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Tsuuna

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Everything posted by Tsuuna

  1. I play CT all the time. CS is meh. Cant play online because college connection sucks.

  2. Looks like I haven't missed anything of value in here.
  3. http://www.youtube.com/watch?v=3l00yZtFrAM Cry with me. CRY THE TEARS OF MANLINESS LUNA.
  4. God, I love you. Day = Made.

  5. 'm pretty late to the party, but I've picked up Hazama some time ago. Honestly, if you get a random 2D~D, just hope they're high enough in the air to chain to. The only follow up that could make the most sense to me would be jB>jCx?> JC > jCx5> j214B. I'll also post some pretty coo' combos in here when I get the chance. My first combo ever deigned and tweaked up on. Have fun. Tager and Rachel specific. 50% heat. 5B>3C>66> 5C >2C>j.214B > 236236B> (adjust) > 4D~A> 4D~A> 4D~A > 623D > j6D~D>5C>2C > 4D~D > jC x5 >JC > jC x5 > j214B 5115 Damage.
  6. Yeah, I'm sure we can shell out a lot of information between us, I've been working on a few combo setups, and corner combos and so on. I still however, CANT do his stupid Challenge 10. Its always one thing or another that throws me off, the worst of it being the dashing 3C into 236236B.

  7. Ive got nothing better to do than beat up people and make cool shit up.
  8. Three seal throw combo on Tager in the corner. Throw > [after kick] j236C > 66~5C > 5D > sj.D > j236C > 5C > 5D > jC/sj.623B jC ender : 2828 dmg sj623B ender : 2873 dmg
  9. With CS right around the corner, I constantly am being overcreative with Bang combos, and hell, I could care less if there are better CS alternatives. Been playing with the throw for better damage then j623B after the kick, or corner combos. I've been doing my best to maximize every damage opportunity Bang can make, otherwise, go for as many seals as possible at a single time. This has four-seal combos in mind, but not everyone has the perfect opportunity ti just get one out, so might as well make use of bang's grab for some seals. [Tager spec.] Grab > [before kick]j236C > 2B > 6C > jD > j236c > 66~5C > 5D > sj.623B 2 seals, 2 nails, 2555 dmg. [Rachel spec.] Grab > [before kick]j236C> 66~5A > 5B > 2B> 2C > j.236C > 66~5C > 5D > sj.623B 1 seal, 2 nails, 2103 [Rag,Haku spec] Grab > [before kick]j236C > 2B > 6C > jD > j236C > 5D > sj.623B 2 seals, 2 nails, 2338 [Lit,Nu,Ara] Grab > [before kick]j236C > 2B > 6C > dj.D > 2C -optional- > 214[A,B,C,D] 1 seal, 1 or 2 nails, 1937, couldnt think of much better. [Carl] Grab > WHAT. SHIT DOESNT COMBO AT ALL. FFFFFFFFFFFUUUUHHHHHHH CARL. 0 seals, 0 nails, 1200 dmg [Tao,Noel] Grab > [before kick]j236C > 66~5A > 5B > 2B > 2C > 6D > 623B 1 nail, 1 seal, 1884 dmg. NOT worth it, unless you really want that seal. Oh yeah, and better damage corner combo on Ragna and Tager, for same oki and same plausible outcomes. 5A > 5B > 2B > 6C >jD >5C > 6A >9~jA > jB > jC > [A-nail, j623B on Tager, B-nail, j623C, oki] 3262 Dmg without added options VS 5A > 5B > 2B > 6C >jD > 2B > 6C > jB > jC >[A-nail, j623B on Tager, B-nail, j623C, oki] 3176 Dmg without added options
  10. I did once. With great [albeit lucky] success. Not only was he shocked after I did it, he had no idea what a crossup overhead was in FRKZ until it worked maybe 4 times. Silly arakune players don't even know why their Dive is broken.
  11. "and the air command grab RC only works if the command grab is not purple" Oh. Well, I've never bothered to try as much. Which was why I was giving him more practical options.
  12. IMO. Instead of arguing against his question, how about stating something obvious. Regardless of a grab in a combo, that of course doesn't serve any purpose, how about stating that human error exists, and hey maybe you'll get lucky with free damage. If they break it, be sure the combo before it wasn't a total waste. End of story. Lucky purple throw is just what it is. Makes you no less of a player if you keep top level players guessing with something as akward as a purple throw. If at all, I by no means am saying to always make use of them, because it's a waste of combo ending oki, or a tech throw [which is better than a purple by all means], or really whatever is left in the situation after your combo. "I'm just wondering what I can do." Also uh, not to say that you went into a command grab with a purple, but, if it's a grounded one I honestly don't really do anything with it. THE AIR ONEHOWEVER, I do like to anticipate their tech, albeit left neutral or right, in which case [bASED. ON. CHARACTER.] I'll follow their tech and get another command throw on them until they wise up about their teching. Now, the air command throw I like, because it's very RC-able into what you want. For instance: Right before the fourth hit, is your RC time, to do what you want. C.grab 3 hits > RC > 2D > jD > 2B > 6C > jB > jC > optional A.nail into tech trap. If you must use the grounded throw, I personally love this waste of 100 heat, and unburstable 4k. C. Grab 4 hits > RC > j44/j66 > land > Daifunka >5A C.grab 3 hits > RC > 5C > 6A > 623B > Daifunka [Don't remember if this is the whole cast this works on.] Play with it. It's not as limited as you think.
  13. Lolol. Mashing A doesn't work in CT. And mah title's based on an event.

