lot of time under the opponent's move when going straight for a 3c.
  9. what I need to test this out ASAP, I wanna see if we can 2b this once Tao's crawled under that.
  10. No ahimè non posso usare MSN con la connessione che tengo qua in collegio. Comunque ho chiavetta nuova, per ora sembra laggare di meno. E si, dobbiamo giocare che il tuo blob è solido e alleniamo a vicenda il matchup >:3

  11. Here's mine: Sanwa stick, Seimitsu buttons. Full custom dual PCB (works on 360 and PS3).
  12. Precious tips indeed, thanks boss and thank qwerty! I rarely have problems versus Hakumen, the times I lost were because I was too predictable/repetitive with my blockstrings allowing him to either go for IB->counter or barrier->jump when he knew I'd go for a string of lows (2a->2b->2a etc). And yeah, one counterhit and it's like 3/4 of the bar gone (provided he has enough starts). So I'd say that Tao has the upper hand but you can't really screw around too much either, but hey neither can Hakumen anyway.
  13. question: is BlazBlue going to be a solo tournament or 2v2, 3v3?
  14. I hear you on that, boss. I can't believe there are Arakune players who even claimed that the matchup is 5/5, lmfao. The freaking blob and Jin are Tao's worst nightmares when it comes to their air-to-ground game...
  15. Haha. Ma iscriviti anche su Arcade-Extreme, che ci sta il foro italico, fra poco apriamo anche il sito italiano per blazblue (anzi sta già aperto ma è in fase di "collaudo")! :P

  16. XDest, I'm trying different iterations of the "2D~5 6D~6 j.C D~A" combos but... I can't get them to constantly land. Sometimes the j.C after the 2D~5 6D~6 will whiff completely. I've been wondering if it's just a timing issue or if it's because I've been practicing this on Jin/Noel.
  17. This. Although I have to say that the "no hit" version is a bit risky online unless you really have the timing down so that you know when to buffer the 5b->5c otg even with the delay getting in the way. I prefer the hit version for that reason. That, and I'm also trying to get more solid with the 6d~6->2d~b combos since they do more damage. But it's a pain everytime the delay changes. Online really hurts Tao's game.
  18. Don't know if it's been posted yet: (corner) 5b->3c->5d~a->5c->236aa->2d~9->j.c->9d~9->j.c->9d~9->236bb->236bbbb 3.7k damage Works on everyone except carl. One thing I noticed while working with all these drive cancel combos is that for some reason I can easily pull off ~a and ~c cancels while ~b cancels sometimes won't occur. I suspect it's my stick (the b button doesn't respond well to inputs at times) although sometimes I get the feeling that the ~b cancel might have a smaller window. Gotta check frame data again.
  19. It did work for me outside of the corner, although I could tell that I was barely there since the j.c during the vertical loop was almost not going to hit her (just a few pixel below and it would whiff). I guess the timing is VERY STRICT so that's why I'd suggest using it mostly offline. I'll try yours though, it looks like an other viable option (although ~a cancels online are a pain in the butt). I rarely go the for 2d~5->6d~6 route though, usually if possible I try to get the vertical loop. But I guess I should train that as well.
  20. Lately offline I've been using this combo against Noel and the other small hitbox characters 5b -> 3c -> 5d~6 -> j.2d~b -> 5b -> 2d~9 -> j.c -> 9d~9 -> j.c -> 9d~9 -> 236bb -> 236bbbb It does 3.7k damage, pretty good and the timing for the j.2d~b ain't that hard either.
  21. Really? Enlighten me on this please. Be specific, I'm a Tao player and I'm curious to know about these answers.
  22. j.B is a huge pain, my only suggestion is to attempt to IB that and the following move (if it's a jump-in they'll do a 5b, else it's the usual j.C). Anyway, I realized that if Jin is doing a blockstring if you can't IB atleast barrier guarding will work since his best move up close is 5b, once he is out of range for that he'll either: - crossup/jump-in j.B - 5C - 5D - 236A If he does 5C or 5D it's good news for you, as others suggested 2b is really effective whenever they're trying to poke with one of the two moves. If it's a 236A, crawl and punish on reaction for a CH Problem is if he tries the crossup j.B. As you said that move has a ridiculous hitbox (and ridiculous priority as well), best bet is to attempt again a IB->6a but it really requires some yomi/reflexes. In any case, most of the Jins will usually go for the poke if they've been pushed far. Just don't let them close in, their 5b is a real bother because it'll always allow to start their frame trap game. Anyway, lately I've been having more success against Jin players because they tend to abuse the same things and get easily predictable. So far I only had real trouble against Jin who played nice mind games and resets every time they managed to get in and start their offense.
  23. I'd like to know this as well since I'm experiencing the same problem. However, if I do this combo at the corner I can get out 5b instead of 5c and be able to start the drive loop juggle right after. But if it's midscreen I have the same problem getting the 5c to come out in time before the opponent techs.
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