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Veteru

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Everything posted by Veteru

  1. Veteru

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Outside the command grab, Kagura's moveset is basically derived from Ky Kiske. Kagura is Ky 2.0. Stronger but slower. Has improved version of various Ky specials. Drive 2DB is Stun dipper v2.0 Drive 2DA is Greed Sever v2.0 Fireball are improved version of Ky's stun edge / charged stun edge v2.0. Flashkick is an improved version of Vapor Thrust (vastly improved...). Gameplay style is somewhat similar, though Ky is faster / weaker. Kagura's 6DB is derived from a move that Ky has had since GGX... but always as a console only alternate character variation. Unfortunately "Impala Hunt" might never make it into his real move set. Ky doesn't have the drive cancelling aspect, but basic/neutral gameplay might be similar for you. In GG, overheads tend to be the end of your pressure so if you like Kagura's high/low/command grab mixup options then Ky might not be the character of choice (Greed Sever easily punished on block, 5D is the end of pressure or punished if you're too close).
  2. Veteru

    [AC+R] News & Gameplay Discussion

    "GGXXACP(Xbox360 version)'s version update DLC is scheduled for 18:00 tomorrow. With that, a pre-title update will be released today. Please wait for the details in the press release tomorrow. Everything is free. Truly sorry for the long wait. #guiltygear"
  3. Veteru

    [AC+R] Video Posting Thread

    I-NO Revolution: http://www.youtube.com/watch?v=LPVsiNdEVF8 http://www.youtube.com/watch?v=LTWLl5zd2Hc http://www.youtube.com/watch?v=pI_xRoC5Kd0 http://www.youtube.com/watch?v=8mqCrGzPhjo http://www.youtube.com/watch?v=pn5tHaYZGWc http://www.youtube.com/watch?v=rmi6xfB7eow http://www.youtube.com/watch?v=I82wmGdJ_aI
  4. Veteru

    OLD! Sol Combo Thread [GGAC]

    [Edit: Changed title to "OLD". Look forward to a new thread from me soon] Sol is a good character for "freestyle" combos. His combos vary slightly depending on exact screen positioning and what you use to launch, but once you get the basics down you can pretty much improvise your own. I think this is part of the reason people don't discuss his combos much, but since I couldn't find it listed I decided to write some up. Here is a listing of the combos I'm using. All of these combos work against Sol. I'll include some others for "Non-Sol Targets" later on. Brief explanation of my notation: nj.S = neutral jump slash j.S = forward jumping slash Backwards jump is not used in any combo listed DJ = double jump SW = Of course it's a clean hit so don't ask CH = Counter Hit All specials are abbreviated in a logical way. -------------------------------------- Here we go! Dust Combos: 5D, j.D, j.D, DJ >> falling j.D, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR = 199 damage (Must be in corner by 4th j.D) 2D 2D, BR(2), RC, j.D, dj.D, SW, dash 2H, j.D, SW, nj.S, SW, BR = 235 (Must be in corner by the second j.D) 2D, BR(1), RC, SW, nj.S, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 242 (Proximity to the corner required) 2D CH 2D, GF, Fafnir, dash 2H, j.D, SW, nj.S, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 285 2D, GF FRC, dash j.D, SW, nj.S, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 274 GV Combos (In the corner by the end of GV) [GV, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR] = 226 GV, [GV, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR] = 245 Low airdash S, H(1), 2H >> [GV, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR] = 231 2KH >> [GV, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR] = 191 5H2H >> [GV, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR] = 277 GV Combos (Midscreen variant) GV, dash j.D, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 241 5S6P Combo (requires corner): 5S, 6P >> [GV, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR] = 268 Dashing 5S, 6P, delay 236P, 2H, j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR = 254 Fafnir: CH (Or Clean Hit from anti-jump setup) Fafnir, dash 2H, j.D, SW, nj.S, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 245 (277 if used as antijump/backdash) Airthrow (Midscreen): Low airthrow, Fafnir = 80 (Can't get a clean hit vs. Sol) Low airthrow, 5SH, SJIAD.KS, VV(623H214K) = 105/116 (depends on # of VV hits) Throw (Corner): Throw, 5K(1), j.KS, SW, GV, dash j.D, SW, nj.S, SW, BR = 165 Throw, 5K(1), j.PS, SW, dash 2H, j.D, SW, nj.SW, BR = 152 Bukkirabou ni Nageru (Command throw): BnN, dash 2H, j.D, SW, nj.S, SW, [optional extra nj.S, SW,] j.S, SW, nj.S, SW, BR = 175[187] (Requires certain proximity from the corner - works best at 1/2 stage distance) BnN, Fafnir, dash 2H, j.D, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 196 (Requires certain proximity from the corner - works best at 1/2 stage distance) BnN, dash 2H, j.D, SW, nj.S, SW, (5S or 2H), SW, 2H, BR = 162/164 (Works vs. corner) BnN, dash j.H, j.SW, j.SW, j.SW, dash j.D, VV(623S214K) = 149 Riot Stomp (CH): RS, dash 2H, j.D, SW, nj.S, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 267 RS, 214S(2), dash j.D, SW, nj.S, SW, j.S, SW, nj.S, SW, BR = 288 Unburstable: BnN, whiff Fafnir>>FB Tyrant Rave >> Bandit Revolver (Works from midscreen) = 112 Veteru
  5. Veteru

