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Eshi

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Everything posted by Eshi

  1. Oh yeah, I wasn't able to process that last thing at the time! I was confused how he teleported instantly to the ground and why I hadn't seen it before but now it makes sense - jD wasn't special cancelable on block before. I wonder if we can get other tricky mix-ups from it. 2C recovery reduced is a fucking awesome change. The new 6B is really strange so I'll reserve judgement until I see it in more situations. Nerf to my j2B loop makes me sad but that's okay, as long as it still works then I will keep swagging. Overall I'm super excited about 2.0 Amane, I don't plan on switching characters anymore.
  2. Here's a video with Jirou using 2.0 Amane in the first three matches: https://www.youtube.com/watch?v=jcfem2G2ufc Notes: 5D has way less pushback on hit. 5D on ground hit looks like it can always combo into 236C. 5D > A Zettou > jD > A Zettou > jD looks legit as fuck for pressure, level 1 builds about half a bar of drill meter on block. Hariken juggles on ground hit and has drastically buffed P1 (3.9k combo).
  3. wow, drive really is special cancelable on block now. That is really sick for his offense!
  4. This is vicariously embarrassing... day 0 Mu-12 losing to characters that are notorious for their day 0 ease does not mean shit. Don't pay attention to who HH lost to, pay attention to the changes themselves.
  5. Mu didn't lose her only standing overhead just because the first hit is mid. She can push the opponent out with blockstun from 2C/5C and gatling into 6B, the first hit will whiff and it's still really fast. Not to mention she can still do 6B [1] > RC low mix-up when she's close. I saw HH combo into 63214C wall bounce off of more than just throw. "I didn't see it therefore they got nerfed", please tell me you're joking wow.
  6. Mu-12 looks fine. She got a bunch of new gatlings into 6B, 63214C on air hit wall bounces mid screen and can be followed up without meter. I have no idea what the fuck you people are worried about.
  7. I saw this combo actually happen: 5DD > 4DD > 5DD > 4DD > C Sickle Storm > Gravity Well > air juggle. Works midscreen for no meter. That 5DD 4DD shit looks hella annoying to deal with, you have to block it forever and she can act parser after any of them for safety or to go for a cross-up. It honestly likes like all of her ground drives gatling into eachother; I saw weird confirms like 4D > 6D on air hit, throw canceled into 2D. In the corner, Sickle Storm causes wall bounce on hit and can be confirmed with no meter/gravity well. Super gross.
  8. I disagree on Byakuya. All of his hit confirms corner carry and his corner pressure is so fucking hard to escape, plus his air mobility is very good for getting around her zoning. I think he has slight advantage, I've changed my opinion after playing some very solid Byakuyas. Everything else is agreeable.
  9. Lopsided, aka severely disadvantaged, match-ups exist when characters with a huge weakness in one area play against character with that as a huge strength. Example: Nu-13 is not a strong character with tools for everything, but she destroys Tager because his main weakness is her main strength and Lambda 5D eats spark bolt. For well-rounded characters, their strength is that they have no weakness. This only creates lopsided match-ups when all of their tools are too strong (CP1.0 Koko). EDIT: For the record, I'm assuming that lopsided = worse than 6-4.
  10. My flight doesn't land until 5:40pm so it looks like I'll be missing the Blazblue tournament. Oh well, I'll win the shit out of UNIEL instead. I hope I don't miss GG+R too though =(
  11. Check out the most recent combo video from Damosu in the video thread. Basically, Liz can do any confirm > SB Garu > land > 2D > 2A. She has to do some weird directional timing on the Garu to land in time to just barely link a 2A, it's hard as balls to land consistently but the damage is super worth it.
  12. Elizabeth absolutely still has big girl damage, it's just different what combos she needs to do for it. Bace found pre-awakening D garu combos. Awakening Liz can combo into SB Garu/Bufu > 2D for huge poison damage. In return, her offensive options were expanded greatly and opponents can't just reaction punish everything.
  13. That 5AA route looks really damn good, I hope it's a little more consistent than last game. Bace already putting in work jeeze.
  14. Ah, I remember you posting this now. I'll update the OP with it when I get home from work today! For future reference, I would love to provide (timestamped) videos demonstrating each combo in the OP. I think that'd help new players a lot.
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  22. NOT TO BE CONFUSED WITH SHADOW MODE LABRYS
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