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Everything posted by Axle_the_red
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Just played a Tager online...and I've accidentally done it before but...against Tager's j.2c I think it is (falling elbow), Platinum's 2C is AMAZING. Depending on timing (which I'm definitely still working out) you'll either smack Tager out of his j.2c or you'll be completely unharmed. Either way, you pretty much win out. :D
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[CS1-CSE] Makoto Nanaya Critique and Self-Improvement Thread
Axle_the_red replied to Kurushii's topic in Archives
@Wokker and KokuHime - here is the combo listing going for her so far...if I had to pick BnB's from that list it would be something like this: ・6A > 2D (LV3) > Delays > Dash > 5B > 6A > SJC > j.CC > j.CC j.623C~D (LV3) (Damage: Around 2900 - Heat Gain: 27) ・5B > 5CC > 6B > 5C > 214ACCCCC (Damage: 2948 - Heat Gain: 23) ・5B > 2B > 5CC > 6B > 5C > 5D (LV3) (Damage: 2423 - Heat Gain: 17) ・5B > 2B > 5CC > 214A~C~C mash (Damage: 2503 - Heat Gain: 20) ・6B > 5C > 5D (LV3) > 2D (LV3) > Delay > j.D (LV3) > Dash > 2B > 6A > jc > j.CC > j.CC > J.623C~D (LV3) (Damage: Around 3800 - Heat Gain: 35) ・2B > 5CC > 5D (LV3) > 2D (LV3) > j.D (LV3) > Dash > 2B > 5CC > sjc > j.C > j.B > jc > j.C > j.B > 623C~D (LV3) (Damage: 3393) ・3C > 2B > 6A > jc > j.CC > jc > j.CC > 623C~D (LV3) (Damage: 2875) ・2C > 2D (LV3) > 5D (LV3) > Dash > 2B > 6A > jc > j.C > j.B > djc > dj. D (LV3) > 5CC > Particle Flare (LV3)> Launch (LV3) > Finish (LV3) (Damage: 5835) ・5CC > 6B~C > 5D (LV3) > 2D (LV3) > jc > j.D (LV3) > 2B > 6A > jc > j.C > j.B > djc > j.C > j.B > 623C~D (LV3) (Damage: 4826) ・5CC > 6B > 5C > 5D (LV3) > 2D > (LV3) > j.D > (LV3) Dash > 2C > Particle Flare (Damage: 5978) ・5D (LV3) > Dash > 2B > 6A > jc > j.B > jc > dj.D ・5D (LV3) > 5B > 6A > jc > j.B > djc > j.D (LV3) > 5B > 6A > jc > j.CC > 623C~D (LV3) (Damage: Around 2800) ・236A~D (LV3) > 5B > 5C > 623C~D (LV3) (Damage: 2890) ・Throw > j.CC > jc > j.CC > 623C~D (LV3) (Damage: 2100) More or less...if you play with her enough you'll end up naturally finding links (at least it worked that way for me). She's really not that daunting to figure out. And the space cancel loop isn't as bad as you think. Just have to find the trick that works best for you. More of those in the space loop thread. :P -
[CS1-CS2] GNU is the Password - Makoto PSN/Live IDs
Axle_the_red replied to SWBeta's topic in Archives
XBL - second movement I'm moving into my dorm tomorrow so I'll FINALLY have a decent connection...I've been running training mode and score attack with Makoto and not much else...could REALLY use some human player experience...frickin score attack tager... Oh and I guess I'd be technically east coast...kind of. More like south east though... -
Not going to lie...her 4D is what keeps getting me. It moves backwards and has invincibility high I believe? it seems like I can't ever approach her because of that 4D...I guess confirm if 4D has low invuln? As for projectiles...hers are faster...so... It seems mostly that I ahve problems approaching. Her 2D is low invlun...and her 4D is high invuln (maybe), and it just seems like nothing can be done to get in close...
