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Moy_X7

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Everything posted by Moy_X7

  1. Meh, I'll only miss that link after an air throw against characters that can't be 3C'd > 214C'd. Airborne opponent > 5C > hJC > j.C/j.2C > j.D > Air Dash > stuff ftw.
  2. Please God let that 2C > 6B gatling stay until the final release. Please God, extend the I-frames on 2C so that we can actually use that shit as an anti-air and not just combo filler/frame trapping. I don't really care about any of the other changes at this point, in fact, I think that pressing C for Sekkajin is going to screw with my timing. Actually, the minimum damage increase on Touga Hyoujin is pretty sweet.
  3. I hear that, all I'm seeing is a bunch of unimpressive and sometimes even just plain bad Jins
  4. The combo thread seriously needs an update... What's the standard air throw combo? I remember seeing some shit like Air Throw > 6A > 6C > 22C > (dashing)5C > 6A > 236B and that's what I've been using. Anything better in terms of damage and combo carriage? What about corner throw combos from both the air and the ground?
  5. - 6A combo options: People do try to jump out a lot even now, hitting someone with an AUB 6A actually has some reward now. It's a rare to hit someone with the 6A AUB but it happens. - 2C > 5C gatling removed: Meh, I very rarely used this gatling, I won't miss it that much. - 2B can no longer be JC'd: There are bunch of times when I auto-pilot a block string and jump after 2B even when 2B lands. I see it happen quite a bit even in Japanese match videos. I guess this will force me out of that habit lol. - 6C changes: If it means that you can carry someone to the corner faster for those DP loops, then I'll take the inability to combo with 5C after a DC. It means that people will be forced to use those 5C > sJC > j.D > AD > stuff combos after j.B/j.C CHs on airborne opponents and after Sekkajin. His mid-screen damage output will suffer a bit but I'm okay with this. - The rest: I-frames on DP A will be lulz, just as long as THEY DO NOT FUCK with its 6 frames of startup and they don't make the frame disadvantage any worse than it already is. 214A for combos is meh, at least that shit is good for something now other than questionable resets.
  6. I have to agree with the front page being a bit lacking and stale. Some suggestions that I have would be to embed some of the better matches and some of the best combo videos on the front page. Make a video of some match highlights or other "hype" stuff. You know? Stuff that would make one say "Huh, that was actually pretty damn awesome". Hell, doing something as simple as adding images to some of the articles would help add a bit of flair to the front page. As it stands, the front page is just a huge wall of text. Most of the other stuff that's posted on the front page can be found in the forums. That's why I just have the BB General sub-section bookmarked as opposed to the front page. Adding the EVO finals at the very least is one way to spice things up a bit, as it was mentioned before. Keep that separated from the "meet your Mod" stuff since that's not very informative or even that much interesting. No offense but I don't think a guest or newcomer to the site is going to give much of a damn about how a mod got to be a mod and some of their other random tidbits. As for wanting to get interest for BB in SRK, that's going to be real tough. SRK is for games made from Capcom. DL for games made by ASW. There's nothing wrong with being a bit alienated. Most people in SRK know that if they are interested in BB/GG or want to get some info for it, they can just go to DLoop. In the same way, the people from DL know to hit up SRK for Capcom fighters. I've seen the BlazBlue sub-forum in SRK and it looks a lot like the stuff in GameFAQs: lots of random and mostly useless threads, little to no organization. The only reason I post or even visit SRK is because that's the site that most people in the Indy fighting community frequent. From those, only a handful play or show interest in BB. I'm talking something pitiful like 4 to 7 people. I seriously wish that people would stop with the whole fucking weaboo/anime fighter shit. People usually play games for their core mechanics and less for its artistic style and character designs. Oh well, some people are just thick as fuck and very close minded. It was a bit fucked up when I went to a local tournament here in Indy a few years back and hear some of the onlookers that were playing SF or whatever yell out "Fuck BlazBlue!" and then start laughing. Like really nigga? You really gonna go ahead and do that shit? Haters gonna hate... That's just my two worthless cents.
  7. lol, I'm still doing 6326 with both the pad and the stick.
