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Everything posted by deadsnake
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timing tk.sb-agi is very tricky 5bb 2 will not result her crouching, while 5bb 9 will result her j.c im assuming that as soon as the 5bb animation starts we have to press 2369 and press a+b when starts to jump otherwise it will be ground sb-agi cmiiw ===== @senXXi: how to do double maragi combo? is it 236c/d 5bb 236a+b release-a release-b 236d?
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yukiko vs naoto and yukiko vs kanji just has a very different gameplan
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wow... too bad the loketest won't allow any streams I wanna see...
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ah yes, the later u detonate the pillar, the persona would have done recovery motion and instead perform 5d/c ;D that sucks, just realized that today when I was playing
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I feel like they're trolling us D=
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and I thought litchi had 2 new DDs, maybe I was wrong one was where she spams the rekka in the trailer, and the other is the one where she poke her opponent so hard with her staff no stream available yet?
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lol, yes I agree loketest is just within a couple hours... surely we can manage that
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I do hope so, but that means she's gon have 5 DDs.... LOL anyway, they also showed kokushi musou, I assume there's gonna be a property change or something? can't really figure it out... my D button is on the triangle, hold triangle while performing haku hatsu chun and other stuffs is no problem at all....
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I believe she has 2 new DD and what I fear is that she loses daisharin and ryuuisou if that's true, I r uber sad D= /crosses fingers
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[CP] News & Gameplay Discussion (Old)
deadsnake replied to kosmos badgirl's topic in BlazBlue Gameplay
I cannot wait any longer to see how it turns out XD -
I think the guide is wrong, u don't hold the button, but press it again for instance, 236d and then press d again when the fire reaches u want it to blow a firewall out, the d version is a bit too fast IMO to precisely blow it on a certain spot on the screen so I only use 236c and then c again to detonate it, its pretty slow, or even better, use 236cd and let the d slide to the opponent and then detonate the c in the middle of the screen ah... u made a very legit point there need to experiment more in the training grounds...
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I've been holding 236a/b at the end of my ground combos all this time, somehow it's just not a legit way to stop them, either they move unpredictably or moving just freaking fast(the game is fast, not?) and zoning with fans on the ground is not hard actually(unless ur facing akihiko, his 236c/d has upper body invul? he can cover large portion of the screen in a very short time), the problem comes when they add in a jump in approach, must respond with the correct fan trajectory.
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the only thing I can do after 236236 is to switch on fire break or to charge fire levels... and I'm curious to when we should charge fire break/levels, I can't seem to find other spots. opponent recovers really fast and yukiko just barely recovered too. doing 214c/d would be very risky even in full screen distance(depends on the matchup) and zoning with those fans aren't easy for me (somehow) getting a good read is crucial because one or two whiffs then they could a CH on yukiko(the recovery is soo long). and I'm still not comfortable with zoning with just the fans, I wanna add some mixups like maragi/2d/5c/236a/b/etc but still can't figure it out... orz
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the fire ball hold (236a/b) will be gone if yukiko gets hit, what if she blocks?
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ic thx TD, gonna try out that combo
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actually, what does SMP means/stands for?
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is this combo worth learning? it seems pretty practical http://www.youtube.com/watch?v=EJqF_eJK9yc the 6a>all green after dai sharin does not look easy though
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tanabata right?
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what is this think-ception thingie... =__=;;
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wow, neat..... anyway, how do you keep learning when u start winning? if losing it's like "ouch, not gonna spam this move again/I should block upon his wakeup to bait DP/wrong burst, got reseted instead D= " it's pretty obvious to what to do whilst upon winning,"should I spam that move again? what if it gets obvious?/this guy always does this shit that I can always beat with this normal LOL/his block string is wide open, gotta IB and aim for counter/etc" somehow it gets ambiguous, even more complicated, and sometimes, it leads to more defeats(somehow feeling cocky and then started losing orz, although last time I won till the end) and against ragna, scrub guard point is just soooooooooo awesome :v or is it just my opponent whose being scrubby...
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awesome, thx :D and iirc, u can 2a on reaction to hazs 214d~a(stance overhead) 2a and 5a attack boxes are good IMO, they extend out of litchi's hot box and then go up a bit which is godly I feel so stupid I wanna kill myself now that's what I need.....
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will do/try... haz overhead stance is 214d~a and sorry, but I think I missed out the video explaining the numerical positions on the screen/stage (often read it here but never really found the vid which explains it)
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when I fight haz, somehow I can never penetrate his chains/fake-chains haz is going 5d~a/6d~a/4d~a/j.5d~a/j.4d~a all day long, and u can't actually bait his chains by letting the chain extend a bit further and then the chain-return recovery is longer because haz won't press 5a to pull it back but they'll go into stance and voila, chain disappear and if litchi is entering by IAD and cannot block then litchi will surely eat hazama's 214d~b and somehow throwing staff does not help very much, and I really...really....really... hate it when haz touches litchi(litchi blocking). haz 5b is +, dash 5b dash 2a 5b... dash 6a > hit > houtenjin... and I still can't do IBs.....
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and nao it's still 1 out of maybe more than 60 attempts somehow I don't get it, is it my monitor? monitor does have some delays, eye confirming is so mehh.... orz
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5b 2c 5d slide 5a is already really hard on ragna orz 1 out of 30 attemps :v I should be buffering the dash on 5d right? but still....