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BlazBlue [360, PS3, Arcade]


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GGs indeed, I especially enjoyed our 2 man lobby of Ragna Duels. I was mirin the spacing on those 3B -> 5C combos you were getting on my wake up. I was tryin to go for similar 3C shenanigans, but I got ID'd out every time! :lol: I do like it as a combo starter though - 3C -> 22C -> 5B etc is nice. Over 4000 damage if you can do Carnage Scissors into the follow up BE combo. :)

I was having a lot of trouble with the Carnage Scissors motion last night. I noticed the input is actually quite strict in that you have to make sure you go all the way back in the half circle motion. Just going to down back isn't good enough! And on top of that, I kept on fluffing the follow up 6A much to my chagrin, after spending so long practicing those. I suppose it's easier in training mode when you're doing it 20 times in a row and the muscles memory takes a bit better.

After our session last night I went into Challenge Mode and managed to do Mission 8, which was odd as you have to dash before the 5D before the 22C, but when they're in the corner (which is where they'll end up starting that combo from where it does) then that dash is completely unnecessary. I've got the 5B -> 3C -> 5D -> dc -> 5C -> air combo pretty much down now though.

Dashing in with 2B might be better as you can link it to 3C and I think it comes out a little quicker, and the momentum from the dash should keep you close to do the 22C afterwards. Just a theory as I'd need to test this out to be sure it'd work.

Fluffing Carnage Scissors was a pain of mine back in CT, I'd be able to do it 99% of the time but then I'd have an evening where I couldn't pull it off when I wanted at all. I think it happens if you try to rush the input too much and, as you say, miss an input, however whenever you're likely to be using Carnage Scissors there's usually a fairly chunky window in which to do it and so you don't have to rush it too much. Just my experience of the problem though.

If you can get one or two of those 2A's out of your combos you'll find your in fight damage will go up quite a bit, although it's very hard to hit confirm from a single 2A I admit. Also I read this morning that a late j.C against a grounded opponent is safe on block, helps explain why you managed to carry on to a combo when I was trying to hit you out of it on reaction.

Cheers dude! Great games last night as ever! I have to admit, that unblockable move of Tsubakis is a bit harsh. I thought you may be able to jump it or catch it with a 5b easily but keep forgetting about the blockstun from the previous cancelled move. Imp's caught me with 2A a fair few times but I'm not always in that range. I'm sure Infernal divider would work, the move that I now burst out of pure irrational hatred, no matter how much of a waste the burst is.

In defence (of 22D) the tutorial calls it Tsubaki's best tool for dealing damage, what her game should centre around trying to land. Without it, she'd be poo.

Having a look on the match-up thread, it appears Ragnas love to Instant Block -> infernal divider, especially in tsubaki's block strings. The motion sounds tricky, Instant blocks are alien to me.

I'm not saying it like a bad thing, you should abuse that as much as you can get away with. An unblockable attack (which to be fair has a charge up time in which to react to - I was kicking myself everytime I got hit by it as it's a good second or so) that leads into a 3,000ish damage combo is something I'd be using a lot of!

Infernal Divider can lead to a 1,700-3,000 damage combo, so it's not a bad thing to burst out of. Bursting out of it and then being hit by another one really amused me though, I was doing another one partially just to annoy! I know your combos are pretty much down now so when I can see I'm going to get hit by one for definate I'll use it then as your lowest combo is about 2,000 damage and I don't fancy losing 20% of my life.

Instant blocks are useful but it's not something I look to purposely do at the moment unless I'm familiar with the matchup and the opponent is really predictable. Instant block -> Infernal Divider should be quite possible though, the tricky part would be being quick enough on the inputs.

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Yeah, the combos I begin with frantic 2As are generally shitty damage wise. If only I could start all combos with 5D. The air combos you can get from them generally land you a solid 3900 damage, it's just.. no man's just going to sit there and take a 5D right in the face close up!

