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Everything posted by Schneider-X
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Just a suggestion but it would be helpful to show what the original CPEX frame data was just so people can more easily see what's a nerf or buff going into CF.
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[CF] Hakumen Video Thread (Updated 07/16/2016)
Schneider-X replied to The_undercover_beret's topic in Hakumen
Here is a video explaining some of the Mugen changes. It would be great if someone could help translate the text in the video. -
Any update on the BBCPEX side tournament?
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- Guilty Gear
- Persona 4: Arena
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You might be doing it too slow, try speeding up? Otherwise I have no idea really.
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CP2.0 Hakumen has the same gameplan in general as previous versions of CP. He has big normals that control a fair bit of space and his drive gives him unique options during some oki/pressure situations though this has been nerfed further in CP2.0 with what we've seen so far. Due to having mediocre pressure and mixup, he'll mainly get big damage from counterhits. He has more limited OD combo opportunities from CP1 to CP2.0 so you'll need to make those count even more now. Hope that helps a little.
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Pretty sure it was added in once mugen shippu did unscaled damage.
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Okay, I'll record a video if I find something noteworthy or useful imo.
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Any combos you want me to record in specific or should I just record what I consider BNBs? Also your inbox is full :s
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[Jul 12-14, 2013] EVO 2013 P4Arena! Also sign up for BB/GG side tourneys! - Las Vegas, NV
Schneider-X replied to shtkn's topic in Archive
Sign me up for BB! -
Thanks for the critique Rele, I've passed it along to Bmeister and took note of what you said to me
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I find that delaying the j.B and J.2A as much as possible to be the most important parts and eyeballing the opponents height for the A.D j.A/j.B. Also Indigo had a post on tips to get that part down. Oh I found it! http://www.dustloop.com/forums/showthread.php?13856-EX-Hakumen-Extend-Combo-Guide&p=1326544&viewfull=1#post1326544
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hey Rachel players, I was wondering if you guys could give some tips for a friend of mine, he doesn't post much on dustloop but I'll let him know about what he can improve. Our gameplay was overall kinda sloppy with Grand finals being especially sloppy due to a 2 hour wait between winner's and grand. Anyways, I'm hoping you guys have some good constructive criticism http://www.youtube.com/watch?v=nITXEflCegI&feature=plcp http://www.youtube.com/watch?v=d10RKkex_78&feature=plcp http://www.youtube.com/watch?v=JeX-KYaEGck&feature=plcp
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Oh, I always thought that 2A was his worse starter, thanks for pointing that out. I still need to test the combo on bang more but so far it has never connected for me.
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You need to delay the gurren for it to hit on Ragna and Makoto after the 2C, for Bang the combo will always fail. Also this combo can work with a 2A starter and you don't need the extra kishuu after gurren, you can just hop 2C j.B j.2A AD j.2A j.C instead and save a star.
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When you hit the ground mash G+2, 4, 6, or 8 to quickly get up in that direction instead of laying there. For NM's GS K BE you'll need to use G+2 to avoid repeated GS K BEs on the 1p side.
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Does comboing a purple grab midcombo repeatedly make a loop in Blazblue? No it doesn't, your opponent isn't reacting properly to the move be it breaking the purple grab or teching to the side.
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the GS K BE "loop" isn't guaranteed if you tech to the side, infact nothing is guaranteed if you tech to the side after it. Not fully understanding the move and complaining about it isn't helping anyone.
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According to the frame data thread, Shippu has had 1-4f invincibility after superflash since CS1. It was just never useful due to how long the move took to come out before. 22 frames to come out vs 7 frames after the superflash.
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Here's some more Chin goodness. http://www.youtube.com/watch?v=H39w9NvjqYA&feature=BFa&list=PLE72FF3391C915E5B&lf=plpp_video#t=7m43s http://www.youtube.com/watch?v=raAeZ5vd7V8&feature=BFa&list=PLE72FF3391C915E5B&lf=plpp_video
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The increase in j. B's untech time in CSE makes the combo significantly easier. The best thing to practice in CS2 in preparation for those style of combos is your IADs. Also 10f Shippu is ridiculous.
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I think there's a combo video showing what happens when you counter bursts. IIRC, all counters still work for gold bursts, just like in CS2. Also, how is 6A as an anti-air now? Is it better than any of our other meterless anti-air options, or does it only have situational uses?
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Here's another Chin video from a different set. http://www.youtube.com/watch?v=xZE1rAP1w9w I stopped looking at the BB CSE videos for a while, but after my friend imported CSE I started looking again and got lucky finding some Chin gameplay :D
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Here's some videos of Chin playing. http://www.youtube.com/watch?v=54o-dhZAJnQ#t=11m15s http://www.youtube.com/watch?v=nijDeH5nKoA http://www.youtube.com/watch?v=_QefgDskanc&feature=mfu_in_order&list=UL second match @7:43 http://www.youtube.com/watch?v=RCSKkpF9CX4&feature=mfu_in_order&list=UL#t=06m58s http://www.youtube.com/watch?v=hlfr49P04ak&feature=mfu_in_order&list=UL
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Hey I'm hoping someone who owns Extend can answer this question. I know Extend only has the canon storyline for CT, but does it contain the complete story that was in CS1? I'm thinking of trading in BBCS and wasn't sure if Extend cut out anything from the story mode.
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Most likely because throw>6A>6C guarantees that 6C will have the longer untechable frames from being hit close to the ground (untechable till they stop sliding) and in CS2 to land 6C from a throw you needed very specific spacing.