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TheLorax

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Everything posted by TheLorax

  1. What is the use of Jin's overhead in CS2? You used to be able to cancel into a sekkajin combo, but that doesn't seem possible anymore. I have tried most of his specials and normals, and nothing seems to combo from his 6A. Right now this moves seems pointless, as it just hits them, does next to no damage, and they are back to a crouch block. Am I missing something here? Please don't tell me everyone can just crouch block Jin into oblivion now if they have a decent anti-air.
  2. So Terumi = Ghaleon from Lunar: Silverstar Story. Snoozefest. Seriously though, I hope they do something more interesting with him than "he wants all power for himself" and make him have an agenda for the world that is admirable, but maybe misguided or something. I generally like the "heroes turned bad-guys" if they do it right. Hakumen doesn't count. Also, it has been stated that Arakune was the closest to finding the truth (I'll try to find the link) but it obviously cost him his humanity. I think this truth has something to do with the Boundary, not just that they lived in a time loop. I'm looking to see more of Arakune's past as well as what he was after in the sequel. Plus ya know... he has bees. Edit: Here's the link I referenced : ttp://www.gamesradar.com/f/blazblue-character-blowout/a-20090629103715421091
  3. Anyone else enjoy delaying Jin's 623D second hit after you freeze them? I mean particularly when it is their last bit of life and they have already barrier bursted. I just let it sit for a second (the freeze is longer than like a 5d freeze) just to watch em suffer a bit. Like there isn't a damn thing they can do but waggle the stick, and even that won't save them. You should try it sometime, it's morbidly satisfying.
  4. Anyone know what happened with these Litchi's? Did they find some improved corner rape that borders on Carl's clap loop? Looking at the top 16, and to a lesser extent, the top 8, I am bit disappointed in the amount of "cheese" in the character spread. The only real surprises are Dora(Bang) and a Tao. All the other characters are either zoners or have near infinite combo loops. Again, I'm guessing these Litchi's have discovered some really long corner combo string and are really good at getting people in it. This is pure speculation of course, as I have no clue what actually went down. But for a rushdown-aggressive centric game, there is a disappointing lack of those characters in the end rounds. Overall, yeah I'm wanting a patch like pretty much everyone else.
  5. So I looked and apparently Nu's 2C is 9 frames start up:psyduck: I mean, I knew this thing was good, but now if feels like I basically can't beat it (2a really our only option). I know air dashing in at Nu's is risky but it basically seems to be a non-option against the "better" ones. I really can't figure out how to consistently get in on her. Ground dashing isn't an option, b/c of her 5d. Ice car used to work fairly well, but they have learned how to block and punish. I'm trying to get used to the A ice car,but really this doesn't seem much more useful then just ground dashing in. So, how do you really get in on the better players? I know she is vulnerable after her 214D or w/e it is, but again, the better players are learning to not do that at the end of block strings. It seems like if she wants to play very safe, she can and I don't have an option for getting in.
  6. I can't really figure out the combo'ing after a 623C (DP). I know it only combo's after a counter or rapid cancel, but on counter I seem to only to be consistently combo'ing Noel (air combo that is). Is this character specific? Is it reliant upon when/where they got hit? I may just be finally getting the hang of it, or are there a bunch of factors involved when combo'ing after a CH C DP?
  7. No one answered Sobe's questions, and I have a very similar problem/question to his #3. I am having this same issue getting this after an overhead. On Nu for example, she just falls out of the back after like 6 or 7 hits. I have seen videos where people dash cancel(?) after this is done and their opponent is like chest height and they start the BnB air combo. Also, they weren't in the corner so it isn't a corner only thing. Does anyone know when to dash cancel,and how to keep the opponent in for the duration of the sekkajin? And to try to answer your #4 Sobe, the only combo I can think of is either start your combo with a 2b (that hits low as opposed to 2a) or do 5c-> j.b->j.c. If they block that, then they aren't crouching.
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