I find my main problem is everyone rather quickly adapts to Ranga's 5B spacing, meaning most of my combos start with inferno divider or 2A 2A 2A, leaving me with pretty lame damage. I don't really know why it seems Arc have gone out of their way to get rid of all the mid screen off the wall juggles. I'm not really bothering the use the 5B 6A into BE combo since I'm half expecting the balance changes to be patched in with Platinum.

Also, I can't figure out the punish for a blocked hell's fang (no follow up). The frame data suggests this is -4, which means I should be able to mash out 2A during this. However, whenever I do this I seem to eat follow up. Gah, so much specific knowledge to learn!

I think they have it the wrong way round for Tsubaki though. They should make her bnb do 3000 damage, rather than 2000, and the one from the unblockable should be 2000 rather than 3000. I only say this as the spacing fucks me right up. Spuckuk was saying there was too much blockstun to backdash away. I can mash on A if Tsubaki is close, but you can space it so I miss, and it's too fast to Inferno Divider on reaction (don't wanna mash - I might be getting baited!).

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Special apologies to Munnaeachoo for that roll recovery into Tager 720, it was dirty and I laught like a goddamned madman when it landed :bye:

What was worse was your wake-up spinny distortion thing the next round. Clearly the 'fuck applying pressure on the ground if he's going to 720' mentality couldn't be more wrong. Well played there sir. Hoping the 720 only landed because i was a bit late with my slide pressure...It has a vulnerable start-up right?

I see what you mean with about the combo damage Imp. Still, it makes sense that a combo starting with one of her charge moves (that she has to work for to get (the charge, that is( ;) ))) does a fair bit of damage. Also I've soooo just realised I can let go of the 22d a bit earlier if you're always going to jab 8) .

You can get up to 3000 damage from an ID? WAT?

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Not in CSII anymore. :(

Also, considering what I just said... 3000 from a BNB would be silly.

Makoto has quite a few 3K+ bnb moves, even the retarded simple B C C 6B C 214CCCC combo is 2944, land it direct from the first C and its 3100 and change!

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Anyone waiting for Makoto codes from zavvi, I just nicked this from a post over at NTSC-UK:

Thank you for your message.

Unfortunately, this offer was only valid to customers that ordered AFTER 25/11/10.

As this order was placed before this date this order did not qualify for the free code.

I apologise for any inconvenience this has caused.

So if you preordered nice and early, guaranteeing zavvi a sale, you've been screwed over basically. Twats.

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My word, Score Attack is a little bit tough. Unlimited Hakumen and Unlimited Hazama are assholes of the highest order.

Today, I feel your pain.

I struggled through this in CT, but Unlimited Hakumen is actually quite sickeningly annoying. Soo much fucking damage. It's not worth trying to unlock unlimited Ranga, I'm just going to cheese it out using Jin.

That Zavvi code nonsense is an absolute joke. I hope that's just someone trollin on NTSC-UK.

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I think they have it the wrong way round for Tsubaki though. They should make her bnb do 3000 damage, rather than 2000, and the one from the unblockable should be 2000 rather than 3000. I only say this as the spacing fucks me right up. Spuckuk was saying there was too much blockstun to backdash away. I can mash on A if Tsubaki is close, but you can space it so I miss, and it's too fast to Inferno Divider on reaction (don't wanna mash - I might be getting baited!).

Solution: Pick Hazama, have 50 heat, deliver Jayoku Houtenjin.

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That Zavvi code nonsense is an absolute joke. I hope that's just someone trollin on NTSC-UK.

I don't think the dude is trolling. Last week or so I checked my zavvi account in order history. It said Blazblue Limited Edition with Free Makoto code. Now it just says Blazblue Ltd edition.

So it actually said on my account that I was entitled to it then they took it off. Ha.

:angry:

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I don't think the dude is trolling. Last week or so I checked my zavvi account in order history. It said Blazblue Limited Edition with Free Makoto code. Now it just says Blazblue Ltd edition.

So it actually said on my account that I was entitled to it then they took it off. Ha.

:angry:

I noticed this and sent a message anyway, not mentioning that the change had happened and got this reply on Tuesday:

Hi Jonathan,

Thanks for your email.