    OLD! Sol Combo Thread [GGAC]

    Feel free to keep doing your thing. I created this thread originally because I was unsatisfied with the original Sol combo thread and wanted a place to dump info. If you keep your thread neat I'll probably just post it there.
  6. BlazBlue and P4A? About a day. I came from a fighting game background (GG, CVS2, A3, A1, SF2 series) Taokaka is not a character you can become proficient with as quickly. Pick Main Characters
  7. Veteru

    [P4A] Mitsuru Kirijo Gameplay Discussion

    Hi Maho. You PM'd me a long time ago and never talked to me again. You should get in touch with me soon.... for a similar reason.
  8. Veteru

    [CSE] Video Discussion Mk.II

    Arc System Works DMCA'd you for posting the Blazblue Chronophantasma trailer?
  9. Veteru

    [P4A] News & Gameplay Discussion

    I can verify the first hit of Narukami's B+D (Big Gamble) is air unblockable. Tested it at EVO, it's pretty great once they use up their air mobility option. The damage payout is much less than 2B, but you avoid the risk of getting fatal countered by the opponent's "anti-antiair" (Many characters in this game have one... think Akihiko JC).
  10. Veteru

    [P4A] News & Gameplay Discussion

    All BlazBlue games will repeat your input for 5 frames when you hold a button down. Although it probably wasn't implemented to do this, it has an effect on masking lag. "But I don't hold the button down" -- sure you do, even without thinking about it, most inputs will be anywhere from 2f-4f. It's actually harder than you'd think to press a button for 1 frame.
  11. Veteru

    [P4A] Yukiko Amagi Gameplay Discussion

    Received a tip from Atlus' Rob at Evo. Yukiko has a 4B and 6B (and 4BB/6BB). It determines the speed of the fans you throw. You can have each one be a different speed iirc. Just thought you guys should know! Didn't see it in the data thread.
  12. Veteru

    2011 Blazblue CS2 SBO qualifier - Aug 20th, 2011

    SBO Qualifiers are never decided by vote. Over the years, many players have suggested EVO become a SBO qualifier, but they really are two seperate entities. #1 Evo is a WORLD scale tournament. Anyone from anywhere can show up and enter. This creates a problem because many region's qualifiers are for that region only. (Several USA SBO qualifiers do not allow non-residents to enter. I don't know if that's mandatory and I imagine it's changed over the years) #2 Evo is console. SBO qualifiers are typically required to be on the latest Arcade version #3 I can't speak for SPARK, but... for everyone saying he should go, you might want to try actually offering him a flight to the qualifier. Even if he's not interested in SBO at the moment... he might become interested. ^ ^
  13. Veteru

    2011 Blazblue CS2 SBO qualifier - Aug 20th, 2011

    Believe it or not, a tournament organizer has no obligation to post about his event on Dustloop or any other forum. It is regrettable that short notice will not allow many players to make it, but that is reality for you. Lets try to keep this positive. Best of luck to the players who go, and whoever is chosen as this year's representative.
  14. Veteru

    [CS1] Bang Discussion and Question Thread

    You mean, you copied it during my Triple Threat performance, right? BTW Goryus adapted it for use with Bang/Lambda after Triple Threat. Also, our local CT Bang player used it too (Dir En Grey 666 on PSN).
  15. Veteru

