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Seiska

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About Seiska

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  1. Probably more convenient to have these changes quoted here as well. The biggest change seems to be that 3C no longer floats the enemy away from Platinum, which probably alters especially mid-screen combo routes quite a bit. This is probably why the removed the 3C > Persia route since it would probably allow platinum to convert pretty much all her hits in to crazy corner carry combo. I wonder will we be able to do CH 3C CT combos in 2.0 now that it no longer floats the opponent away, might allow more mid-screen damage. Have to say that it sound pretty funny if 5B > 5C > 236B no longer really works but 5B > 5C > 3C > 236B. Presents getting destroyed on hit doesn't sound fun though, would like them a lot more if they would just activate on hit teaching the opponent not to hit mines.
  2. Then you are probably looking for Guard break / Crouch confirm / Counter Hit combos or Fan loops. Here's a 1.0 guard break combo video with few guard break examples that should work in 1.0 as well unless I have missed something. https://www.youtube.com/watch?v=3chlxpWb0J0
  3. It's odd that this hasn't been mentioned here yet but.. Platinum player Pops won the recent Ultimate Fighting Game Tournament 10 http://www.twitch.tv/nobodyexe/b/532052297 (Starts around 5:27:40) Amazing play by pops. Really unpredictable playstyle full of tricks, mix-ups, traps and mind games. Also liking the way he used the items, it seemed like he was comfortable with all of them, especially presents and bombs. Probably need to study his playstyle a bit and maybe steal few of his tricks for my arsenal. I was surprised to see that he was playing with a gamepad, playing with DS4 myself so felt slight joy to see him use Ds3 or something similar. Hopefully his victory will boost up Platinums popularity a bit, since all these tier lists are listing her so low just because no one plays her. Damn that Daiwa sure knows his block-strings and he resets them so well that they seem nearly endless. His play-style sure is aggressive though but seems to work so why not.
  4. Using it on reaction isn't limited to just enemy block-strings, it can be any situation where you feel you are at disadvantage, maybe you whiffed a move or blocked a projectile or field is littered with lightning pillars, magnets and whatnot. There are plenty of moves that are "vulnerable" to happy magicka, some due to long recovery, some due to long ass animations (doll hits through the attack), some of these have crazy hitboxes or active frames making them really difficult to punish by normal means, some might even be frame-traps. Still, I have to agree that the move is severely lacking and could be a lot better. For a move that barely deals any damage, it's recovery has been greatly exaggerated and makes me wonder what Arc sys was thinking when they made the move.
  5. Personally I think it's far better to use the move on reaction. It's pretty easy to input and can be charged while blocking down which makes it far faster/easier (at least for me) to input than regular DP motion. I have found most success with it against slow hard hitting moves that are just too risky to punish but still have enough recovery to get greeted by the doll. E.g Taokakas 6C and many of Azraels drive attacks. Occasionally I throw it at wake-up near the end of the round and RC it to 5C or something. On hit it can be combo'd to nice *if it kills* combo, On bait, the opponent might just take 5C counter hit to his face and receive the same treatment.
  6. Most of my 65A's become 66A's accidently so this is a welcome change as it's one of those accidents that has saved my ass in many games. But 66A is gold against moves that tend to low profile 5A like Taokakas Crawl or 2B catches many jumps as well.
  7. Maybe you are referring to Falling melody? it has same animation but only hits once but has some sort of crazy homing property. It's special you can use after knockdown, e.g 3C and Mami circular and the input for it is 22C. If not, then you are inputting 236AA just too slow or doing 3C from too far.
  8. Well what you should be looking at the combo thread are the "Universal standard combo", "standard combo", "anti-air" and "Corner combos" sections, these are pretty much the most commonly used combos Platinum has. Unlike 236B route, B-persia route requires you to be close enough the opponent to hit the persia after 3C, this can be uncommon in some match-ups while very common in others so it's good to know/ use both. Item combos usually just extend or alter these combos a bit. The old bubble combo is not that bad in my opinion, it's a good and item equip / discard combo that is pretty hard to fail when you get the hang of it. But generally Platinum is pretty mix-up oriented character so everything that offers OKI is often the best when not going for the kill.
  9. http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ Platinum 6A – Now causes float on counter hit. Jump C – Now has more hitstun on grounded opponents. Magical Bat, Magical Fry Pan (Including Miracle Jeanne versions) – No longer has same move proration. Mystical Momo (Surprise Box, including Miracle Jeanne versions) – Now has a “Close/Mid” and “Mid/Far” set versions. Overdrive Cure Dot Typhoon – Increased the untechable time on hit. Decreased the recovery for Platinum. Looks like she got buffed a bit at least. Those will undoubtedly offer some new combo routes at least.
  10. Seiska

    [CP] Platinum Critique Thread

    if you mean 3C > 236AA~B > sj.C then your problem is probably not delaying the last hit in air persia. If you don't delay it, the opponent get's enough time to tech before sj.c [Edit] @CakeWasBanned yes, thanks for pointing that out.
  11. Seiska

