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BigLeafyTree

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Everything posted by BigLeafyTree

  1. Playing around with sliding under a teching opponent. If you have the right timing you can slide under and 5A, 2A, or throw and it will be a frame trap. Not worth doing often because it depends on your opponent teching a certain way but it's definitely something. Also, is there any way to combo from A nail or include it into a combo except as an ender?
  2. If it's like that then it's not worth the effort. I was imagining a continent of players sifting through the hundreds of posts and felt bad.
  3. The 5D CH combos for Carl aren't particularly hard, but I'll take your word on how practical they are since I have no experience fighting a good Carl. We should clean up the CT threads a bit for BBCT Europe and PC release. It's a ton of information that hasn't been organized in a long time.
  4. True , but at least you can do a little more now. Isn't 5D okay against him? I know 2D is bad because of all his lows.
  5. Ask and ye shall receive. Meterless and nail-less combos for Carl, Rachel and others. 2D/5D CH into 623B lets you do some fun stuff. Good luck with Carl all you euro Bangs. GENERAL COMBOS 2D (CH), jcc 623B, 6A, 623B, d.6C, j.623B, 2C [3629 damage] Ragna, Tager, Arakune and Hakumen 5D (CH), jcc 623B, d.6C, j.623B, d.6C, j.623B, 2C [3597 damage] Ragna, Tager 2D (CH), any bumper (optional), d.6C, j.D, 6A, 623B, d.6C, 623B, 2C [3871 damage] Arakune, Taokaka, Tager, Ragna and Hakumen Use 6A on characters that you can hit with 6C, j.D without jump cancelling the 6C, otherwise use 2B. 2D (CH), jcc 623B, d.6C, j.D, 2B, 6C, j.C [3440 damage] Everyone but Carl 5D (CH), jcc 623B, d.6C, j.D, 2B, 6C, j.C [3370 damage] Everyone but Carl 5D (CH), any bumper, d.2B, 6C, j.A, j.C [2315 damage] Everybody Cute combo and it gets a bumper out. 5D/6D (CH), B bumper, d.2B, 6C, j.A, j.B, 623C [2107 damage before throw] Everybody Throw break puts you right on top of the bumper you put out. If they don't break it free damage! 6D (CH), A bumper, d.2B, 623B, d.6C, j.C [2514 damage] Everyone but Carl Leaves you right on top of the bumper afterwards. 6D, 623B, d.2B, 623B, d.6C, j.C [2834 damage] Everyone but Carl? Much easier with CH, but possible without it. 6D (non-CH), A bumper, d.2a, 5B, j.A, j.C [1805 damage] Everyone Leaves you on top of the bumper CARL COMBOS 2D (CH), 6C, j.623B, 2B, 6C, j.C [3167 damage] Carl 6B, RC, C Nail, d.6C, j.D, 2B, 6C, j.A, j.C [3272 damage] Carl 5D (CH), j.623B, 2B, 6C, j.C [2765 damage] Carl 6D, 623B, d.2B, 6C, j.A, j.C [2568 damage] Carl The j.623B should be done very low to the ground. CARL CORNER COMBOS [*]5D (CH), 6C, j.D, 2B, 6C, j.A, j.C [3088 damage] Carl [*]5A, 5B, 2B, 2C, 2D, j.D, 2C [2543 damage] Carl and most of the cast
  6. Carl midscreen BnB [5A/2A/j.C/j.4C] 5B, 2B, 623B, d.2B, 6C, j.A, j.C, optional A shuriken [2738/1959/3005/3067 damage] The 623B, d.2B link isn't easy but if you can do it's reliable and good damage. When you start it with j.C or j.4C it works best if you do d.5B.
  7. I guess you could throw after too, but it's still gimmicky. I just hadn't seen it before.
  8. I just found out that with a well timed dashing 2A you can slide under a teching opponent. Bang oki is good times.
  9. Some people pick their characters based on their strengths, so undecided people check out: BBCS Character Analysis. It gives a review of each character's abilities in different areas (Pressure, Damage, Defense, etc.) and gives an idea of what the character is all about. So if you're on the fence read up! If you want to check out different characters in high level action, check out: Blazblue: Continuum Shift Video Posting Thread. Videos of tournaments and other high level play are uploaded regularly, so take a look and see if anything inspires you to pick up a character!
  10. Just putting my vote in for a Mobile skin. I often check dustloop from my phone and while it does work, it's a little awkward.
