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Blade

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Everything posted by Blade

  1. Ah crap. I totally didn't notice people replied! I gotta track my threads more! Digimonemperor if you're ever online, just add me to your friends list and we'll go at it, my PSN tag is Mimeblade. And if you're ever in Milwaukee, we need to hook up or set up or something...just don't expect any money matches from me, as I use that cash for more...lucrative investments. Sadly I do not own a 360 so that's out unless someone wants to set up and event in Milwaukee we can all go to. I don't mind shelling out cash to rent some place for that...but maybe you guys can chip in?
  2. It just seems to me, that while Bang's ground hitbox is okay for most combos, his air hitbox is a lot trickier to hit. And he seems to tech sooner than you'd expect. (Side note, please don't troll the thread, guys).
  3. HJC j.C for Tsubaki is a little weird as far as how the hitbox works. I think you might want to hold j.C on the way up in order to hit with it.
  4. I think you can start moving after he sheaths his sword (listen for it).
  5. Thanks _kro, that's an encouraging thought, I think the difficulty I have isn't just timing and button presses, but also being in the right position at the right time. Little things like going neutral after a combo input instead of dashing forwards, or doing Ragna's one combo 6B 5C Carnage Scissors d.6A (I have a hard time determining when I regain control after CS), and the timing at the end of that combo to do Hell's Fang as I either wait too long or do it too fast. Breaking old mental habits (like trying to mash 6464 when Jin freezes you...I know everyone still does it instinctively).
  6. In a nutshell, that's what I was saying SBA, they aren't practical, so I'm wondering if there are smaller more "practical" combos worth learning "based" on them. And even if there aren't, at least knowing how best to deal with timing and such (let alone Carl's combos which are all positional btw). What should I know about CS that is different about CT that makes it tighter? Less recovery frames per move? Do moves have less hitstun? (Not talking about Fatal Counter).
  7. I actually meant the combos in the air...something like j.B,j.2C, jump cancel j.2C something...which is kinda hard actually.
  8. They're not practical if the timing is so strict that if you're one second off you drop a whole 4k. damage D:
  9. I need a quick bit of advice here (since I'm new to CS Jin): What air combos end in Musou and D Musou? I'm not trying to do Superjump Cancel here, just something basic, ignore the launchers for a moment. [??],[??] jump cancel [??],[jD] Musou/D Musou. [??],[??] jump cancel [??],[??] Musou. Thanks, I just need to know what ends in Musou without it teching. Oh and is there anything that links to 623C on counter?
  10. The issue I have, once again with strict timing and spacing, is that this sort of thing won't be much help at all in Online play. I ended up having to use cheap tactics and throw combos just to win a round or two. Not saying that lag is guaranteed, in fact I hear it's much better than CT was, but it's still a possible issue that could be simplified if much more simpler combos were used. I had a similar problem with the challenges in Super Street Fighter IV. Sure they're good combos, sure they do good damage, but are they practical? Several factors I consider when adopting a new combo: 1.How hard is it to learn/memorize physically? 2.What situations can I set up for it to be used? 3.What can I do if by some chance I accidentally "drop" it (flubbed combos)? Even the best of us drop combos we normally could do with ease. 4.What variations can I use in case it gets blocked or only partially hits? And the list goes on. The point is, if those factors don't help me much, or give me versatility, I tend to not want to use said combo.
  11. I'd like some advice regarding how to proceed learning this game. It just seems like things are a LOT tighter to input in CS than they were in CT. Things like doing Dash 6A (666A) after Carnage Scissors seem rediculously hard to do in some cases, places where they didn't tech in CT, they now seem to. Spacing seems to be a critical aspect to all combos and determines whether or not you can do one combo or another if you aren't close enough. (Example: Doing Hell's Fang usually results in being forced to use 5B 5C now insteady of being able to use 2C as often). Some of the characters I'd normally use have changed so dramatically, it's going to take a long time for me to adjust how I play, so I'm wondering if there's a means to absorb all this new information in smaller chunks than what they provide in CS itself. (I've gone through Tutorial except for all the Strategies section). Also regarding the tighter timing and spacing issues, I think it'll have a major effect on Online play for quite a while, so having more "bite-sized" Bread-N-Butter combos might help to progress (smaller combos that lead into larger ones). It just seems to me that Challenge Mode combos take a big leap from one combo with barely any hits to a huge combo that takes quite a bit to learn the timing for.
  12. MugenGuild is Elitist but they got good material. Mugen-Intel is meh, but again, good material. I'd say the best place is Mugen Infantry.
  13. I think the misleading notion in 2D fighters is that stuff that looks like a low or an overhead (Jin's 2A/6B) can be blocked high OR low, and most people instinctively block low because they think it IS a low, and then when you get hit with an overhead you're like..."what happened?"
  14. If there was some sort of art request as a wallpaper resource, I'd like to try and find some hi-rez symbol art of the following: Tsubaki's "Install" Symbol Hazama's "Oroboros" Symbol Lambda's "Sword Summoner Beta" Symbol Makoto's Symbol Valkenhayn's Symbol Platinum's Symbol Mu-12's Symbol All of these high rez if possible.
  15. Nobody saw my request or commented on it.
  16. No, this was at a local convention in Milwaukee.
  17. Okay, now you guys are confusing me, I've only seen in BlazBlue: Stuff you CAN block while standing/crouching (Ragna's 2A/2C/6D, Jin's 2A/6B/6D) Stuff you HAVE to block while crouching (Ragna's 2B/3C/2D, Jin's 2B/3C) Stuff you HAVE to block while standing (Ragna's 6B/j.D jump moves, Jin's 6A/j.D/j.B etc) If what you mean by "mid" is something that looks like it hits low but isn't really hitting low and can be blocked standing, then I could understand.
  18. I hate not being able to play this game. And I also hate having lost to a 7 year old kid in a tournament on this game. D:
  19. That sort of stuff's reserved for forums more dedicated to MUGEN. I'd touch base with Circuitous about it first. This is more or less a thread for getting characters and discussing WIPs.
  20. If I had more skill with remaking sprites, I'd be about done with my Darkside-Ky's .SFF file. Then it'd be all about coding and CLSN and other stuff. Which is the part I know zilch about.
  21. I'm just posting this as a minor suggestion, so don't take it too seriously, but, for some reason I can't display this forum properly on my PSP and possibly other portable browser displays (i.e. cellphone, etc). I'm not sure if it's an issue with v-bulletin or not, but text and other stuff appears all black and the only visible text are captions, titles, and quotes from other posts. I blame Sony for their crappy browser, but that's just me.
  22. I'm looking for Legit BB characters, but so far I've only found cheap knockoffs who burst whenever its convenient for them.
  23. Zero as in Wing Zero. My bad.
  24. Okay well, I thought about it, and I have a request (to nobody in particular): A wallpaper art of the kind you can put on a PS3 of the following: Blood Kained (BlazBlue'd) Ragna VS Dragon Installed (Gear Form from Overture) Sol. Just a basic battle of Darkness VS Flame in terms of raw elements. Have fun with it.
  25. If anyone needs GaoGaiGar and Zero: http://www.mediafire.com/?zwjki0altzm
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