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kenja0

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Everything posted by kenja0

  1. We should hold the tournament later in the day and go to *generic-late night restuarant* afterwards.
  2. Ryan, whenever you wanna give me $35 without giving me money, I'll give you $35.
  3. It's not unblockable, it's not even ambiguous. It's always a low then high. And if they get hit by the 236D while standing, there is no way to confirm a full combo off of it (OD>6D>air combo ender). I've been testing the setup a lot with my friend. You'll catch someone by surprise, but it is easily defeated. It's not even hard to time the low to high block.
  4. Does anyone want another ranbat before Evo? Or maybe a few tournaments here or there?
  5. Nu's Astral has changed to a strike move which means you can combo into the move. Here is a list of all that combos into Astral. Midscreen (Grounded enemies) 6A (CH only) 6B (CH only) 4B (CH close only) 5C (close only, any hit) 2C (close only, any hit) [Dia] 3C (mid/close, any hit) 6C (CH close only, any hit) 4DD (close only) j2C (CH only) [Dia] 236DC>22A (CH only) Note: will catch opponent if they fly behind Nu [Dia] 214DC (CH only) [Luna] 236D (close only) [Luna] 214D (close only) [Luna] 214X Midscreen (Airborne Enemies in a Combo) 6A 5C 2C 3C 2DD 4DD [Dia] 236DC > 22A 214A 214A > 5DD/6DD/2DD 214B/C > dash 5DD/6DD/2DD [Luna] 214D Corner 6A (air only) 6C (air only) 214D 236C 5C (air also) 5DD (close only, air also) 4DD (close only, air also) Will Not Work Anywhere 5A 2A 5B 2B jA jB 236B 236B > 22A 236D 236D > 22A People with low health must Tech Luna 236D.
  6. I... completely died inside when my friend who plays Arakune air grabbed me out of Supra Rage.... 5 times in a row........
  7. Xrd coming to Bone? Better get it for PS4.
  8. An easy one to do is: CH236C > 665C > 214C > 66DD > [2DD for spacing] > CT > 2366D > 66C/665D/66OD 5D > etc This will get you absolute full screen corner carry. CH236C > 665C > 214A > 66A > 4B > 6623C (side swap) if you want to save meter and reverse sides with opponent to put them in corner.
  9. If you do the exact same combo path it should never be different. Combos in this game are timer based instead of proration based. Another thing you may want to try is delaying swords more.
  10. So what you're telling me is Ragna's pressure has 0 chance against Nu. Also, for the people who want to know how to follow that up, you can CH 623C>22A>5DD>4DD>236D>etc. If 236D drops, they are now in wheel pressure. Someonewhodied should have something optimal to add to that, I just go for 214A/B/C, 214D, or 236C near corner.
  11. You asked how to get in with Bullet: that doesn't happen with that character without extreme care. You need to learn her limits of mobility and options. Her ground normals have decent range for what they do and give her a decent neutral game. One of the things you can do is do dashing normals for good pokes. Her best pokes are 2B (down B) and 5B (stand B) with 5C good for punishing. You can also do Dashing Barrier block 66 (forward forward) into 4+AB (back+AB) to defend yourself. If you have your opponent blocking, you must learn which normals cancel into others based on the Revolver Action tables posted in the character's framedata archive. You want to get to her 6A as that is her overhead. You also want to get to her jump cancels for pressure. Staggering pressure is also important since unlike most characters, Bullet has a lot of moves that are -1/+1. You can harass people with 2B>5B>5C>stagger>A/B moves/delayed cancel C moves. The only thing that sucks about pressure with Bullet is that everyone can just low block and watch out for the overhead. She can, although, easily push people to corners with the right gatling chains. I heavily heavily heavily recommend practicing different gatlings and staggering pressure for blockstring resets and frametraps. This applies to every character in general. With staggering, you want to learn to do throws in pressure. 