Back=4 and downback=1 in number notation. Basically he's mashing for Instant Barrier Block.
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I was talking Injustice on twitter earlier. I can't believe I didn't catch that.
Back=4 and downback=1 in number notation. Basically he's mashing for Instant Barrier Block.
Dia: If you're close enough you can do 5DD > 4DD > 4B > into a much better combo, like almost anything you want.
Asides from that, there's not much else you can do asides from 236D(~C if they're really far) for the knockdown or spend meter to keep the combo going.
Luna: 5DD > 4DD doesn't actually combo but after either of those you can do 236B which can lead into a lot of things depending on the spacing.
j.2DD has too much recovery to land and combo into 5DD. It's better to poke with j.2D(D) and then confirm from there what you want to do. You may be able to get some weird combo off of j.2D CH but that's really hard to confirm unless you're looking out for it. Otherwise the only combo you'll be able to from j.2DD on a grounded opponent is j.214D, which may whiff depending on which stance you're in lol
So I watched some Hazama matches.
How the hell does everyone just get away with these jump-ins from across the entire screen. It looks so incredibly unsafe.
He can manipulate his movement really well. Against a good Hazama, it can be really difficult to predict.
I am hoping that the Vita version allows me to double bind D to its normal button and a shoulder button. I need to be able to DB apparently and that is real hard on a pad. If i had the extra button I could just get used to it when i had to hit B.
Exactly this^
5D across the screen Hazama will be somewhat easy to read and get a good AA against. Ones that keep a stock and like to do D>B or C won't get easily punished.
Let me get a good AA. Stop juking me.
Stuff like j4D~D does some really interesting arcs too.Exactly this^
5D across the screen Hazama will be somewhat easy to read and get a good AA against. Ones that keep a stock and like to do D>B or C won't get easily punished.
Good games Disco. I'm so bad at this game. lol ._.
Na you're really not. In this case it's probably just my previous BlazBlue experience coming into the picture, I played a bunch of Continuum Shift before I picked up Skullgirls. Doesn't Izayoi have a pretty decent DP? Probably something to consider using more often. Especially after I use that Electric Grab thing that Tager has. It's a setup move specifically designed to make the opponent guess so if you just sit there and block you're gonna keep getting command grabbed- jump, backdash, DP, feel free to do a bunch of things. Also pay attention to the status of Tager's special gauge, the sparkbolt gauge. When it's completely filled he gets access to the electric fireball that allows him to combo full screen so when you see that its full try to do your best to get me to waste it.
You really want to be wary of using Izayoi's projectile against Azrael too because he can absorb them and turn them into super fireballs.
In either case we're both getting mauled by Prototype and ApolloJoe (and I'm lagging with both of them for some reason?)
Na you're really not. In this case it's probably just my previous BlazBlue experience coming into the picture, I played a bunch of Continuum Shift before I picked up Skullgirls. Doesn't Izayoi have a pretty decent DP? Probably something to consider using more often. Especially after I use that Electric Grab thing that Tager has. It's a setup move specifically designed to make the opponent guess so if you just sit there and block you're gonna keep getting command grabbed- jump, backdash, DP, feel free to do a bunch of things. Also pay attention to the status of Tager's special gauge, the sparkbolt gauge. When it's completely filled he gets access to the electric fireball that allows him to combo full screen so when you see that its full try to do your best to get me to waste it.
You really want to be wary of using Izayoi's projectile against Azrael too because he can absorb them and turn them into super fireballs.
In either case we're both getting mauled by Prototype and ApolloJoe (and I'm lagging with both of them for some reason?)
Izayoi has no DP. Only reversal option is super.Na you're really not. In this case it's probably just my previous BlazBlue experience coming into the picture, I played a bunch of Continuum Shift before I picked up Skullgirls. Doesn't Izayoi have a pretty decent DP? Probably something to consider using more often. Especially after I use that Electric Grab thing that Tager has. It's a setup move specifically designed to make the opponent guess so if you just sit there and block you're gonna keep getting command grabbed- jump, backdash, DP, feel free to do a bunch of things. Also pay attention to the status of Tager's special gauge, the sparkbolt gauge. When it's completely filled he gets access to the electric fireball that allows him to combo full screen so when you see that its full try to do your best to get me to waste it.