This will hopefully be emailed to you this week.

If you have any further questions, feel free to contact me.

Kind Regards

Adele

I've had this game for about 2 weeks now and have put it into my xbox once. This clearly needs to be rectified. Will anyone be around tonight? If so, add me up and I'll most likely bring my rusty Hakumen for a few bouts.

I'll be on late, ie from about 10.30ish, if you're about.

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GGs to Willei last night in our impromptu ranked series of matches. Hazama seems great, is a combo guaranteed everytime you hit with the chain if you pull yourself in quick enough or is a case of how you're setting it up? Either way you got me good many times :)

I saved most of the replays so may possibly upload them at some point as had some incredibly close matches and it was very much back and forth.

And now for something completely different..

Ah Blazen :) Been a while since I read it, need to catch up.

Between matches last night I was practicing Ragna's Challenge #8 combo in training mode (ie 5B -> 3C -> 5D -> dc -> 5C -> hjc -> j.C -> j.D -> jc -> j.C -> 214C -> 5D -> 22C) and I've got it fairly down but in matches I have a habit of using 5C instead of 3C and getting a slightly less favourable outcome from the combo. Also after the 22C in this combo 5B -> 5C will link for about 100 extra damage, but it's totally unsafe to follow with Hell's Fang as the opponent will have recovered by that point. It may be OK to do if you do a dashing 5B but I can't get the timing for that yet.

One thing I noticed was that it seems impossible to do that air combo leading in with a j.C as the opponent is able to tech out during the air combo, but j.C -> 5B -> 5C -> 5D -> dc -> 5C -> 5D -> 214B -> 214D still works (as does replacing the Gauntlet Hades with Carnage Scissors) and is fairly decent damage also.

Also tried B+C -> 5B -> 6A -> hjc -> j.C -> j.D -> jc -> j.C -> 214C and the timing seems very strict for the 5B to get the 6A to work right, so I replaced that bit with 5C and that seems to work a lot better and be in a better position in the air for Belial Edge to work.

Just thought I'd share, and also whoever thought of being able to search for matches while in training mode is a genius (although the fact it puts you back to training mode makes me want to stay for just one more).

Edited by Jonster
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I played a decent Hazama a couple of times in ranked yesterday afternoon. When he pulled himself in on a blocked snake chain thing I found I could Inferno Divider him as he launched himself at me. (He liked to follow a blocked one with a low attack).

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I played a decent Hazama a couple of times in ranked yesterday afternoon. When he pulled himself in on a blocked snake chain thing I found I could Inferno Divider him as he launched himself at me. (He liked to follow a blocked one with a low attack).

Depending on which pull in Hazama uses (I think it's a definate for the one where he's right on top of you) you can use 6A too, which I've found a bit easier so far.

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Also tried B+C -> 5B -> 6A -> hjc -> j.C -> j.D -> jc -> j.C -> 214C and the timing seems very strict for the 5B to get the 6A to work right, so I replaced that bit with 5C and that seems to work a lot better and be in a better position in the air for Belial Edge to work.

No I didn't.

I tried B+C -> 214B -> (delay) 214D -> 5B -> etc. Haven't tested but I imagine that it would work from 4B+C too.

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Okay here's my findings.

Both combos are pretty hard to land - hitting the first jumping hit after the cancel is the hardest bit for me.

4[b+C] -> 214B -> 214D -> 5C -> (JC)j.C -> j.D -> (JC)j.C -> 214C -> 5D (both hits) -> 214B -> 214D

- 2963 Damage - harder to time the delayed follow up to 214B after the throw.

[b+C] -> 214B -> 214D -> 5C -> (SJC)j.C -> j.D -> 214C -> 5D (both hits) -> 214B -> 214D

- 3001 Damage.

I managed the latter combo without the SJC once, and put in the extra j.C and it did about 3112 damage total, but I can't seem to make the Belial Edge hit fully any more like that, so it might be corner only, or just a fluke.

