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Everything posted by k336
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I've found that you can buffer the 236 motion for ages during the 6B animation, so buffer that beforehand, and focus your timing with a simple double tap of B so that 5B follows up immediately. The timing is just after seeing/hearing the hit confirm. (Had a bit of fun with challenge 27 I think it was)
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214D > j2D~B allows for 1/3rd screen push, and if its a bit further than that. you can do 214D > 66 > j2D~B
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My bad I meant 6A > j5B(2) 6A > j5B (2) > j5D~6 > j4D~B > 5C > j5B (2) > j5D~A > 5D~B > 6C > ... ... > 214D > j5C > j5D~C > j5C > j236236D
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Have you guys played around with the 6B > j.236B (whiff) > 5B starters? Also, 6A openers are kinda interesting, most universal one I found for full screen carry is 6A > j5B (2) > j5D~6 > j4D~B > 5C > j5B (2) > j5D~A > 5D~B > 6C > ... ... > 214D > j5C > j5D~C > j5C > j236236D You guys found anything else?
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OK. I may have found something for ya. Damage is comparable to encore ender. You dont get 5D~A oki, but 6C oki instead. 5B/2B > 2C > 5[C] > 6C > 236CC > jc > j.2D~B > 236A > 5D~A > 6C > follow up with 214D or whatever oki setup. Speaking of which, are we gonna have a list of oki setups?
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Who else falls under the same hitbox as Rachel where 6C > 4D~B doesnt work?
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I cant load the video, but assuming 5B and 2B is a 'Short' starter, I guess not. Refer to http://www.dustloop.com/wiki/index.php?title=Taokaka_Frame_Data_%28BBCP%29 To see which moves are Short and Normal starters.
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I just did some testing, theres 3 versions. 4D4, 4D5, 4D6. Both 4D5~B and 4D6~B combos fine, but 4D4 does not connect after 6C
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Haha, yeah it took me forever to find out that 4D now has 2 versions, I kept failing the combo cause I didnt know about 4D6. S It was always written as 4D~B. Spent many 100yens at the arcade =(
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Dont think you should do that, with the SMP on 5D~A, you won't get your oki. 5B > 2C > 5[C] > 6C 4D6~B > 6C > 236A > 5D~A > 6C > 236C~A That's fine too, or if you want a real oki then omit change "236A > 5D~A > 6C" to "236CC > 5D~A" Or, an interesting setup is go with the original combo i listed, and change 236C~A into "236CC > 2D~A" They'll recover on top of you so you can try set up a 6A.
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I'm getting a bit better at it, seems like the key is to delay just before the j.2D~A so that taokaka is a bit higher than the opponent. Also, it requires a N starter, S starters wont work. So, j.C, j.B, j.2B, 2C, 6C, 5[C] > 6C. 2/5A, 2/5B will not work as they are Short starters.
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Anyone know what the timing is like for the segment: 6C -> 214D -> j.C -> j.D~C -> j.2D~A -> 6C Like, which parts are slightly delayed? I have very poor success rates at connecting the last 6C.
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So many combos... should probably shortlist all the BnBs somewhere
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BlazBlue Question Thread - Ask your questions here!
k336 replied to KayEff's topic in BlazBlue Gameplay
Makes sense, basically what happened to makoto and valk. I haven't played properly since CS2, and trying to relearn all the combos at the arcades is wallet damaging. Might have to invest in a new ps3 and stick here when CP console is out -
BlazBlue Question Thread - Ask your questions here!
k336 replied to KayEff's topic in BlazBlue Gameplay
Are there gonna be balance changes for BBCP arcade -> BBCP console? Or are they simply adding new characters? -
BlazBlue Question Thread - Ask your questions here!
k336 replied to KayEff's topic in BlazBlue Gameplay
Ah damn, I thought they're common to get. Are they mostly up on Yahoo auctions? -
BlazBlue Question Thread - Ask your questions here!
k336 replied to KayEff's topic in BlazBlue Gameplay
Does anyone know how to get a Nesica card with blazblue designs? All I see available at the arcades in Japan are the plain stock cards. -
I figured out the delay required for the triangle jump combo for vs characters like Ragna. Delay the jump cancel as long as possible after 5C. Also the timing for jB after the jump cancel needs to be much tighter than on other characters, to get a feel of it just practice some jB > j2B > jC on its own. I believe the problem is that the characters hit box while during 5C hit stun is different to others (upper to so arcs back further), so you have time the JC>jB to hit while the upper torso is returning back to its neutral hitbox. hope that helps
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The CS cab at Box hill has been removed around a month ago in favor for more SSF4AE cabs You'll be able to meet us (the melb crew) if you come to the couchwarrior events (there was one on Saturday). You can also find a bunch of us on IRC. irc.mergo.net #couchwarriors
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This makes little sense mechanically, unless all CH > 6C wall bounces.
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I think 214D is not counted as a drive. IIRC, 3C cannot gattle into 214D in CS1 like all other specials, so its probably categorized in the same way in CS2.
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I think you're right, I just switched to holding 9 during my j.d~a animation in preparation of j9d~9 and i'm getting it 100% now. cheers! Another thing I cant figure out is when I'm trying to go for the low oki ender, the very last hit of cat2 sometimes wont come out? Is there a trick to this or am I simply to inputting cat2 fast enough after 214d ?
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Hey guys, having a bit of problem with execution and don't know what's causing it. for the ender: 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> 3D~3 -> j.236Bx5 Sometimes the 2nd 9D~9 becomes a 5D~9, it's not an input problem but it seems to be happening when the target isn't high enough when we get to that point of the combo. I'm not sure which part am I doing incorrectly, I try hitting them a bit higher with the taunt loop (about tao's head level) before the the ender starts. Any ideas?
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I hope this means we can use the CT BnB again (jC>j236B>j2D~B>Vertical Loop) replacing j236B with j2B.
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Pink tao is almost always tsujikawa :D