You really want to be wary of using Izayoi's projectile against Azrael too because he can absorb them and turn them into super fireballs.
In either case we're both getting mauled by Prototype and ApolloJoe (and I'm lagging with both of them for some reason?)
I'd say all the CP characters have been really good overall in that department.ASW is on a roll, Celica and Marie look awesome, not only the sprite work but their fighting styles too.
CS2 was a free balance update with DLC characters that had to be purchased. It's not unreasonable to believe that's possible for CP2 as well.Oh man I can't wait to have to buy a whole new edition of BBCP just to get 1.5 new characters.
Pretty positive you can't double bind commands on any version. That was the whole point in making it easier to switch buttons.
CS2 was a free balance update with DLC characters that had to be purchased. It's not unreasonable to believe that's possible for CP2 as well.
Also, Nu will no longer be a stance change character in CP2.
The main thing about doing combos with Nu and Lambda is to not rush things. There are specific spots which require quick timing, but overall everything is fairly laid back, especially with normals like 3C which can be cancelled early.This turns out to be true. Its a bother I will have to work around. I have done it before. Does not effect Nu who is quickly becoming the main of mains though. I even pulled off half of her anti air combo in a game last night guys! Root for me! lol
This is Blazblue. ArcSys changes how characters play in each revision for the hell of it. Even going from CS1->CS2->CSE a Lambda player had to rework combos and various tech. Nevermind CT Nu being removed completely in favor of CS Lambda to begin with, but I didn't play CT so I didn't have to worry about that until now.I hate playing this game knowing that the character I am learning on is going to be really altered in the "near future" (I realize this stuff can take a long ass time to filter down... especially to vita.)
The main thing about doing combos with Nu and Lambda is to not rush things. There are specific spots which require quick timing, but overall everything is fairly laid back, especially with normals like 3C which can be cancelled early.
This is Blazblue. ArcSys changes how characters play in each revision for the hell of it. Even going from CS1->CS2->CSE a Lambda player had to rework combos and various tech. Nevermind CT Nu being removed completely in favor of CS Lambda to begin with, but I didn't play CT so I didn't have to worry about that until now.
RIP 5C corner loops.
My Nu is rather incomplete. I had to ditch all of my Lambda muscle memory and while I have the hang of playing the Nu side of things now I never put in the time to really get a grasp on her stance change game.If you are a Nu player would you mine maybe giving me something like... Here are 4-5 combos you need to know, now go to training mode and make it happen?
My Nu is rather incomplete. I had to ditch all of my Lambda muscle memory and while I have the hang of playing the Nu side of things now I never put in the time to really get a grasp on her stance change game.
Guess they're planning to change up Ragna's combos since Hell's Fang has less float.
This is Blazblue. ArcSys changes how characters play in each revision for the hell of it. Even going from CS1->CS2->CSE a Lambda player had to rework combos and various tech. Nevermind CT Nu being removed completely in favor of CS Lambda to begin with, but I didn't play CT so I didn't have to worry about that until now.
CT Nu going to CS Lambda she received a lot of deserved nerfs that changed her neutral game completely. But within the CS revisions, Lambda's neutral remained mostly the same if not better.
It's pretty fair to expect that the jump from CS to CP would be fairly large.
What really annoys me about splitting up Nu and Lambda now is that they gave Nu a lot of new tools by giving her the stance mechanic which plays a huge role in her neutral game but now they're taking all that away to justify reusing assets and go "look! more characters!".
They really should have left Nu's stance mechanic alone and have Lambda be the simpler non-stance character.
Or, just not have done the stances in the first place.
I'm expecting lots of changes for no reason. They better not destroy my favorite iteration of Rachel.
Her current version is just perfect. CT she was godlike, but part of that was just damage and system mechanics.
How many of the Japanese at Evo were using her?