    [CS2] Ragna General Discussion

    We've played around 6 matches EVER, all on the same day. I barely know the guy, and we live approximately 800~1000 miles from each other.
  16. Hi Fubarduck! Thanks for working hard for our community all these years. Exciting to hear about the -completely random- bracket. I'll try to make it to this qualifier for BB. I'd say "lets team up for Melty", but these days I'm a meltynobody (haven't really played AA) + looks like it's singles. Hope to hear the details on the bonus "cool stuff" soon. See you around, if not at this event then at Evo.
  17. Veteru

    [CT] Hakumen Thread

    http://img360.imageshack.us/img360/5082/hakugs7.jpg http://img211.imageshack.us/img211/5886/sspx0660we7.jpg http://img211.imageshack.us/img211/sspx0660we7.jpg/1/w1280.png http://img123.imageshack.us/img123/1830/sspx0659mc6.jpg Thanks to Baod for the awesome HQ images!! ------------------------------------------------------------------------------ For anyone who doesn't know, here are the instructions to unlock Haku-Men -- Note that you need access to the system operator menu. From the menue choose "Screen Adjustment". 1. hold start for more than 5 seconds (coin sound) 2. button 4, right, button 2 (coin sound) 3. start, left, start, up, right, button 1 (coin sound) 4. left, down, right, button 1, start (new challenger sound) 5. if you succeed you will automatically exit screen adjustment, and it'll ask you, SPECIAL CONTENTS SAVE OK? say yes note: in my area, our BB cabinet buttons are laid out as 4, 1, 2, 3. It's probably that way for all cabinets (basically button setting B) ------------------------------------------------------------------------------ Move List Normals: 5A: 5F startup, +3 on block 5B: 10F startup, +0 on block 5C: 14F startup, -12 on block 5D: 7F startup, 12 "active frames" (Can catch the opponent's attack for 12 frames), Unblockable 6A: 11F startup, +2 on block 6B: 13F startup, -9 on block 6C: 17F startup, -14 on block 6D: 1F startup, 7 "active frames" (Can catch the opponent's attack for 7 frames), Unblockable 2A: 6F startup, +1 on block 2B: 9F startup, +2 on block 2C: 13F startup, -18 on block 2D: 1F startup, 7 "active frames" (Can catch the opponent's attack for 7 frames), Unblockable 3C: 9F startup, -16 on block JA: 7F startup JB: 10F startup JC: 14F startup JD: 1F startup, 9 "active frames" (Can catch the opponent's attack for 9 frames), Unblockable J2C: 11F startup Damage chart removed: Will be replacing with a frame data chart (Damage/prorates included) as soon as we can get support added for the table. Drive Move: Zanshin: A type of counter. If performed at the right moment, your opponent's attack will be negated, and Hakumen will retaliate. Does not work against throws. If used against projectiles, the counter will catch the projectile and the retaliatory attack will come out, but unless the opponent is near Hakumen, the opponent will not be damaged. Here is the difference between the counters: 5D: Vulnerable at the start, but has the longest "active" period of all the counters. Catches overheads and mid attacks. If successful, tosses the opponent behind you, dealing 1700 damage and giving you 1 star of meter. 2D: Active immediately. Catches mid and low attacks. If successful, tosses the opponent behind you, dealing 1020 damage and giving you 1 star of meter. 6D: Active immediately, but has a very short period of time it can catch attacks. If successful Haku-Men pushes the opponent (who goes into a special "spiral" falling animation, similar to Rachel's 5C~C), dealing 0 damage and building 0 meter. He has plenty of time to dash forward and still be able to combo. Easiest counter to use "on reaction" to an incoming attack. JD: Active immediately. Catches any attack that can hit you while airborn. If successful, tosses the opponent above and behind Haku-Men, dealing 1610 damage and giving you 1 star of meter. They can air tech before it is possible for you to hit them under normal circumstances (Haven't checked to see if it is possible to Rapid Cancel this move. If so, followup may be possible). Specials: Note, the number in parenthesis is the number of levels (or stars) required from his unique meter. There are 8 levels total. Guren: 236A(1): Lunges forward and thrusts with the hilt of his sword. Wallbounces opponents if they were airborn or knocked down. Doesn't launch standing opponents. Renka: 214B(2): Does a double kick combo which launches the opponent on either hit. The first hit is a low attack. Zantetsu: 41236C(3): Massive overhead slash for the first hit (must be blocked high), followed by a sweeping slash (must be blocked low). Appears to be safe on block, even if the opponent instant blocks. Kishuu: 623A(1): A command dash of sorts. Reportedly has upper body invincibility. Covers more distance than his normal dash, and can be cancelled into as a combo extender. Enma: After Kishuu, press A(1): Cancels the command dash into an uppercut. Launches opponents on hit, and can be jump cancelled on hit or block. Hotaru: j214C(2): A shoryuken of sorts (read: invincible special), with the restriction that it can only be performed in the air. He does a single upward kick that launches the opponent on hit. Appears to be safe on block if tigerknee'd (motion: 2147B). Resets his jump options (but does not give you an additional airdash). 