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So...we don't have this thread...and now we do! I totally got screwed by a drive mashing Noel the other day...it's a lot harder to knock her out of her drives than I remembered it being in CT...her 5D and 4D have invlun frames and her 6D is a lot faster...how does Makoto handle this?
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[CS1-CSE] Makoto Nanaya Critique and Self-Improvement Thread
Axle_the_red replied to Kurushii's topic in Archives
Well...I guess maybe I'll post a vid here instead of editing my earlier post since I didn't expect a whole lot to happen from then to now. :P http://www.youtube.com/watch?v=uFOO6DzGO3w Tear it up. I make no claims to be good with Makoto...just got the space loop sort of kind of executable today but...anyway...the only thing I can legitimately say I'm proud of in that video is the ending. -
[CS1-CSE] Makoto Nanaya Critique and Self-Improvement Thread
Axle_the_red replied to Kurushii's topic in Archives
I'll try and answer a few questions...can't say I know a whole lot though. >.< 1. I believe so...the ending lets you jump cancel... 2. Your choice. It's kind of situational...if you want to throw them into a corner, go with 5D (3). 3. Kind of your choice...I've seen a lot of people just use it to get away...however, I did see someone use the C version and then j.2c out of it...seems to work since her j2c is pretty good vs anti air... 4. not a clue... 5. 5D is probably going to get fc a whole lot more than 2c...as for combos afterwards...I have no clue... I'm uploading a vid at the moment...I'll edit in after it uploads (my comp just flipped out and I lost this typed post so...I'm not going to type this again..). Vid coming soon for critiquing! -
[CS1-CSE] Makoto Nanaya Critique and Self-Improvement Thread
Axle_the_red replied to Kurushii's topic in Archives
I'm not going to post a video unfortunately...I kind of don't have a great internet connection so any vids would be of me lagging horribly...(Sorry Hazama that I fought a few days ago...) buuuuut...I do have a bit of an improvement question... How does one go about...playing Makoto? I understand the whole rushdown deal but...(and this is just me being new to Makoto) it sure seems like she can't do a whole lot of mixup on people. Like for example...block string (the only one I know...but still) 5B -> 5CC -> 6BC After the 5B is blocked...where can you go? They're going to expect another attack...and they'll just block. You can hit 6B, but I don't think it links (feel free to correct me). I *think* 2C may link, but it's slow as balls...so... And this just may be me getting annoyed cause the comp is beating the crap out of me. I rarely if ever use asteroid vision outside of a combo because I'm *always hit straight out of it without fail.* Stupid CPU can't be tricked like people can... The only combo I can execute/have memorized is 5B -> 5CC -> 6BC -> 214a -> Cxn and that's not exactly a killer combo or anything...soooo...fellow noobs like me... How do you go about learning Makoto and fitting into her playstyle? How do you apply pressure well (I'm thinking "Ragna's a rushdown...and he has all kinds of pressure mixup...where's Makoto's?")? And lastly...do we even have a BnB list going? I know we have a combo list going as well as the space loop...but nothing has really been slapped with the BnB label (so far as I know). Anyways, hope to kick off the thread with a great start! ...btw...I hate that space loop. I try so hard to get any reps and it doesn't work...then when I literally *stop thinking about it* I get 3~4 reps. *mind boggled* -
Just a quick question... The BnB we've been seeing for so long (3c -> 214d-> c -> 2c -> air combo with loads of j.c xN) is less damaging than the listed combo that has 2 4d chains in them and ends with a 214b, correct? Just wondering why the combo we've seen a lot of has a much easier version that does more damage...or if I'm mistaken...
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Thirded. I'd contribute if I had a way to record quality sounds...I have a 360 and no additional equipment...>.>
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Madison/Huntsville here. Over the school year I'm at MSU though...but Summer is almost here (plus CS). :D
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-Don't mind being called a spammer when opponents can't handle your drive -Want to be highly unpredictable -Enjoy a large amount of (situational) invlunlerability frames -Want a super (j.236236D) which is essentially unpunishable (with a few exceptions) -Like to be in your opponent's face -Take great pride in being able to take advantage of larger hitboxes -Enjoy a fairly easy set of combos to learn Then is for you!