For comparison's sake

doing 5B 6A I find is actually easier than 5C to start a combo, but does indeed put you in a tighter spot for BE at the apex of the combo. However, it does do more damage and allows me to more consistently start hitting, so I'll be using that.

[b+C] -> 214B -> 214D -> 5B -> 6A -> (SJC)j.C -> j.D -> (JC)j.C -> 214C -> 5D (both hits) -> 214B -> 214D

I got 3261-3293 Damage using this version of the combo. Notice the extra jump cancel and j.C.

It's 3071-3101 damage from the back throw and you don't need to vary the combo at all.

Phew!

So yeah, I vote stick with 5B 6A. :) Cheers for bringing this wonderful combo to my attention Jonster, around 3000 damage each time I get a throw is something that I can't really resist!

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GGs to Willei last night in our impromptu ranked series of matches. Hazama seems great, is a combo guaranteed everytime you hit with the chain if you pull yourself in quick enough or is a case of how you're setting it up? Either way you got me good many times :)

I saved most of the replays so may possibly upload them at some point as had some incredibly close matches and it was very much back and forth.

Those were some great games, fighting games are a lot of fun when two people who can play the game go back and forth all the time. That almost never happens unfortunately!

If you get hit by the chain and you're on the floor you can always be comboed if the other person sees in time. Getting hit in the air is a little more strange due to the angles, Hazama might fly past you with none of his approaches having the right angle. I don't always pick the right one anyway at the moment due to lack of experience, so I miss a lot more than I should. There's also a whole lot of character specific stuff to land a basic combo too. You probably already noticed, but if you hit with the chain from short range (less than roughly half a screen) it doesn't stun enough to get a combo.

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One thing I noticed was that it seems impossible to do that air combo leading in with a j.C as the opponent is able to tech out during the air combo, but j.C -> 5B -> 5C -> 5D -> dc -> 5C -> 5D -> 214B -> 214D still works (as does replacing the Gauntlet Hades with Carnage Scissors) and is fairly decent damage.

Training mode last night revealed to me that this is a lie. j.C -> 5B -> 3C -> 5D -> dc -> 5C -> sjc -> j.c -> j.D -> jc -> j.C -> 214C -> 5D -> 22C definitely does work, the timing is a tiny bit stricter when you get to the second j.C.

Also not sure if the B+C -> 214B -> (delay) 214D -> 5B -> 6A -> etc is character specific, as I could get it working on Jin just fine but couldn't do it to Hazama at all. Also from the throw combo ending with 623D -> 236C -> 214D is a bit of extra damage compared to the Gauntlet Hades ender.

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Those were some great games, fighting games are a lot of fun when two people who can play the game go back and forth all the time. That almost never happens unfortunately!

If you get hit by the chain and you're on the floor you can always be comboed if the other person sees in time. Getting hit in the air is a little more strange due to the angles, Hazama might fly past you with none of his approaches having the right angle. I don't always pick the right one anyway at the moment due to lack of experience, so I miss a lot more than I should. There's also a whole lot of character specific stuff to land a basic combo too. You probably already noticed, but if you hit with the chain from short range (less than roughly half a screen) it doesn't stun enough to get a combo.

Thanks for the info :)

I messed around with Hazama a little last night and did notice the lesser stun when you're too close. He's such a great character to watch when played well but seems like a hard character to get to grips with in the first place.

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Just got this from Zavvi...

Thanks for your email and sorry for the delay.

The supplier of the Blazblue game gave us a limited number of DLC codes to be released on a first-come first-served basis and unfortunately we have run out.

I can only advise that you contact the manufacturer as they may have surplus codes available.

Kind regards

Beth

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Also not sure if the B+C -> 214B -> (delay) 214D -> 5B -> 6A -> etc is character specific, as I could get it working on Jin just fine but couldn't do it to Hazama at all. Also from the throw combo ending with 623D -> 236C -> 214D is a bit of extra damage compared to the Gauntlet Hades ender.

I just tested it on Hazama and it works fine. :) It's easier to get with the back throw on him, weirdly enough, as that's the one I usually have trouble with.

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