11F startup, invincible from frame 1-14. Tsubaki: j214B(3): Downward sword slash which knocks down opponents on hit. Can be used as an air combo ender, to knock down the opponent, or tigerkneed (2147C) as a quick overhead. Supers: Shippuu: 632146C(4): Huge downward sword slash which releases a projectile wave. You can charge this move and it becomes unblockable -- however, you aren't invincible while charging, and the opponent can just jump over it. If you predict their jump, you could try releasing it at the exact moment their jump startup occurs, but that's a guess that isn't in your favor. This move can still be cancelled into other specials, as long as it hits/is blocked. The projectile wave deals signifigantly less damage than the initial hit of the super, but luckily the sword slash has great range so typically it's the part that connects. I haven't been able to get both hits to connect, I think the sword slash hitting might prevent the projectile wave from doing so. Yukikaze: 236236D(4): Counter super, doesn't work against low attacks Mugen: 214214B(8) -- Puts you into a special mode, your bar drains rapidly, but during this time you can perform unlimited specials/supers, until your bar runs out. Gives you a 20% damage bonus on all moves. Possibly increases the damage of Shippu by more than 20%. Disables roman cancel until the super ends. Meter drain does not stop during your superflash or the opponents. ------------------------------------------------------------------------------ COMBOS! (And Combo Theory) I'm sure this is the section you've all been waiting for! I'll be updating this over the next couple days. First, lets discuss his basic chains: 5A -> (5A or 2A) 2A -> (5A or 2A) JA -> JA (can link into JB vs. airborn opponents as well... at least I think it's a link) 6A -> 6B ...That's it! That's all of the chain combos you get, with Haku-Men. Please note, that for 5A, 2A, and JA, the timing to chain out of them is slightly delayed. You have to chain during the recovery frames of your move (Can't chain during the active frames (i.e. can't chain immediately on hit)). Slightly tricky, if you're used to normal chains. ------------------------------------------------------------------------------ Basic meterless combos: On normal hit, 6A links into another 6A, 5a/2a/5b/2b if close enough, or into 3C at any range. Damage is low because 6A prorates your damage significantly. 6A -> 3C = 1232 6A -> 6A -> 3C = 1395 6A -> 6A -> 6A -> 3C = 1517 (Tager only, or requires CH for other characters) On counterhit (CH), 6A combos to jC, which basically lets you perform any combo you want afterwards. CH 6A also combos to dash -> 6A again (in case you want to waste time with a slow 6A x3 combo to let your meter refill) ------------------------------------------------------------------------------ Slightly more advanced combos: 2Ax2 -> 214B(2 hits) -> slight delay 236A -> 6C -> (optional 632146C).Damage is 2157(3684 with super). Notes about the combo: It works midscreen on most characters, but against smaller ones (Carl, Arakune, ?Litchi?) the 236A will miss. 2Ax2 -> 214B(1 hit) -> 236A -> 6C -> (optional 632146C): Damage is 1937(3973 with super). Cost is 3(7) stars. Works against everyone. Cost is 3(7) stars. (6A, 5B, 5C, or 2C) -> 623A~A (Kishuu -> Enma) -> jump -> falling jC, land 2C, sj2C (-> extra j2C if cornered) -> airdash j2C (-> can link multiple j2C if in the corner) -> (optional 214C knockdown). Works against everyone, all hits not in parenthesis will connect midscreen. Cost is 2(5) stars. Counterhit 5C or 2C combo (Either attack works on counterhit, 2C works against crouching opponents on normal hit, 5C works against airborn or downed opponents on normal hit) 5C/2C -> 41236C -> 5C -> (if you have a lot of meter, add another 41236C -> 5C) -> end with [236A -> 6C if far from corner] or [236A -> 2C -> j2C -> airdash j2C if cornered] Neutral(Forward) Throw -> 236A -> 6C (-> optional 632146C) basic 1 star throw combo that works on everyone midscreen. Neutral(Forward) Throw -> 236A -> dash -> 5B -> j2C -> airdash -> meaty jC as the opponent techs Note: Does very similar damage to the above 6C combo, but leaves you with better positioning / more time to get back on top of the opponent as they stand up. At the low height j2C is performed at, the opponent can't air tech and is forced to early ground tech or be OTG relaunched by your jC. Neutral(Forward) Throw -> [236A -> 623A -> 5C]xN -> 236A -> 6C. If you are too close to the corner, the 6C will not have time to connect. You can follow up with 5C instead for a knockdown, 2C into an aircombo, or 5C 236A which will usually make the opponent bounce over your head if you were very close to them (Can link another 5C after this). After you reach a certain proximity to the corner you can leave out the 623A and just use 236A -> walk forward -> 5C (Forward or back)Throw opponent into the corner -> 214B -> 5B -> j2C -> falling jC -> 2C -> sj2C -> j2C -> airdash [j2C]xN ------------------------------------------------------------------------------ More to come as it's found!
  18. The purpose of this thread? You mean it's not dedicated to calling tianyuan out about he stole some of the former DL team's translations and posted them on his site without crediting anyone? ...because that's what I thought this thread is for.
  19. Veteru

