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Everything posted by Black Onslaught
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[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
You get more time than you think you do, it's not a 1f link and take some time to get used to. Once Adachi's animation is finished do 665B it takes a few times to get down. -
https://www.youtube.com/watch?v=npW4LB3Anys&list=UUyV9c57z3v5Ot5d4PklDxeA Hima combo concept
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[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
Should be inside your case, and you just enter his code on the jp psn store like you would a psn code -
super impractical touch of deaths that require both buffs, crouching counter hit or fatal, burst and 75+ meter 5C > IAD JC > 5B > 5C >2AB > OMB > 5B > 2C > short hop jC > 5B > 2B > j2C > 236ABB > 214214D is 6.8k and kills Liz 5C > IAD JC > 5B > 5C > 2AB > OMB > 236236B > 5B > 2C > short hop jC > 5B >2B > j2C > 236ABB > 214214D is 7,3k and kills Liz and Yosuke
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[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
if you hit ken's dog with dp but whiff ken, you can still super cancel -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
214ab? It gives air juggle and time for 5b, yeah. As for 2d/j2d it was used after 2c for more damage in the corner initially -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
They track, but it's limited in midscreen combos -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
They track, but it's limited in midscreen combos -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
Sorry, meant 236abb -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
new route is really fucking good it's probably the best thing for 5A/2A starters 3/3.4k with corner carry and damage buff, 4k+ if you're awakened and both buffs as well as confusing the opponent it also feels strong in fatal combos because you can link the j.C rebounce into 214ABB and go into grab super you can go into it from standing if you have 50 meter or counterhit for only 25 meter also FC 5C > IAD jC > 5B > 5C > 2B > jC > 5B > 5C > 214AB > 214AB > 5B > 2C > short hop cancel > jC > 214ABB > 214214CD does 6.7k but because of status they literally only have about 10% health left w/ few frames of poison and full fear from the grab -
https://www.youtube.com/watch?v=TuqA7tO5Q40 new combo route
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[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
on CH w/ DP you can 5C > D Evil Smile if buff is up they take poison from 5C + fear -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
i dont know if someone mentioned it already but EX tackle puts opponent in spin state which means you can combo into 214214CD EX gunshot on air hit > 5C > D Evil Smile gives you p much fear from any position on screen you only get 2B > jC loops or follow ups with one more cancel, fatal or crouching you can only combo into his sweep from one more cancel, fatal or crouching gunshot ender forces tech on ground hit for a new setup also hes hella reliant on meter which means shadow adachi would've been fucking nuclear smh -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
normal throw > omc > 5D works on teddie without having to do a 2A after omc -
https://www.youtube.com/watch?v=jnotMbmvxIw adachi combo video
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[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
5A > STANCE > C COMMAND GRAB IS AMAZING -
[P4AU] Tohru Adachi Gameplay Discussion
Black Onslaught replied to Antiquarian's topic in Tohru Adachi
you cant stance cancel into 5A/5B it goes into follow up from these buttons. I haven't had much success with 5D outside of throw > OMC > 5D > 2A combos or full screen 5D and watching someone roll into it twice gunshot isnt safe on block as someone said but EX feels safe? on hit you get -so- much time for follow ups you can cancel out of stance into everything but sweep and 5A/5B stance > 214D is pretty nice and hits from farther than you think command grab D and SB are throw invul? D takes a bit more to start up but its decently fast and EX ver is as fast as C and has D's throw invul I believe can also super cancel it 5C/2C/j2C can be cancelled into 5D/2D/jD on hit before grabs also buffs dont carry over to next round it's still week 1 and i havent seen a lot of jp videos of him outside of damosu v shikki so im sure better info will come if you want me to test anything let me know, he's fun but awkward -
hat anti-air, discuss
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found it on twitter, enjoy or whatever
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It's done now, nothing was updated.
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I think JP PSN store is updating, just went on it and got a maintenance message I think.
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[CP] News & Gameplay Discussion (Old)
Black Onslaught replied to kosmos badgirl's topic in BlazBlue Gameplay
You do realize that the Xbox 360 is very unsuccessful in Japan right, it's not really all that surprising that a lot of fighters coming out are PS3-exclusive on the anime side of things. -
palettes: It appears that any combo that starts like this [h] 2A/5A > 2C > 6B > dhakjdhs will not work on lambda and noel thus far due to second hit of 6b whiffing entirely. Can combo his air DD in with his jc.ground strings. Adds a nice amount of possibilities. RC 5D,5B 2B>3C>2362369C 6C start-up cancels to 5D Valk can wolf cancel his special moves on whiff j.214B is air UB and takes a primer 236C takes a primer Wolf cannot gold burst Not only is j.C fuzzy possible but it combo's on hit - 6A guard point is pretty nice, activates pretty quickly (probably frame 3-4-ish). You can 6A between tager's 5C > 5D and win. Also, you can combo on 6A CH if the opponent isn't in the air when hit, you have to do earliest sj.B you can, it's pretty tricky. [w] 7C and 4C have invul on dash start-up - Against low blockers: 5B (blocked) > j.C > air DD is a great way to finish. You get enough time to hit confirm the j.C, and if they block you can jump cancel / j.214B > 3D wolf mixup. 5D - throw invul and low hitbox air [w] combo gonna fail combo into 236D as it full heals wolf meter CH 236A, 5A>3C, 2C combos 632146D - last hit will whiff if combo count too high - 6C, j.214B, 6B, j.236A, j.236B all have same move proration rules it seems. Astral is air unblockable 5B>5C ~standing only midscreen launch is TK 214B ~crouching only is 236C mix-up 2A>6B CH bait 2A>2C 2A>5D ~5A ~236D ( 5B > 2B >5B ) x N gatling [w] j.B hits fuzzy and crosses up [h] j.B crosses up Wolf mixup is stupid good rofl. H blocked 236a/6b/236c: 4dd barrier to fake reversals 3d into W 236d; W a>b>combo 5db>land b>combo W a blocked: 5db>etc 3d into W 236d; a>combo I have a feeling you can do j.b off 3d but I forgot to try it. Magfuckingneto if it works lol. Midscreen 6c>land>delayed H 236c will catch a neutral tech if they don't barrier asap and goes into 9d>combo. I'm sure there are some crossup tricks I haven't explored either. Point blank blocked H 5b>9d lets you choose your side I think. Could probably do something like H blocked 236a>9d>2c into either land and W 236d/5A or falling W j.b>5b>etc. If that works you might even be able to choose which side you get with falling W j.b rofl. *Dunno if anyone has done this yet, but I came up with what might be a pretty nifty block string/reset. Do anything then force opponent to block 6C->9D->(delay for crossup)2C, then take your pick of [w]jB, land [w]5A, [w]236D, etc. Seems like it works well against anyone who doesn't have a good antiair. http://www.youtube.com/watch?v=MIm-zKdRp8w http://www.youtube.com/watch?v=h5l1VDmkHLw
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Suzaku-bro where are you at save us
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Was in training mode Naoto's Guard Cancel completely whiffs if used on Yu's 2A anybody talk about this or seems semi useful kinda