2A>delay>Green throw is a great way to open people up. You can also do 2A>2A>Purple throw (for people who attempt to break throws too early and get locked into Throw Reject Miss for being too early); 2A>5C also works to bait people and hit them for pressing buttons. If your opponent blocks low, 2A>5A whiff>Green throw is one of the best throw tools in fighting games. Everyone is programmed to recognize a whiff: when that happens, people react, and then they get thrown and are surprised, then the amount of time they are surprised for forces them to miss their tech window. Good stuff. Aerial mobility is very important in this game: it's strong and important to get in with but the game has powerful ground options against air combat. Most ground normals are anti-airs that require you to Barrier in order to block them. Also, each character has a dedicated anti-air attack that has FULL invulnerability to ANYTHING in the air, otherwise known as upperbody invincibility (air normals count as upperbody attacks and dedicated anti-airs are invincible to that). You have several options to use for air mobility. There is the standard jump attack, the jump airdash, the double jump, and the instant air dash (IAD). Jumping is pretty standard, but don't underestimate it since people never expect others to just empty jump or do just a single jump. Airdashing is the way to cover a lot of ground. You cannot block during airdashing so if you telegraph it, you get anti-aired. Unlike Marvel, Blazblue allows us to put our utter faith in anti-airs on reaction simply because of the upperbody invincibility. That's where double jump comes in: it baits the anti-airs since they have limited range. Jump barrier will accomplish similar things but you don't want to be blocking your opponent and get stuck in pressure. Instant air dash is your Marvel box dash: great to get in with, but punishable if telegraphed too. Delayed airdashes can create additional mixups since you can mixup a low with an aerial move. Her air normals are also decent but are in no way optimal to get in with. Jump C is her best air-to-ground as that has a good hitbox with great hitstun. Jump B is your air-to-air poke. Jump A is good to get out of certain grab setups and add blockstun while you land safely. Bullet's D accomplishes a couple of different things. It gets you close and gets your opponent blocking. After a blocked D, you both are neutral. Once you have Heat Level 1, the game changes. Your tracking is MUCH better and can be used for approach. If you have trouble getting in, your D will get you in (with considerable + on block) at the sacrifice of the Heat level on block: a fair trade. Heat Level 1 (HL1) jump D is AWESOME. You can do jump cancellable blockstrings, Instant Air Dash over your opponent's head, press D and cross up attack them. If your opponent plays ground footsies, you can jump back/up/forward/super jump) D and hit them out of whiffs for Heat Level 2. You can also hold D for threats, if you press down back (3) while holding D, you CANCEL it. This is very important to help air stalling (to bait AA) and stop your aerial mobility. Air stalling is one of the best things you can do to throw your opponent off in a fast paced match. HL2 is even better since you get red lock on faster (for invincibility to projectiles) and your 6D/2D mixup becomes scary fast. Your dashing becomes amazing. If your opponent is in the air, don't be afraid of meeting them or passing with a dash. Your projectile also becomes decent. All in all, Bullet is the easiest entry into combos, but one of the hardest to get in with. The damage potential she has makes up for the difficulty getting in, but doing damage at the cost of neutral game is bad for these types of games. This is why she is bottom 3. Medium-short range, step dash, straightforward tools. Even after the patch, her improved tools only make her better at getting in on zoners (and 3C's better low profile may help against some neutral game pressure now). The 720 buff gives her another scary tool, but that is only useful if you have the tools to get in and stay in. Be mindful and don't expect the patch helping you learn the game. She's fun, but be ready to put in work. Also, watch out for Ragnas. Everything he has beats you out of everything you can ever do, always. Better pokes, best escape out of your pressure, dat fist pump anti-air, jump derp C, Gauntlet Hades. Against him, the struggle is real.
  12. A couple people are getting together and playing games at Tevin's place today. He lives close to Ruben.
  13. This new layout is annoying to navigate. And they had to do this when the patch hit...
  14. I can't access the video for some reason. I've tried on multiple computers with the redirector. Is there anything special I need to do?