    [CS2] Ragna General Discussion

    lol... if you're using 3C as your combo starter, essentially you can do that combo without RCing with a small change. 3C 5D GH+followup -> 5C sjCD djC BE -> 5D 22C About the 5B 5C Hells Fang combos you listed... if you're going to spend meter, carnage scissor nets you better damage, life drain & meter return. In BBCT, hells fang RC combos had a more important role. 5C had such massive range that you could connect with it from a range where Carnage Scissor wouldn't combo (it would take too long to reach the opponent, so they could block), but hells fang would still work. In BBCS, because of the reduced range on 5C, this rarely happens anymore. The only moves I RC with Ragna these days are Inferno Divider, blocked Gauntlet Hades, 2D and occaisionally dead spike (don't ask, hehehe...).
  20. Veteru

    The Fighter Mentality

    壊す覚悟
  21. Veteru

    [CS1] Hazama Complete Guide

    Thinking back, I remember seeing Hazama's 5D chain clash with normals before, so I'm pretty confident now... just think of it as a ranged physical attack that also interacts with projectiles
  22. Veteru

    [CS1] Hazama Complete Guide

    I think you're missing the important part of my message... the jC's STOP COMBOING.
  23. Veteru

    [CS1] Hazama Complete Guide

    Some notes about the combo... it's definitely possible to combo jCx5 djCx5 land 2C... but off of the setup listed, the opponent can tech before 4D hits... maybe with some magical & perfect timing, you could juggle them slightly lower to still have 4D connect? Regardless of that, it's possible to continue comboing by skipping the 4D and immediately superjumping, but the combo will become invalid midway through the jC's. I can't say from experience because no Hazama up here spams D enough for me to try random CS, however... it may be that his D moves are considered striking moves (for the purpose of whether or not carnage scissor can pass through them)... Carnage Scissor's invincibility works like this: before the superflash it is invincible to everything, after the superflash it is invincible to strikes & throws for a while longer (past the hit). In BBCT, Jin's 5D was like this, so Ragna could pass through it with ease (but not Jin's other projectiles).
  24. Veteru

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    It's not my intention to argue over the reasons (imo 623c has additional recovery time + possibly some other stuff), I can tell you that 623C counterhit still gives enough untechable time for 5C to combo. Depending on the character it could miss for hitbox/range issues etc... but I do know it does work against a few characters/situations. By the way, 623C CH 5C sjBCD land 5B5C3C deals 2064 damage... in CT it did about 2500 so that's quite a drop... wonder if he still has the least meterless DP damage from his 623C?
  25. Veteru

    CS Mechanics

    I'm pretty confident 95%+ of dustloop posters would not benefit from blazblue's input buffer being removed. That is to say, I don't believe the execution of most players is good enough here the removal will then give them an advantage over others in the tournament scene (that they didn't already have an advantage over). It helps you do the moves you want to do, when you want to do them... Sirlin would approve.
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