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Currently attempting the one on Nu...can't get it quite yet (I'm getting consistent around 4000, but not the 4.5k that's listed...si I'm just toying around with it). So far 3C hold 6C 22C 66C (B+C) 6C 22C 66C is about all I have...playing with the ending and attempting to tack on an extra bit of air combo damage at the end, but it's getting difficult. Timing is a bit weird too... But I'm working on it! :D
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Oh yeah! WELL FEAST YOUR EYES ON THIS http://www.youtube.com/watch?v=c6Cc9uw9X1A Um that's the combo...took a few reps to get it, but I finally did. Dunno if it's HD but I'm pretty sure it is? I ended up getting a panasonic lumix TS1. First video I've taken...still haven't worked out my camera ignorance yet. -.-
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Uses no heat, and starts with a 3C from about the distance you start at when the match begins. 3C -> 22C -> 66C -> 22C -> 66C -> 22C -> 66C -> 22C -> sjc -> jB -> jC (3, but I'm not entirely sure it matters all that much) -> 236C ~4.5 k You can play with it a bit and see if it does more (I can't actually get a good rep with any other air combos yet...), but I think there's a certain way to get 4.6 k out of it. I just keep stumbling onto it every now and then. EDIT: Yeah, just let the jC hit three times. The timing is REAL weird. The wait in between 66C and the 22C feels like forever...it's basically wait as long as you can. By the end, Tager is bouncing so high with the 22C that you can super jump instead of needing another 66C to get in there. I'm getting a digital camera for Christmas (yay!) so I should be able to upload a video of it at some point.
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OP: Could we get some damage numbers on these combos? I was messing around and I have a ~4.6k combo for Tager, but I don't know if it's even worthwhile compared to the other combos there. Thanks! Also, videos would be real nice. I'm getting a nice camera for Christmas so I hope to contribute eventually. :D
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Rapid cancel -> only safe end to drive. :P *USUALLY* from what I've seen bloom trigger is a safe finish...but I don't really think there is any kind of absolutely 100% safe ending when I think about it...I think it's all situational... Well given that, I *guess* there are certain safe endings depending on the situation... 4D is good for getting space, 5B as well...situationally apply that and add a bloom trigger perhaps? Heh...on second thought..."situational" also means "lucky". -_-
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[CT] Carl Clover Tactical Discussion/Questions/Help
Axle_the_red replied to Alternate275's topic in Archive
Alrighty...ground loop (sandwich loop?). 2a ->5a -> 5B -> 5C -> 6D repeat. How many times does this tend to iterate? Also, 2A seems really...short ranged. Can you start the loop with something else (like a 6D) and then head into the loop? And the 2A HAS to happen in iterations or it drops, right? -
[CT] Carl Clover Tactical Discussion/Questions/Help
Axle_the_red replied to Alternate275's topic in Archive
Gotcha. I shall attempt this...from playing against you with Noel, I think I have the knockdown -> launch nailed (at least how to do it). What I don't quite get...is any of Carl's non knockdown options. What exactly is Carl's objective when playing? Like...for example...Noel aims to pressure/mixup/and get that 6C loop or 22C loop. What is Carl's aim? To knockdown -> raise the roof? Solely the clap loop? There's a sandwich loop too...yes? Also, when 8 ]D[...ing...how do you get that to register without causing Carl to jump? You have to buffer it...yes? And just to be 100% clear...buffering is inputting the command while another move is executing to prevent the second move from doing whatever it is that causes you to have to buffer it (jumping in this case), right? Whenever I attempt an 8]D[ I'll either try a Spring Raid from Noel (28D) which results in a Summon for some odd reason...or absolutely nothing. I seem to get 8D to work best when I use either 7 or 9 D instead... -
[CT] Carl Clover Tactical Discussion/Questions/Help
Axle_the_red replied to Alternate275's topic in Archive
