Jump to content

DerQ

Members
  • Content count

    1,522
  • Joined

  • Last visited

2 Followers

About DerQ

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. DerQ

    Amane BBCF Discussion Thread

    your sentence doesn't make sense so I assume you mean grab hariken 2C? If so, it's a micro dash and it's hella tight. I only got it once after like 50 tries lol. Grab > 236DC ASAP (I think) > smallest dash possible > 2C
  2. DerQ

    Amane BBCF Discussion Thread

    In CPEX, 2B doesn't work and is the same startup as 5B In CF, I remember there was impressions of 2B being faster in some way (recovery iirc), but I doubt startup was affected. Easy solution would be to check at the frame dat... hahahaha
  3. DerQ

    Amane BBCF Discussion Thread

    There's a joke somewhere here that this is intended design for this character since it happens in a different way for just about every combo route you ever want to use lol It's somewhat always been a clunky combo, not unreliable. Getting to hit opponent at a certain height while their above you, not too close to the corner, with 50 meter and pressing 6D as you land with the right timing is worthy of a venn diagram where "clunky" and "This combo" meet, marry and have beautiful kids and peaceful lives. On another note, Dai's posted combo video above made me quickly experiment with late combo B hariken ender. If the opponent gets hit by 6C(1) close to you and late in a combo, the drill does not connect. It has a really unusual behavior that might be beneficial. It'll tend to whiff if someone wakes up neutral and stays standing, but if they crouch the hurtbox becomes larger and they are forced to block it. It looks really odd and comes off as a delayed meaty where you are allowed to block. Catches back rolls, most likely backdashes, I don't know if you can get anything better to punish fwd roll than 2A, but it is an option. Interestingly enough, 2A > 5B > 5C is OS hitconfirm for back and fwd roll. I've seen quick tech beat it, but like I said, the drill behavior when they're next to it is whack. There's probably a ton of character specific stuff to know with hitboxes this whack, but considering you get the stomp part of the move as hard knockdown, the frame advantage might be really good? I'll mess around a bit with it in casuals. If anything, characters with annoying backdashes would have to respect the option.
  4. DerQ

    Amane BBCF Discussion Thread

    false, it's still in the game
  5. DerQ

    Amane BBCF Discussion Thread

    It's been there since 1.0 actually. Although I don,t recall seeing it from that height before
  6. DerQ

    Amane BBCF Discussion Thread

    Eating my earlier rant atm damn. Good stuff. I hope you can do 2B> 6B for izayoi
  7. DerQ

    Amane BBCF Discussion Thread

    Some Arukemi footage http://www.nicovideo.jp/watch/sm27692656 Currently watching it, but one important thing I'd point already is that 214C late in the combo grants the opponent air tech, as seen in the first round EDIT: Later on he does the double gekiren Oki that'd normally go into Hariken, goes for ginga instead. The idea still works, you just need hard knockdown if you don't want to lose to delay tech
  8. DerQ

    Amane BBCF Discussion Thread

    The usefulness is probably higher now with ginga routes to build a bit more drill, but it doesn't change the move's behavior at drill level 1... "Low" hitstun, if wallbounce is too high / Amane too close to the corner / etc you'll get the sideswitch. Another one of those mid-combos thing you need to account for that made it a pain. But now it doesn't prorate as bad, so it would potentially be "better" than doing an air route, if only for drill gain. Ginga knockdown vs. gosei knockdown oki as well. On a somewhat similar note, Arukemi in sparring mode was testing ground confirm > 6B > j.C(1) > j6D > 5B > 5D > 214C routes at some point in the twitch footage. The early part is already possible, but works against characters tall enough to get hit by j.6D. Even midscreen you can get j.6D > j236A > j.6C routes for knockdowns. Empire combos galore
  9. DerQ

    Amane BBCF Discussion Thread

    Already exists in CPEX
  10. DerQ

    Amane BBCF Discussion Thread

    5D gives fatal counter? I guess that allows extensive drill gain combos in the corner? 5D > ginga > dash 5B > 5d > Ginga > dash 5B > 5D Oki????? http://www.twitch.tv/sasashima_lejaran/v/26720471 @18:10 Ginga looks just a tad underwhelming when used midscreen. I find it has similar problems as Hariken as in it pushes back the opponent or allows to push themselves to the corner. It's not bad, but I don't find it to fix his pressure like it does for the corner. So long as the midscreen priority is corner carry on hitconfirms, it shouldn't pose a problem. And all of that gameplan is exactly as it is in the current version :D Looking at the recovery, it'd look like you can reversal super Ginga oki like you could against Hariken? But hitting blue beat doesn't sacrifice oki and you can still use hariken right away since you're not imposing yourself a cooldown for using it as oki. Free form <3
  11. DerQ

    Amane BBCF Discussion Thread

    The 1.1 modifier is pretty bad in comparison. I wouldn't lean towards saying AF can't be controlled just yet though. Sure you don't choose, but it's likely to say you could lean towards making it use of it on reaction. Say you do have your burst. AF is likely to activate during pressure/combos. Anything > ODC is good. If you are in a combo, the same combo as above is possible. Damage goes up to 4K for EA with AF. Less burst regen as a trade off. Otherwise, you get the same amount of drill meter if used in pressure with a some burst regen afterwards.
  12. DerQ

    Amane BBCF Discussion Thread

    Seeing the knockdown it produces against Noel in the video you posted, I wouldn't be surprised if the oki is equivalent to j.236C knockdown. This is the big IF for my argument, but if you can't keep momentum afterwards, you presumably just wasted your round's active flow for an early 3k conversion (I havn't seen damage values) over say 1.5-2k? That's my problem with it right now. I can't answer to questions like how much damage would active flow give me if it activates on any starter at neutral. The idea is cool tho It also places the opponent behind you. That's not actually bad, but would only benefit you directly if it puts them in the corner where momentum should be easier to maintain from said knockdown.
  13. DerQ

    Amane BBCF Discussion Thread

    There's more reasons as to why we don't see it more than that, especially day 1. This was pachi, he doesn't play blazblue afaik. Ginga does seem a lot easier to get results with and to get used to. Makes sense that this is what we're seeing. It's in 4C range, sure, but if those new normals have the same gatlingsas 5C or 2C, then you get less options than if you just did run 5B. And it covers crouching/jumping, etc. Unknown? The change they did to 6D that allows the top drill to slide towards the opponent once it hits the ground conflicts the property that it cancels if it doesn't touch anything on the first active frame. Time will tell
  14. DerQ

    Amane BBCF Discussion Thread

    Well, there's a point to say it's still possible with the new angle. It doesn't go as far horizontally. As far as easier, the behavior ought to be the same. I fiddled a bit with harder combo routes lately, including that one. I can see how the new angle could help Amane be lower than the opponent more reliably, but it still seems a bit of wishful thinking. It's just specific screen height, specific height compared to Amane, etc. A frustrating mess.
  15. DerQ

    Amane BBCF Discussion Thread

    I read the part about combos after j236C, but was it also reported as being easier/more reliable than they currently are. WIth no context for that part, it just comes off similar to what it already is? For reference, talking about corner combos where Amane would do j2C to lift the opponent slightly above himself > j236C > follow up
×