    Arcade Stick vs Controller

    I know this might sound unbelievable but personally I'd say Vita has the best D-pad I have used, it's pretty much the same as Dualshock 4 except the edges are not as sharp and it has these clicks that provide nice physical and sound feedback when direction is pressed. Takes some time to get used to like the Ds4 tough. Other than that, really digging the Dualshock 4, controls feel tighter and buttons less loose. Definitely less unintentional d-pad inputs, altough still sometimes missing the 4 from 632146 DD inputs.
  12. Seiska

    [CP] Platinum Critique Thread

    j.C is a great air poke, but personally I think j.b is often a lot better choice, especially when relatively near the opponent. You can see some of the ways it can be used if you watch Daiwas BBCP matches 5:10 -> 5:25. The IAD > J.b > j.b is one of my personal favourites and it's mixup j.b > swallow moon > j.b is pretty whacky as well. This might help you mix up your pressure a bit as well. j.a, j.b, j.c and j.2C are all good tools for jump pressure. Personally I think you are using way too much CDT, I find it only good as reversal and most of the time you get better damage and advantage in the match just by spending your meter to item upgrade or RC'ing Mami Circular to all kinds of nasty stuff. Treasure chests are good but mostly if they are under or behind you as this way they will protect you by breaking combos heading in to that direction since they won't disappear. In the air CDT ender seems a bit unorthodox tough, most of the time I see people use it after 3C. You seem to jump a lot as well in few of those matches, this somewhat leaves Platinums excellent 66 > 2B, 5A/2A stagger pressure, and anti-air options underused. Might be to opponent only tough, as Jins projectiles seem nasty and haven't faced a good Jin yet.
  13. Here are few combo videos that focus more on the basics. http://www.youtube.com/watch?v=Z_Cr9r64oLE http://www.youtube.com/watch?v=PyqZJ-X_9iA Combo thread pretty much covers all "essential combos" there's way more than 15 there but most of them serve their purpose one way or another. Probably the most important and common ones are: Standard combo: ..5B > 5C > 236B > if corner > 2B > 5C > corner/air combo ...5B > 3C > 236AA~B > sj.c ...5B > 3C > 236AA~A > 5C corner /air combo (~ means delay.) anti-air 6A > 6C > j.236C > j.C, 66A > 236B/Air Combo Some basic pressure strings: Start (5A) > 2B > 5B > 5C > Ender 5A only against those characters that have tall hitbox when crouching, e.g Tager, Azrael. and preferably only if you are really near the opponent, otherwise 2b is better to start 90% of the time (longer range and low-profile), nothing wrong to start with 5B either might work better in some chases due to it's range and gatlings in to 2B. 5A > JC > j.d (frying pan) 5A > 236A (cross-up) > B or land 5A/2A/block* Enders 1. 3C > (214 A, B or C) or 214D (unequip) //stop at 3C if you opponent has way to punish the latter, 5C > 3C is more or less for pushback and occasional low mix-up. 2. jc > j.d (pan) 3. 41236D (Command throw) 4. Mami > RC > j.b > 2b > 5b > 5C * (can be done twice if you have 100% meter, but thats just silly) 5. 3C > 4D with bombs (may lead to combo breaker + combo?) 6. (6 >) 6B microdash if too far. 7. 3C > 236AA~A~A* (if close) *not really safe options but so silly that they may catch the over respecting opponent off guard. Not saying these are the best, but the ones which I have found to work pretty well. All feedback is welcomed tough.
  14. Good read. What about these combos? Seen few very damaging combos that have utilized normal presents just because they don't elevate the opponent as much as treasure chests. Normal presents can be pretty good, but utilizing them correctly can be a bit difficult as many will just jump over them. Usually for me they are more or less a defensive tool since I can drop them and leave them behind me as backup if opponent manages to lock me in to a pressure string. They'll have to stop their pressure or eat 3k treasure chest pressure breaker. For Missiles this seems pretty practical as well. Landing 6C can be tough, but not imposible since it's common usage is low crush and midscreen 4k~ and full-screen corner carry doesn't seem too bad. These OD combos seem pretty practical tough, sure costly but pretty good rewards considering platinum somewhat lackluster average combo damage output. Platinum's gameplay is highly situational to begin with so It doesn't really surprise me that her OD is like that as well. While the character isn't really difficult to learn, I personally think her being one of the hardest characters truly to master in this game. While being very situational, she usually has something she can pull in pretty much in every situation, but doing optimal choices on the fly with her requires far more situational awareness than most of the cast. Not to mention the fact that it's not a skill that you can just hammer down to your muscle memory. It's pretty funny to see people downplay Platinum because of her situational nature. Sure she might be unable to land her most damaging combos without certain items in certain situations but it's likely that she'll be able to land something that will give her advantage or another (e.g discard unfitting item, equip better item, fill the level with all kinds of shit or just drag the opponent down to the depths of mix-up hell).
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