  8. I'm actually going to try it off a green grab reset with Jin until I'm forced to just do it off purple grabs, don't know how I'll set it up with Plat. Should be fun lol.
  9. I should give that a try as Jin or Plat, it really consumes the crap out of his barrier and I can always j.C CH with both characters if he tries to get smart with me.
  10. That explains it, I thought it was just my execution, but then again my execution is balls most of the time lol.
  11. I can't do the Hammer Loop Variant at all. The opponent isn't stunned on the ground as long as in the sj.B > j.C > JC > j.C > j.D version when they get slammed on the ground. Are you supposed to delay something? Is it done off a specific launcher?
  12. Does anybody have a link to the Hammer Loop Variation combo in action? I can never get the 5C to connect after sj.C > JC > j.C > j.D
  13. Nice, hope it gets done soon.
  14. lol at that Carl Asstrolling that Hazama in the second Nishi Nippori video. That's the first time I've seen that thing used outside of some scrubby casuals lol. By the way, did people even get the chance to ask Mori the questions that were gathered in that thread? I remember that someone said that Rin had recorded it but I checked his YT page and there's nothing there.
  15. Glad to hear it, thanks.
  16. ^^ Agreed, some examples are some of the combos which are essentially the same thing save for the ender, which is usually an option of wanting to do damage with Air Combo 1 or wanting oki/corner carriage with 236B. A simple slash for ender options would be appreciated. By the way, WoZ, have you tried all of these combos on all of the characters? There are combos that need a dash in-between in order for them to work with other characters. I know that you've done so with a few combos since you've added character specific notes but I highly doubt that you've done them with every other one. Example: 3C > 22C > RC > (dashing)2C > 214C > 6C > 22C > 5C > 236B That combo works against Hakumen with no issues but it requires that you do a dashing 5C after the 22C with every other character or else the opponent will be too far away for 5C to connect correctly.
  17. Are all those Dream Sally combos really necessary? How about just having an optimal combo for mid-screen, mid-screen to the corner, and near the corner starting positions and their RC variations? It's a bit of a pain to have to look through all of these combos just to find the optimal stuff.
  18. These guys were looking for it after a couple of games, they really didn't care about the trade though lol.
  19. Yeah, it's usually a trade with j.236C but there are times when I get tagged after recovering from a j.236B since her Optic Barrel comes out pretty fast.
  20. lol, I thought that was one of those things that gets drilled into your head from hearing it so much. It's Optic Barrel.
  21. ^^ I've been tagged with Hands Off the Panda a lot during recovery recently whenever I spam Ice Blades. That and they're not that hard to jump over/duck under since they're pretty slow. She's also pretty damn fast, you're basically letting her in, that way. I'd recommend using TK j.236C/D from time to time during block strings in order to bait 2Ds but that's about it, in my opinion at least lol. j.C in the other hand is pretty godlike in this match.
  22. For one, you have to make sure that you already used a "knockdown" move before 6C (3C, Heart Car, etc). After that, you have to delay 22C for a bit for it to come out. To add to the whole TK Swallow thing, you can also do TK Swallows by using the hit-stun of a JC-able move as a buffer and input the Swallow Moon command. It will look like this: 5A/5C > 8236C
  23. If I had to guess, he's probably doing the same thing as Hazama: having his soul inhabit an artificial body.
  24. You have to be retarded to use Ice Car at random though, not even when I barely started using Jin back in CT did I use that move at random. The risk is not worth the reward for that move (1600 damage I think?). Ice Car D might be worth it against zoners when they're backed into a corner since the reward is good enough to consider the risk as long as you have the meter to RC. Heart Car though, you just can't neglect the massive 5-7K that you get out of it close to the corner. I sometimes throw that shit at random near the corner even without meter since the reward is definitely worth the risk. Let's end the Ice/Hear Car discussion though, that shit is not worth getting into. Block and punish lol. The Japanese do it quite frequently. Specially Tetsu, he very rarely gets hit by Green Bursts. He doesn't even RC them most of the time. He plays JC-master, Jin, though, so it's not that hard for him to react with a JC or simply just stop pushing buttons.
  25. I hate to agree with this but there's really no way to sugar-coat it. You have to work on basically everything: hit-confirms, spacing, risk/reward decisions, etc.
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