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Everything posted by DavidGuard
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At soujiro seta, how is 5b safe from wake up gravity well, I'm guessing mid-range 5B then?
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I'm having a lot of trouble with the Lambda matchup, timing 236.B for projectile autoguard is tough, and I can only get charge after landing her 22 special. You guys have any tips for this matchup?
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Arcade Infinity - BB:CS Tournament/Ranbat Series (OMG LOOK AT ME: 5/27/10)
DavidGuard replied to Xie's topic in Archive
I'll be there since I'm, FREE MONEY, dunno If I'll be teaming with DSO or Nocturnal Dragon. Gorehound? -
Noels 3c can be punished with 5c, you have to instant block without using barrier to have it hit. Edit* Punishing 3c depends on range of when 3c hits, at max range 3c can't be punished by 5c, but when 3c is done at around Noel's grab range, if ib'd, 5c will punish it.
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The only thing Noel has going in this matchup is being able to get 4-5 reps of the haida loop off on Hakumen for 4763 of meterless damage, and the combo needs to start with 3c which is way unsafe and risky for Noel, 3c can be blocked and severely punished with 5c 623aa bnb for 3.5k. My friend DSO being the only good Noel at AI now since CS hit, lol at everyone that dropped her for Ragna, complains all the time that Hakumen has the advantage in this matchup do to having a much easier time putting out damage vs Noel, having supers that do big damage off of combos or throws, and Hakumen out ranging her air to air game. All you really got to do in this matchup is watch for 3c, 6b, and not be baited into 5d. Noel only has one air unblockable, and thats her flash kick, just jump in and barrier block whatever Drive crap she throws at you and punish. I find this matchup to be slightly in Hakumens favor, like HA 5.5 to NO 4.5. Ryoko? Have you access to CS yet? We need you in these threads.
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Does it not have throw invinciblity? I always felt it did, ryoko?
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GGs Gorehound, I got to work on my execution:vbang:
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regular block.... I just realized I've been barrier blocking it pushing her out of reach of those attacks. Thanks Ryokoalways, that makes a lot of sense now that I think about it.
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I had the joy of playing Pulsr the other day. Hakumen still gets zoned, all I could do is jump forward and barrier or walk/hop forward to get in. Lamda's new act parser C special can't be punished on block (neither 2a, 2b, 5b, 3c, 5c, or 4c, nothing works, wth?), she can just backdash to safety and breaks primer while she's at it. Getting hit with air unblockable parser c is also really gay. Why does she get two reliable anti air's and we don't? The only hits I could get on him were from * ch 4c when he'd do an act parser special, leaves enough stun for 5c 623aa bnb, depends on how close lambda is where the 4c hits though. *landing 5a when he'd act parser, maybe 2a? *2b on blocked act parser B into renka gurren 6c *random 2d's (never really recomended though) when he'd act parser B or C, still not viable though as he caught on and started doing parser A for grab. I was only able to get 4 rounds out of 10-12 matches, but it was my first time playing a high level Lambda, AI usually gets shitty lambda's so I had no real matchup experience going in. I need to watch video's and see what the hell I should be doing. Hitting Lambda's Drive with any attack is incredibly difficult, unless it's 214 D (4c this)or 236 D (3c this), need to edit that JackG.
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BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
DavidGuard replied to TGS's topic in Archive
I jst got word from a friend that Arcade Infinity has gotten another BBCS board and replaced KOF98 with it, not that KOF 98 cab, but the cab that used to house KOF12 that they put another kof98 in. Still 2 tokens per play. Similar to this cab but with BB's button layout and a HDTV. Means more people can play now, no more waiting 25 minutes for your turn to come up. -
Kid viper, you seem to know Hazama best around here, could you find it in you to make general hazama guide on what to do in a match and how to perfrom jumpins, zone with chain, run away, etc? I'm really struggling here at AI trying to keep people out of my face. A tager or carl matchup guide would be a godsend over here.
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So this would also apply to Noel, thanks. Sorry for acting like such a scrub in the video discussion thread, I'm biased to punish jumps ins with 'D' as I hate being in pressure strings I don't know how to read and block in CS, and have a lot of match experience against the people I play against at AI. I just got to practice blocking more.
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Could anyone explain to me how Hakumen can do an AH on Hazama's chain at 7:28 in this video? http://www.nicovideo.jp/watch/sm9161428 It doesn't catch projectiles, so is Hazama's chain not considered a projectile? And what of some of Noel's new normals that have projectile properties now?
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BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
DavidGuard replied to TGS's topic in Archive
TGS, you should probably put down that AI has its cab set to 2/3. -
J.d isn't as useless as it was in ct, it leads to combos now and is good for baiting an AA. edit* nm, I see you were talking about ct's j.d
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I got back from AI, Heres some shit I noticed. I think they changed Hakumen's Anti Air to 2c, can't really remember or not, but I'll confirm it when I go back today. Didn't really have time to practice stuff do to a big crowd. ^CH 4c is full of win as it leads to 6c shippu. ^Hakumen's meter gain feels a lot slower in CS? ^Yukikaze is great at punishing oppenents oki, still fast at wakeup. ^Hotaru on wake up serves as a dp of sorts, can combo into 2c (j.2a) xN j.c, you'll probably only j.2a j.c, depends on if they have you in the corner or you have them in the corner, likely the former. ^Carl's new hit box means combos that work on other chracters now apply to him, sandwhich is still a bitch to deal with., 4c can go throught the doll to ch him, his new projectile is easy to hit with a c attack for void barrier. ^Hazama can be a problem, his chains will let him run away should he get life lead and time you out, Still learning to block his strings and parry him. ^lack of old 6a let's characters like bang, ragna, and litchi to get free jump ins for doing their respective block strings, but if 2c is the new AA then this can change. ^I've only been able to renka after a 2d, Gurren may work, but the other times i did get a parry I inputted guren's old command instead of 214a dropping the combo. Overall Hakumen has more ways into damage now, ib into d is still his gameplan like in ct against most characters. Litchi is definitely his hardest matchup atm, followed by bang , carl, and ragna. I didn't get to play against any of the other characters other than a Hazama and a Tsubaki. Hazama is a game of cat and mouse, Tsubaki just gets raped atm, her damage out put is very low.
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Hakumen's parry alone makes his mirrors ever the more interesting, lack of 6a aa will also be nice to watch in action.
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I've seen the other threads, The Lambda punish you have is legit. Seems I'll be beating you to the claims market.
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So j.c and 4c win us the game pretty much.
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We should keep the old ones until CS hits consoles and have a CS thread above each of the CT ones until then.
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It helps especially with the the removal of special canceling tech roles. When are you gonna get around to making the tsubaki/hazama match up threads Jackg?
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The real question is why are you so far away from AI?
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About jC, does it wall bounce on CH?
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Couldn't have said it any better. 6c as a fatal counter is going to very interesting to have now, however unlikely it will be to pull off.
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It was a nice advantage for Hakumen though, if you had the meter.