WolfCrimson Posted January 17, 2011 Posted January 17, 2011 I see. Thanks. Too bad I can't use it to my advantage, the things I struggle with are usually dash5X.
FlyingVe Posted January 17, 2011 Posted January 17, 2011 It really depends on the situation, most links in this game wouldn't be that bad even without advanced input. You're a Ragna player right? There should be lots of players who can help you out with timings. P.S. - If it's 22C>Dash5B>3C>22C that's giving you trouble, that one is just hard...
WolfCrimson Posted January 17, 2011 Posted January 17, 2011 P.S. - If it's 22C>Dash5B>3C>22C that's giving you trouble, that one is just hard... Bingo.
Leonil_Requiem Posted January 18, 2011 Posted January 18, 2011 Bingo. Wolf, that's a 2 frame link, in addition to online being gay. Training mode case study one: Keep in mind that if your attempting to execute a fully tested combo, 66 5B after "it's not over yet" only works in the corner a majority of the time. There are a multitude of things you can do to make the link. There are 3 windows you can target with your 66 5B. The buffer window: 1 frame before the move, the 1st frame window, and the 2nd frame window. While ragna is pulling his fist out of his opponent, when it begins to straiten out, begin to dash with 2 brief double taps. Training mode case study two: Let's say you've found a new combo, you've notice it's an easier hitcomfirm and you think you can 66 5B for more damage. Although proration does not effect the amount of tech time that "it's not over yet" has. Proration does not reset. Every bit of hit stun that was harshly removed throughout the beginning and middle of your combo instantly re-hatch back as soon as the 5B connects. This sometime give the impression that 66 5B 3C 22C is a possibility when you connect the 66 5B. There are many occasion were 66 5B will definitely connect, but with so many hit's from the wrong moves, 5B > 3C will not. Training mode case study three: You are playing online and you notice that you cannot connect 1 of the three links. (22C > 66 5B > 3C > 22C ) Online is pretty unforgiving. Simple double BE combo could drop simply due to a unnoticeable lag spike during the 66D. I suggest taking it to training some more. practice makes perfect and it's possible one of the most true statements in relation to fighters. Also 5B is not the only move you can connect from "It's not over yet". 5A,2A,5B and 2B are all viable if you simply get bored of using the same move. 5A most definitely gives you the most amount of time to dash if you training that particular part. But remember proration is unforgiving. A 5A could be the difference between 1 pickup and 2. And so LK doesn't look at me funny. LK, what moves can litchi 6A off of? Also, since I say you were play around with Ragna. Do you believe there's a timing to beat out 5A and 2A?
Nakkiel Posted January 18, 2011 Posted January 18, 2011 (edited) LK, what moves can litchi 6A off of? Staff 6A: 5A 2A 5B 2B Staffless 6A: 5A 2A 5B not sure about 2B, but I'm pretty sure you can't nope Edited January 18, 2011 by sG
TD Posted January 18, 2011 Posted January 18, 2011 LK, teach me how to do the match writeups you do! l've always been kinda envious of those... :D when i'm playing a match idk what to look for. of course l know the movesets, combos, and gimmicks of each character but i still struggle when it comes to playing them (it's limiting my defensive skills ;( )
Lord Knight Posted January 18, 2011 Author Posted January 18, 2011 And so LK doesn't look at me funny. LK, what moves can litchi 6A off of? Also, since I say you were play around with Ragna. Do you believe there's a timing to beat out 5A and 2A? With what, jB and jC? His jB will always lose to her 2A. His jC only loses to her 5A depending on spacing. Experienced Litchi's know the positioning to try to 5A his jC. At the optimal range, you'll win all the time. LK, teach me how to do the match writeups you do! l've always been kinda envious of those... :D when i'm playing a match idk what to look for. of course l know the movesets, combos, and gimmicks of each character but i still struggle when it comes to playing them (it's limiting my defensive skills ;( ) Some of the matchups I learned from the Chou question thread from JBBS (still ultra thankful for that). But, thanks to that structure, I learned what to look for and how to organize strategy for other matchups. I suggest playing first and seeing what annoys you or what you have trouble beating, then going to training mode and seeing if you can find practical answers. Technically you can just copy the format I use (full screen/midscreen neutral, your chars pressure/their pressure, notes).
Nini Heart Posted January 18, 2011 Posted January 18, 2011 I have a question. What exactly do you mean when you refer to "neutral game"? Been seeing it a lot and I don't quite understand what it means.
Lord Knight Posted January 18, 2011 Author Posted January 18, 2011 "Neutral" refers to the state of the match where neither character has a clear advantage (ie, neither character is pressuring). You can also call this spacing or whatever.
Xx_Hoshi_xX Posted January 19, 2011 Posted January 19, 2011 I know this is more of a SF term but, are there any applications for option select in BB? if so, can someone give me a situation of it being used. I know what it is, I just need to know how to use it lol
Nini Heart Posted January 19, 2011 Posted January 19, 2011 There is option select Jayoku Houtenjin to punish rolls. And some others.
Zoogstin Posted January 19, 2011 Posted January 19, 2011 Most fighting games have option selects. A universal option select in BB would be the Throw Tech/Barrier option select. While blocking press ABC. If the opponent tries to throw you you'll break it. If they attack then you'll barrier it. This prevents you from whiffing a throw animation and getting counter hit for it. Of course this option select can be baited as well. And there some character specific option selects as well.
Xx_Hoshi_xX Posted January 19, 2011 Posted January 19, 2011 Oh wow lol I have already been doing that, I just didn't know that was option select XP thanks to everyone who answered.
