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Heroic_Legacy

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Everything posted by Heroic_Legacy

  1. Please don't post the same question in multiple threads. >.> Haku-Men has 6 Primer. I don't think he's worried about blocking a few lasers here and there. Not to mention if the void is even put up at all, your lasers just automatically die and can go nowhere. Also, He can cut explosions. So don't set off a stein close to you within 4C range. It turns into a 2 hit combo against you.
  2. Nope. Barrier beats everything. Haku's 4C beats your 5C QQ 6C is an easily slashable projectile move for Hakumen. DO NOT POKE WITH 6C OR STRING INTO IT. 236A is pointless. If Hakumen should find meaty lasers on his wakeup, he can spam 2D and continue going through lasers until you get close enough to grab with the counter.
  3. Counterhit j.2C yes, Astral works. Counterhit j.2C has them laying on the ground a few ticks before they can tech. Normal j.2C they bounce and tech. If you get a close knit gathering of Steiners guaranteed to hit you can always just use that as hitstun to get the Astral off.
  4. I haven't played it extensively with any good Tsubaki players (I haven't met any good ones yet) But what I have seen is that Tsubaki can shield charge right through steiner setups and just stop the lasers and force block from you and or, damage. Tsubaki being up close in this matchup isn't in your favor. Your moves aren't exactly what we like to call fast. Reversal DP or reversal Omihikane helps but these are all baited eventually. Tsubaki's 5B really locks down most of your options, and you have to keep blocking when she's up close. And if you block, lasers aren't coming out, explosions aren't happening, and you are in danger of being hit. Mu is a mid range character, and you have to keep Tsubaki there. A healthy chunk of j.C will stop most airdash attempts from Tsubaki (Until I find something to beat it) On hit just send em to the ground and start pressuring with steiners and 5C. If she DP's out you could always block and/or backdash. I usually try to set up a small diamond of steiners and keep my motions ready to explode em in case I see a shield rush coming my way. Or an airdash. It's a pretty ugly match to me. Tsubaki doesn't need to respect lasers all that much.
  5. Well I daresay I will show up BOTH DAYS. So even if Jam is declined for Tuesday and Thursday, and Bonzai has to make up extra classwork because he spent his time doodling a half naked man spinning back and forth wielding a scythe onto his college papers, I shall still be there. I'll aim to egg people to get out both Tuesday and Thursday. TO MAKE OUR SCENE THAT MUCH STRONGER.
  6. Next week is a definite 'Yes we are showing up' Trying for next Tuesday.
  7. 236A on hit, 720able by Tager.
  8. AreaXIII open tonight at 6 PM. BB:CS/AC will be there, not so many players methinks. But it'll be there. And we're welcoming back out EVO trip people too. The ones that, well, aren't still hungover.
  9. Derp, would you be a GG_Zeero that kindly gave me an ass whipping last week online BBCS?

  10. Yeah but you know there is a slight GG/BB scene in the Chicago area, and the more people that just lurk will never join the scene makes our scene look pitiful. =/

