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Everything posted by Seifuuku
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i'd prefer that over "sam's club". anyway, anyone want to play on 360 for a bit? probably have an hour or so
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still not sure how people managed to associate me with this old name lol anyway, probably gonna trade my XBL CSEX for PS3 CSEX later today
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you can buffer the dash, reset to neutral, and hit 5b during 22c recovery, iirc..
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2d->5c can be called a 2f link, but you have 5 frames to buffer it anyway.. there are very few true 1 frame links in blazblue.. (even 22c 5b non fatal isn't a true 1 frame link because you can still use input buffer) the only one i can think of right now is gold burst against frame 1 meaty. as for multi hit moves like 5d and 6c.. if the P1 and P2 of both hits are the same (rather than lack of information) then it is applied twice.. there are a few single prorate normals out there (ie hazama 5c is single prorate, it hits twice) but that does not seem to be the case for ragna
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try 6d~a xN->6d xx 623d->3c->houtenjin also, delay your 3c from dash a bit.. do dash->delay->3c
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beginner mode hazama is actually okay if you can instant block, since it auto barriers every time.. instant block 3 hits and you get out of pressure for free because of how stupid strong instant barrier is.. you can still zone with chains a bit, but no A cancel.. can still do basic hazama bnb as well.. you can also use gimmicks with the way distortions work in beginner mode, by just faking distortions.. but yeah, beginner mode is still a joke anyway lol also, training mode stage+purple/black arakune is fucking stupid.
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so, can you get relaunch off command grab on taokaka/arakune? anyone know the exact combo to do so, if you can? also.. here is a 5.2k gold burst combo burst->[4d] x3->623d->3c->236236b->[6d] x3->623d->632146c
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hf on hit is something like +1 or so.. not really a good idea, mainly because ragna's 2a is so slow and his 5a doesn't hit most of the cast while they are crouching..
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are macros universally banned, or just banned for stick users usually in majors
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i am actually not so sure about this, but IB->cantata might be viable if the gear comes out in 1 frame.. if it does, you can pretty much punish all of ragna's block strings/force him to block anyway, ragna gets 4k+ meterless off overhead/low/close range 5b/j.c.. it is only at max range where he might have to use meter to gain significant damage (other than BK).. and as carl ragna should never really be able to jump in on you with j.c
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ragna D moves are unsafe as hell on whiff, you should not have to worry about 5c being beat by ragna drives.. carl's blockstrings do not seem that bad. 5b/2b is safe, 6b requires an immediate reaction off a regular instant block (DP is 7 frames) for 100% punish. then you have nirvana as well when you have him sandwiched.. 2a/5a is pretty bad on IB, but both are jc'able anyway. if your cross up is getting instant blocked/dp'd/5a mashed out of then you are being predictable with it most likely.. is it wrong for a mix up to be punishable if the other player reads it..? i think it's even as well, though
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i am assuming you mean you don't think it's worth 50 meter i just made this combo since a person i play knows that axe kick is a free ticket out of the corner, because falling j.b tech trap loses to delayed forward roll (and backdash backwards is risky+also loses to delayed rolls).. true oki off a combo that doesn't require a knockdown for 22c is good, even if it costs 50 meter (this is just my opinion however).. here is a bk combo that incorporates burst baiting into it, albeit a little gimmicky+you lose some damage. the combo is only burst safe up until 6d on a backthrow.. however, if they do not know when to burst exactly then it is burst safe up until the final j.d before belial (you can RC the j.d to bait it, however) the burst vulnerable parts of this combo are right before you use j.d after 6d/jump, but after the OS burst bait when you land and go for a j.d to keep the combo going after the final j.d before belial backthrow/combo into 6c->dash 6d->29jump, hold back, delay j.d->land->28jump, hold back, delay jd->jump, hold back, delay j.d->belial here is a burst punish combo for a mid air enemy while you are in BK 2c->5d (1)->214b->214d->6d->j.d whiff->29jump, j.d->7 jump, j.d->belial->6d->jd->5d->632146c == 6.6k damage == burst punish against grounded enemy is similar. again, it requires you to be in BK. dash 5b->6a->6d->jd->land->214b->214d->6d->jd->land->jd->jd->belial->6d->jd->land->jd->jd->623d->236c->214d == 5.5k~ damage == this other combo requires you to be close+requires the 1 frame dash in link+BK mode on. dash 2c->3c->22c->5b->6a->6d->jd->land->6d->jd whiff->land->jd->jd->belial->6d->jd->5d->22c == 6.4k~ damage ==
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here is an awkward combo anything->5d->6a->j.c->j.c->j.d->belial->land->623d->236c->214d->rc->belial the thing about this combo is that it forces true oki. rc->belial will only hit them once after the 214d (axe kick).. then they have a window to emergency tech. if they emergency tech, go straight into oki - they basically have to be mashing tech because of how small the window is (if they don't tech on the 2nd hit of belial, the 3rd hit launches them) if they don't tech, the combo blue beats, and you can follow up with 5d 22c for 22c oki. they are not allowed to neutral/tech roll/quick tech at all. edit: credit to final ultima, he posted this on the 30th in the gimmicks thread.. didn't see it until now
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delay tech roll forward (slight delay) beats falling j.b->623c OS falling j.b->2b/22c OS falling j.b->5c delay tech roll forward (significant) beats early backdash->j.c/j.b late backdash->j.c/j.b. (if you do a late backdash you will cross them up - impossible to combo the j.b without meter, and it can still whiff as well depending on character hitbox) you can easily react to the early backdash since it has to be done near the peak, and late backdash does not require a reaction as it is also beat by slight delay tech roll forward anyway..
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i think all characters can tech roll forward for free after 623c/d 236c 214d if they delay it so j.b/j.c whiffs
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run up 2b->2c/5c will catch forward, backward and quick tech into good damage.. i don't see your point :| you said double BE is good because it can finish because of a bit of extra damage.. i mentioned CS because afaik you can only get 1 hit of CS in with double belial while single lets you do both hits always i don't know why you're bringing up his mix up when we're talking about belial/double belial
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ec ragna must be on brast
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i am too lazy to start my console and check, but the heat gain is minimal.. something like 5-10 more. it is a good idea to use it yes, but removing it will not change ragna's game to the point where his tier drops... and single belial into 3c 5d hf takes them to the corner too.. also single belial->CS (2 hits) is more than double belial->CS (1 hit) and you only need something like 10 heat or so at the start to get meter for CS for single belial anyway..
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hello leo come visit us http://mibbit.com/?channel=%23DustloopXBL&server=irc.rizon.net
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big difference between me quoting you on something you actually said, and you trying to tell me that i said netplay has no lag
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i don't think i've ever said that seriously, lol.. way to put words in my mouth
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you're stupid enough to say something blade would say "you don't need to do combos with hakumen" and you expect not to be taken seriously when people probably think you're a dumbass too..
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.. if double belial was removed, not much would change tbh, unless they mess with something else while removing double belial. you sacrifice oki for a bit more life steal, 5-10 more meter, and 100-200 more damage.. like sj said ragna is high because of damage and meter gain
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jin's overhead is pretty fast.. only problem is that it only gatlings from 5a/2a (may be wrong) and that it has a really distinct sound
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no, he means guessing against overheads instead of reacting.. "derp derp he hit 2b-6b for like the 4th time against me i guess i'll block high now" and then he gets nailed by 2b 3c.. taokaka has a 30 frame overhead or so, litchi chun is 26, rachel 4b is 28, carl 6c is 29, and arakune 6c is 27.. just correcting myself