  11. I'm more interested in how it could be made better, rather than if it should. Bang is arguably the strongest character in CS and it's reasonable to assume that in the next version of BB (whether it's a balance patch or next game) he'll be toned down. One of the ways they could do this is make him weaker outside of FRKZ and make FRKZ stronger so he depends on using it. I want to know how FRKZ could be made better. Some changes they could make off the top of my head: Make 6B and 3C dash cancellable Remove CH status from his dashes Give him a way to stop his dash without throwing out an attack Allow more air dashes Allow him to throw nails while dashing (like in CT) Make the dash require an input so he can run & jump as usual and block in FRKZ Give him FRKZ-only attacks
  12. This came up in the General forum and I wanted to talk it out here. How could FRKZ be made better? Right now I think it's clear that it's a high risk move, with a medium reward at best. One change I could see happening is taking away the Counter Hit status of the dash. Right now if you are hit during your dash at any time, it's a CH. Taking it away lowers the risk part of using it somewhat.
  13. Well if you've managed to get 4 seals and landed a 5000 damage combo why not add the guarunteed 500 from Ashura? They're probably going to be one combo from dead at that point. RCs during FRKZ are totally unecessary except for 3C and 6B. Plus if it comes down to random pokes you're 500 damage ahead.
  14. Delicious flashy astral combos and traps. First thing I do in training when CS comes out is figure out ways to land B nails so I can astral them.
  15. I was thinking about ways to land an astral and I was hoping someone with CS access could test them. - Make them block a B nail off an air tech then astral - Make them block a B nail standing then astral (lol Tager) - C nail (CH?) then astral (air/ground) - Air throw then astral before the kick (high/low and midscreen/wall) - Ground throw then astral before the kick - Ground throw then C nail then astral in the corner Did gold burst > astral end up being legit?
  16. All values in square brackets [ like this ] are FKRZ values. A lot of the moves had associated notes but I was working from japanese frame data and couldn't translate them. Since it was from japanese some of it is my best guess and may not be correct or I made typos. Let me know if I made any errors. I copied it out in the same format and used the same terms as the Blazblue zetaboards site so look here before asking questions.
  17. Holy shat, that's nuts. Where are you getting CS frame data from? Everytime I watch videos and read up on CS Bang I say "He can do that now!?".
  18. 6B's proration is 100/85 unless they changed it in CS. Source It might be useful to RC into j.4C because a descending j.4C is a strong starter and a triple overhead (5C 6B RC j.4C) wouldn't be something anyone is expecting. IF it works. How safe is 6B now? All I have to work from is CT where it basically MUST be RCed.
  19. Messing around with 6B RCs in CT. With a quick rapid cancel you can fit in a j.A, j.B or j.D before you hit the ground (maybe a j.4C in CS? confirm?). The j.A also lets you jump cancel or go for a tick command throw if you're close enough. Makes hit confirming the 6B hard though. You can also 6B > RC > air dash > j.4B but I couldn't get much out of it past that. Also couldn't get much out of 6B > RC > j.623B. I'm testing in CT so maybe there's something there in CS?
  20. http://www.youtube.com/watch?v=1GMBobVSV3s FRKZ command throws are hawt. FRKZ command throw RCs are hawter.
  21. Has anyone else been impressed with the new videos featuring Nezu? He plays very precisely. Where Dora would throw nails to get in Nezu is patient and plays footsies. Nezu uses FRKZ as an upgrade to footsies to get in for one giant fatal combo where Dora uses it start an endless hurricane of pressure. I think Dora is better at gimmicks, reading people, and his on the spot creativity is ridiculous (does anybody remember that one CT match vs a Jin where he finished the Jin off with Daifunka > C Nail > Daifunka?). Nezu is a better technical player, tons of instant blocking and poking out of blockstrings.
  22. IAt 5:30 in this video Arakune gets full curse off of the rising hit of the D bug. I thought you could only get up to 50% curse meter back off of a fever mode combo. Was it some lucky timing or are 100% recurse combos legit? Also, at 4:22 in this video a Litchi bursts out of the wheel loop. Does bursting there get you out of the loop or could the Arakune have covered it somehow?
  23. Sorry, forgot to add that. j. 623C > RC > Daifunka does 4959. Making it burstable by adding the 5C > 6A > 623B in the middle adds about 900.
  24. Seen in a recent Dora video, an unburstable setup off of j. 623C. j. 623C > RC before 3rd hit > Daifunka. The trick is the RC leaves you directly under the opponent so while doing the motion for Daifunka you can easily end up on the wrong side. To get around this, RC halfway through the directional input, so it looks like 23632(RC)14C. Also works in CT.
  25. For the people talking about the two proration rates, read here: http://s1.zetaboards.com/blazblue/pages/03#damagescaling . Basically, the first proration rate depends only on the attack you started the combo with, and it applies to the entire combo. The second proration rate is applied by each attack in a combo (including the first) and affects the damage following attacks do. If you want to do combo damage calculations, there's a third proration rate that's based on your character. Bang's is 90%. Check the link for mathy goodness.
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