  11. I'd be mailing a box of feces to play-asia right now for what they did to you.

  12. I'd be mailing a box of feces to play-asia right now for what they did to you.

  13. So we got the hulking 10 primer behemoth Tager against our little Venom chick. Hmm...let's break this down. Sledge beats: Lasers, Explosions, 6C. Sledge loses to: Everything else. It's actually a semi-bad matchup for Mu depending on if you can manage to keep your distance. You want to keep your distance but then you realize you can't do too much to hurt Tager from fullscreen since he can just block or sledge. Hell, charge works too to avoid the blue laser and explosions. So he isn't easy to guard break. You can try to zone him but you can't really keep at it too long. Get too zoning dependant and Tager ends up in your face regardless because your zoning can't really hurt him. Poking with 5C is really good to keep him out of your face. 5C to 63214C is great at keeping him midscreen. If he superjumps just gatling 6A to 2C and jump cancel get out of there. Do not use 6C unless it is already in a combo. Otherwise Tager can just sledge or Bolt right through for counterhit combo. Spark bolt itself, is scary against you. Zoning must stop since you have recovery on D moves. 5D jump cancel block is alright but a fast draw Tager can catch you with it anyway. Go for 2C combos whenever possible and do j.c j.2C enders and set only one stein. Once Tager wakes up, if he reversal sledges just j.2C for the sweet counterhit. Main thing to do is bait sledge and counter it. If Tager isn't sledging, play the hakumen game and space him out with 5C and j.C. Occasional 63214C.
  14. We were there, but we were fucking hungry so we went out for a bit and when we were all good to play it(we got back from Frankie's across the street), someone put in Melty Blood =/. But I know 2 people decided to hop on Blazblue. A Ragna and a Kune. Next time I get the group together, I'll post up. And we'll get some games in. Testament, Jam, Slayer, Eddie I recall seeing.
  15. Don't backdash or IAD back at the start of the round. Mu can set 6D steiner and 214D cancel it to explode in your face, rush in and hit 2C j.C J.2c 66 2B 5C 2C j.C j.2C for 3.5k and gets her position over you in the corner with 3 steiner out. If you block the steiner, you lost 1 primer, and Mu has the advantage of being able to set more steiner to disrupt your zoning attempt. Personally I do a lot of 6D jump cancel 214D to keep you from zoning too much. And even if it trades, we do 1.4k for that explosion. So keeping at that rate you'll die long before we do.
  16. Every Tues/Thurs/Sat DeadXIII on SRK.com opens up his venue AreaXIII from 6 PM till everyone leaves. Normally around 3 AM ish at latest. It's located in Addison, Illinois, which is only 20 minutes away from Chicago. About 17 televisions and 40 chairs. If a major tournament is happening he streams it on the big screen. $5 to get in and that's all. Bring your own setup/people and play. We can have anywhere from 5 tvs to 12 tvs running. Main game running is usually SSFIV or MvC2 if we can get BeaTs and Geronimo to come out. Blazblue is liked there by most people. We have about 10 players. Same with GGAC+. Every month DeadXIII runs a monthly tournament/ranbat for every game at the time. Just not July, cause of Evo. Seriously, sign up on SRK and check on the Chicago Thread. It's always good to read. Drama and jokes. Sometimes trolling and hate. @Jam: =/ DO IT. We need more people.
  17. 2C CH 4D 214D is a very strict timing. Easy to get in training but if you have the reactions to do this in a fight without fishing for a 2C CH you have my blessings. 2C CH 4D 214D 66 2C J.C J.2C 3k (Can end here if too far away for steiners) 66 2B 5C 6C ender 4k/5k
  18. This is the 3rd kinda derp question you've asked that I've addressed in the combo thread. Not to mention you call me an unreliable source. No, j.2C isn't going to combo on normal hit. Stop theory fighting with steins setting mid combo and continuing it. It won't happen unless 6C 2D jc is in it. Tager ruins Mu. Lasers are sledgable. 6C is sledgable. Explosions catch Tager, but then you lose Steiners and only combo him for 20%. Sledge clashes with DP giving him an instant 360/720 cancel. Think I read something earlier by you talking about 6A 5C 2C. 6A 5C pushes them too far up.
  19. Will do. More people the better. WE NEED A SCENE GODDAMNIT. Jam you show up too. >.>
  20. Nope. Seems random to me right now. But it's also too early for me to tell.
  21. The combo is meant to be a midscreen combo. Which it is. Just very space dependant.
  22. You ever visit the SRK Chicago thread?

  23. I tried a couple variations. None of them work. I'd actually save the 50 meter from the end of the combo and set up more orbs than do more damage.
  24. I need a new cpu >.> 2D combos are legit. But they are the hardest fucking jump cancel moves I've ever done. I get it like 3/10 times. Good thing Steiner's cover my combo dropping ass.
  25. The only real drive in combo use I got was on 2 combos (One I just tried out now) Anything 6C 2D jump cancel, the j.b j.c jump cancel the steiner hits allowing the second j.c j.2C If you have a steiner set up 3/4th screen, and land CH 2C. wait for character to begin descent and do 214D to explode, follow up with combo. (Currently trying to get a better version of this)
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