  15. The best way to learn the Tager matchup is to practice blocking his pressure game first. Treat him as a character who does not have command grabs; don't worry about getting out of command grabs just yet. If you are having to practice against real opponents who won't give you that time of day, it does mean you will have to eat the lot of them. However, learning to block his pressure comes first. If you worry about his command grab, you will be more in tune to do something risky and get punished for it and worst of all, never learning the matchup. Once you learn his pressure and block everything he can throw out (overheads and all), now is the time to learn where he is punishable. Study his framedata. Pressure has an end to it or a gap that allows him to start over. Learn what you can throw out attacks, jump, or backdash. His 6A's super armor can be punished on startup with a close 2B (don't jump unless you can jump out). If he gets it out, watch for 3C and react to the overheads. Once he starts hitting C buttons, you have a lot more chances to escape via backdash or attacks. Anything after D moves allows you start pressure. If he cancels anything into A Sledge, he forfeits pressure. If he cancels into B Sledge then punish it with an attack only; if he gets B Sledge off, watch for Hammer which comes immediately or jump if he doesn't do it. Once you learn where you can block his pressure and punish/escape him, you will now be able to recognize where he staggers his pressure. Staggering pressure usually means a command grab. Command grabs have 11 or 6 frames of startup. Tager's most common moves into Command Grab: 5A (+4), 5B (0), 2A (+2), 2B (+5), 6A (-27/-22), Sledge A (-4), Sledge B (+1). You can backdash (invulnerable frames 1-5) some of these, but if you get predictable, he can hold out Command Grab. If you are jumping back, airdash; if you are jumping forward then attack to stuff possible Atomic Collider reads. Now that you've learned how to deal with his close game, learn his gimmicks and test out some delay techs to throw him off his game. Now learn to zone. Don't autopilot and double tap the D button in Dia mode since Sledge can punish your second D pressure; also get to your Jump cancels as much as you can. If he disrespectfully Sledges everything you do, punish with 5BB/2BB/6B/6C/3C. This will scare him into not spamming Sledge. Once the Tager starts respecting you, you can start playing higher level mind games and play a real match with a good Tager. If he doesn't, then you know how to beat the spammers and derps. Now based off all this information, it doesn't sound productive to start at the pressure and then learn to zone. But on the contrary, if you don't learn his pressure, he will stomp you every time. As a zoner, Tager has to work really hard to get in. There is something called human error and with that he has the potential of getting in. If we don't understand the tools he has up close, how are we to escape and start our zone again? This will also teach you to deal with being under pressure and staying cool. Patience is the key to this matchup and playing Nu as a whole.
  16. I got my schedule situation figured out. I can leave to go to Socal Friday after 5pm. Does anyone need a ride there for just Saturday tournaments?
  17. Games tonight? Sent from my SCH-I535 using Tapatalk 2
  18. With your midscreen to corner, how do you get away with a second 6C? Even if it's one hit, they can immediately tech.
  19. Chaser buff helps out midscreen: [Dia] 214D~C>6DD>2DD>4DD>22A>2DD>214D>5C>2C>623C>2366D. Chaser in the corner helps Dia convert damage and tack on damage for OD. But Nu already rapes butt in the corner. Crescent buff I'm only seeing corner Crescent RC starter combos. I think the OD Calamity buff is actually for the purpose of not making the opponent + on hit. It's not really necessary since you should only do OD Calamity to finish off the opponent. Astral change may be cool if we get it off of 3C or Gravity but it's unnecessary since we could deal 3500 damage with 100 Heat anywhere on the screen. The grab gave her another mixup tool. The CA buff though is probably the biggest thing for her.
  20. Nooooooooooooooo Sent from my SCH-I535 using Tapatalk 2
  21. Games tonight? Sent from my SCH-I535 using Tapatalk 2
  22. Some ideas. Obviously not to utilize everything (some things actually may sound OP), but change ups to the character. Dia should get no gap Crescents. Luna should get sixth hit of Sickle, Far Sickles, Grab Invincible Gravity, Overhead/Guard Crush Gravity, Crescent Cancels, and Spike Chaser Cancels. Defense should get Counter Assault as 6A animation OR 6B animation that hits crouching hitboxes OR Act Parser Forward. They could even separate them based on Modes (such as Act Parser in Dia / 6A in Luna). Nu in general should get Phase Shift cancels on Block, faster j.2C that have cross-up hitboxes, better j.B hitbox on crouchers, and most of all 4B should be LOW ATTRIBUTE INVINCIBLE! (*snickers*). Interesting mechanic changes: Holding A after Specials and D moves changes modes (ex: 236D~C~A; 4B > 2DD~A). Mid-air Mode Changes. Holding A at start of match to start in Luna.
  23. Ill be there after 9. How many monitors?
  24. Players can't adapt too well. I think she's OP but I still want to play against her because it makes me work harder and smarter. Also, as irritating as the match up is, I do have a lot of fun playing it. Besides a patch is inevitable. If she's nerfed to holy hell, this character will never be playable.
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