  14. Doubt anyone's seen this, I love playing with CH combos. 2C gives that free bumper oki we all love. Ragna confirmed, last hit whiffs on Tager. Replace 2C > 214A/B/C/D with [5B > 214A/B/C/D] Doesn't work on Haku or smaller. CH 2D > 623B > 66 > 5C > 6A > 623B > d 6C > j623B > [2C > 214A/B/C/D] or [5B > 214A/B/C/D] 5B ender = 3796 2C ender = 3871
  15. I dunno, personally, I wonder why more people, when doing said 4-seal, never go for the added damage with the 6C? I mean, you can do kind of a lot with a combo into 6C, based on who you're fighting anyway. For general BnB use on my favorite, Tager I love to start the round's combo with 5A > 5B > 2B > 6C > jD > j236C > 6C > jD > j236C > 5C > 5D > sj.623C Scares Tagers damn well, considering FRKZ is coming right after your next combo.
  16. YuuuuuuuuuYuuuuuuuuuuuuu

  17. I'd say it seemed like you saw what I did thar. One thing that comes to mind now, randomly, since Huey mentioned Noel, was anyone aware this could be done to her, as a 4-seal? I'm almost positive it works. Can't test it now, however, not at home. I distinctly recall being able to 4-seal her pretty easily, outside of the normal one. I'd say Noel is the only 'small' character this works on. 2D > jD > j236C > 6C > jD > j236C > 5D > ... 5D > jD > j236C > 6C > jD > j236C > 5D > ...
  18. Yeah man, dat hitbox. Also, it's not the CH j.C into j.D, it's the combo following, specifically being jD > 2D.
  19. No one ever said cool combos had to start with safe moves.
  20. But in Blazblue, you have to do both? Or hell, at least try to. This is a big collection of combos I've been messing around with in training, I m just going to copypasta from a file. Be sure to try some, some may be repeats of old ones though. Not sure. Tager specifics: CH 2D > 623B > d.6C > j.D > j.236c land d.5C > 5D > sj.623B > 5B 214C 5A > 5B > 2B > 6C > j.D > j.236C > d.6C > j.D > j.236C > d.5C > 5D > [delay] j.C - 623C tech trap FRKZ: CH 2D > j.D > 2D > j.D > 2D > j.D > 2D > j.B > j.D >2dash~jD > 2369C > land > 23662314C [6278 DMG] FRKZ: 6C > j.D > 2dash 6dash 6A> 6C > 7dash j.B > j.D > 2dash 6dash 6A > 6C > 7dash j.B > j.D > 2dash j.D > 2369C > 23663214C > 5A FRKZ: 5A > 5B > 2B > 6C > j.D > 6~j.D > 6~j.D > 2B > 6C > 7dash j.B > j.D > 2dash j.D > 236C > land > 23663214C FRKZ: Any launch into j.D may be followed up with 2dash 623C. [X + 2982 DMG] More to come. Part 2: FRKZ: CH 6C > land > 6dash > 5C > 4dash + 6A > 6C > 7dash j.B > j.D > 2dash 6dash 6A > 6C > 7dash j.B > j.D > 2dash j.D > 2369C > 23663214C > 5A [6997 DMG] FRKZ+CORNER[non-tager]: Grab > 6dash jB > 6dash + jD > 2dash/ land > 5C > 6A > 6C > 8dash > jB > jD > 2dash > jD > j236C > land > Daifunka [4589 DMG] FRKZ: 5A > 5B > 2B > 2C > 6dash > 5C > 4dash+6A > 6C > 9dash > jb > 4dash~jD > 2dash~jD > j236C > Daifunka [4467 DMG] FRKZ:CORNER-Tager: CH jC >jD > j236C > 5C > 5D > jD > land > 2D > 8dash > jB > jD > 2dash~jD >j236C > 5C > 5D [5218 DMG] FRKZ: CORNER-Tager: Grab > 6dash >jB > 7dash > jB > jD > land > 2B > 6C > 8dash > jB > jD > 2dash~jD > j236C > land > 5C > 5D > 8dash > jB > j623B > RC >j236C [OTHER WAY!] >land > Daifunka [4297 DMG] + [9999 MANLINESS POINTS] Last combo is a freaking god. I love it. What's damage comapred to flashiness?
  21. I figured I forgot a few dash inputs, I was putting the whole thing down out of memory, but my many many thanks for you posting it up on youtube, and performing it yourself. I have a tendency to make a large number of FRKZ combos that I hardly ever get a good chance to use often, so I figure in my combo tweaking, may as well share some of my more unique things with the community. For me, the hardest parts to work on would have been the final 5C's spacing as well, as I'd mentioned it's much easier to work with in the corner. Funny thing is, this one was inspired by my previous combo, unsure if I'd posted it, with the same starting CH 6C, but following that, it changed a bit, and capped out at 6997. I pretty desperately wanted to break that 7k mark, so I got creative.
  22. Ah, the clarity helps. I can better understand what you meant now, and yeah, I make constant use of the corner IAD j4C, especially on a fearful Tager, crouch blocking pressure, while his back is up against the wall. At the worst, you run the risk of a command throw in your face, at the best, that likely overhead/ crossup combo is going to hurt. On everyone else, it's still pretty legit, if they're feeling less risky about their reversals and such.
  23. Always a good idea, but I'd say this kind of mixup is pretty character oriented, I wouldn't do this to someone who's anti-air game I'd worry about. Like for instance, Rachel. Who could in fact, just crouch that, and look at Bang fly overhead, then punish.
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