Heya Carl players! Soooo...I main Noel...but given that my friends are attempting to learn Blazblue...I thought I'd join them. Who better to use than Carl? I've always been drawn to him just cause he's so...unique. Granted...unique in a kind of way at times...but unique. So I just wanted to ask for some quick tips...I'm playing around getting used to his normals and trying to memorize them along with Nirvana's moves...and I'm utterly terrible at the moment. I can get maybe one or two iterations (if I'm lucky) of the 2C -> 8D loop off (that's not the clap trap, right? The clap trap is...the throw variant?), and that's really all I know (3C -> 2B -> 2C -> 8D weee). I know Carl's not the most...pick up and play friendly, but I'm willing. I happen to have a lot of trouble negative edging...I seem to miss the 8D a lot even though I'm VERY sure I'm letting go at the 8 position...is there a timing issue with the negative edging? So teach me masters! I am your puppet! ...>.> see what I did there? -
Just some input on what it would be nice to see when you revamp the guide... Add something about strings and proration aside from "this chain is bad." I often find myself wondering when I pull off drive chains if there's any point to continuing for all hits into a finisher or just using a finisher. It seems a lot like proration or black beat makes the majority of her drive chains somewhat useless unless we're talking BnBs or something. Just a wish though. Very helpful guide!
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Hrm...let me try again. Ignore the fail post I made earlier... Staying on her on wake up...mayhaps some 2D or jD shenanigans? If she's going low...2D is pretty awesome to hop over things. 6B is cool too...extends range a bit and causes crouch...maybe that will keep you out of range of her 2C? I'm not sure... 3C isn't really safe at all to just throw out... Here's a bit of advice again (please correct me if I'm wrong as earlier ). On wakeup, play with them a bit. Don't always rush...if you're eating a 2C counter, try and bait it. Maybe some 4D? Optic Barrel even (they NEVER see it coming...I mean...who uses optic barrel? :D). Backdash jD...if they consistently do something, expect it and react appropriately. That is assuming I know what 2C is for Nu...that's her low swipe right? Not her long reaching swipe? Hope that helps...and is actually accurate.
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Haven't been paying attention...but here's some advice from my own experience... Nu's normals will not help her when you get in close. Her options are SOOOO limited when you're close. You can do two things when you're close to Nu: apply pressure, pressure, pressure! or wait, block, punish. If you're going to apply pressure, you're probably going to win out pretty easily. Overheads, lows, Noel is BUILT for pressure. Nu...isn't from a close range. The options Nu has are: GTFO. She can't do much from close. Everything Nu does leads to either keeping you far away, or getting you far away again. If you're going to wait, block, and punish...that's a viable option too. Seems like this would be a better option for you since you're having trouble with Nu's normals. The game that Nu plays when you're in her face is VERY limited. Someone correct me if I'm wrong, but her mixup is TERRIBLE. I've never noticed an overhead (aside from a jumping sickle of some kind...I don't know it's name), and the general trend I've observed is that Nus enjoy trying to hit low. Once they get you airborne...they can remove you from their face. If you're going to block and punish, observe what they attempt to do, and then well...punish. There are only so many strings they can actually pull off safely and being close to Nu really REALLY messes her up. Her strings will end and you'll be able to punish accordingly. Watch for the backdash though. Nu will often attempt to escape pressure by using her dash to put a lot of distance between you. All very vague advice and I apologize. I don't have any specific counters to Nu's normals, nor do I even know what Nu's normals really are in terms of specific buttons/directions. In any case though, I enjoy fighting Nus cause I feel like I can actually turn the tables on her. Many people seem to be displeased with Nu, but I don't really mind. :D
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When can you 66 in these combos? I'm not sure if I'm too early, too late, just wrong...but I can't EVER get that dash in there (for this combo or ANY for that matter).
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Oh sorry! I meant I have saved replays on my 360. Is there a way to get that from xbox to internets?