Lord Knight Posted January 20, 2011 Author Posted January 20, 2011 Even when you're doing stuff like Jin 2B post knockdown, that's option selecting too.
stinkymonz Posted January 20, 2011 Posted January 20, 2011 I hate Platinum's character design, but she has way too many tricks. Probably going to play her as an alt. My question is: why? Unless the answer isn't actually gameplay-related.
Lord Knight Posted January 20, 2011 Author Posted January 20, 2011 I'd just play AH if I wanted that kind of shitty looking character :/ Thankfully Platinum's playstyle is actually interesting.
Circuitous Posted January 21, 2011 Posted January 21, 2011 I'd just play AH if I wanted that kind of shitty looking character :/ =3c
unsanctifier Posted January 21, 2011 Posted January 21, 2011 I'd just play AH if I wanted that kind of shitty looking character :/ Thankfully Platinum's playstyle is actually interesting. I think I love you bro.
LuminAbyss Posted January 21, 2011 Posted January 21, 2011 LK, I understand you play Melty, I'm not sure if you have any experience with this character, but do you have any basic tips for someone wanting to pick up H-Kohaku?
Rhiya Posted January 21, 2011 Posted January 21, 2011 LK, I understand you play Melty, I'm not sure if you have any experience with this character, but do you have any basic tips for someone wanting to pick up H-Kohaku? >People talking about Melty YESSSSSSSSSS Btw, LK mains H-Kohaku
Lord Knight Posted January 21, 2011 Author Posted January 21, 2011 LK, I understand you play Melty, I'm not sure if you have any experience with this character, but do you have any basic tips for someone wanting to pick up H-Kohaku? Is this a troll, lol Anyways, KohaH has a simple gameplan that revolves around her Magnum upper (command grab). Essentially you can play her just like a grappler, your mixup is poke/throw rather than high/low. To start, obviously learn combos. The most important ones to learn are A) 2A > 2B(1) > 5C(1) > 5A6AA > delay 2C or BE2C > A Battou > Feint > 2A > 2C > 5Awhiff 6AA > delay BE A cleaning > BE JC > JB > dj (or sdj) > JB > JC airthrow -This works on almost everyone and does high damage. Won't work on Wara cause A Battou whiffs. If you wanna dump meter, end with 236C. -Varients ----xx > delay 2C or BE2C > A battou > feint > 2A > 2C > delay BE A cleaning > aerial (Fat hitboxes like Nero, Arc, Miayko) ----xx > delay 2C > delay A cleaning > aerial B)Some version of hitconfirm. Do whatever into 2C > A cleaning > aerial. C)Magnum > 2A whiff > BE 5B > 5C > 2C > 5Awhiff > 6AA > BE A cleaning > aerial -This is the midscreen magnum combo. It is more or less universal. The only thing you need to watch out for is vs Roa, Koha, Vshi/Shi and someone else I'm probably forgetting, you need to do xx > 2C > delay 5awhiff > MASH REALLY HARD 6AA so that you slide close enough to hit. D)Magnum > 2A whiff > BE 5B > 5C > A Battou > B Battou > B followup > 2A > 5C > B Battou > B followup > 5A > 6A > BE 5B > A Bomb -Basic corner magnum combo that is absolutely crucial for this character. The key to hitting B Followup > 2A is that you have to time the followup so that their hitbox falls on your active move. There's also gravity that adds up the longer the combo, so later in the combo you can do the B followup faster, earlier, it should be slower. There are other empire stuff you can do with point blank 5C and hitconfirms, but these are the absolute essentials (and also the things I fall back on in case I'm feeling not warm/sloppy). After A bomb knockdown in the corner, she gets dangerous, simple 50/50. It's basically just -Magnum > full combo -5A > Magnum > full combo Magnum beats blocking and bunker, 5A > Magnum beats shield/counters and jumping. It's essential to practice 5A > Magnum > full combo because the timing is different. Make sure that you're able to confirm random hits really well. If you do a good job, your damage off Magnum should be about the same as your damage off random hits. Personally, I structured some of my game in a way that I could get point blank 5C (5C > 2C > 2B(1) > B Battou combos do huge damage) or Magnum. 5C starter leads to 5.5k, Magnum is 3.5 >4k, so pretty good! http://www.youtube.com/watch?v=HtLl3HYYBzY Optional viewing http://www.youtube.com/meltybread search for hagi kohaku
LuminAbyss Posted January 21, 2011 Posted January 21, 2011 Thanks! OTL Sorry for not knowing you mained her, I wanted some advice and one of my friends said I should try asking you. Thanks for all the info!
Atreides Posted January 21, 2011 Posted January 21, 2011 What are Litchi's option against Hazama chain jump ins? 5A loses to D~D jBs.
Sharakonta Posted January 22, 2011 Posted January 22, 2011 What are Litchi's option against Hazama chain jump ins? 5A loses to D~D jBs. LK went over the opposite side of this question back on like Page 3.
Lord Knight Posted January 22, 2011 Author Posted January 22, 2011 What are Litchi's option against Hazama chain jump ins? 5A loses to D~D jBs. http://www.dustloop.com/forums/showthread.php?10830-LK-s-GAMEPLAY-RELATED-QUESTIONS-ONLY-question-thread&p=897053&viewfull=1#post897053 http://www.dustloop.com/forums/showthread.php?9255-Litchi-vs-Hazama&p=918210&viewfull=1#post918210
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