Wow... This Thread died off pretty damn quickly...
so.... I guess... theres no point in asking for help if aint nobody still playing it huh ?
in 2D fighting Games specifically I generally gravitate torwards Characters with some sort of Parry/Counter Mechanic.
SFV: Kolin/Ryu
Killer Instinct: Hisako
Guilty Gear: Baiken/Jam
And in BlazBlue... Nobody.
I know Hakumen and Makoto have Parries but Both these characters are extremely hard to play... also in Makoto's case she is way too mobile... I'm not a big fan of high mobility characters... I just want then parries.
Jubei also has a parry but I can do his basic Drive Combo for some reason... any tips would be greatly appreciated.
One other thing... I know I specifically stated I like parry characters but it doesn't necessarily need to be a parry in the literall sense...
For example Guilty Gear's Raven has a Stance called "Give it to me HERE !!!" Where Raven will let you hit him but he won't get stunned or Staggered...
Are there any Characters like that ? I need them Counters !!!
Oh and one last thing:
BUNKAAAH !!!!!
Update:
So to compliment my gadget girl I've decided to add Kagura Mustuki in my arsenal... and to do that I need to Master a certain move:
KADAMOS !!!
Kadamos (Also known as Dragon's Dance) is basically a reverse Flash Kick... Charge then press and C. So why is this move important ? Well its an instant overhead if you set it up right but doesn't lead to much beyond that... its also his most damaging Combo Extender/Ender packing a whopping 1100 Damage all by itself.
but the catch is it will only Jump Cancel from B... meaning your charge times have to be on point. And I think I've nailed it down to a science:
B C
The key is to maximise your charge time in a very short window. So after inputting B you'l want to press immediately. Infact that should all be a single sequence... you should already by holding before the game itself even begins animating Kagura's B.
okay now this next part is Tricky... to make sure Dragon's Dance hits as low to the ground as possible you'l want to Plink with C. Simply doing that sequence like any other move is going to leave a gap in your charge time... The end result being Dragon's Dance will either come out too high or you'l get Jump C instead. By plinking it you maximise the Charge while still eliminating any gaps in your charge time.