Delrian Posted May 13, 2011 Posted May 13, 2011 I think you're a little confused. The Quick Roll/Neutral Roll/Forward/Backward Roll are for when you've been knocked down. Not when you are in a combo (Usually, anyway. It's technically possible for combos to continue while you're lying on the ground.). If a combo has become blue, it's actually already too late for you to try to escape it - there will be a smaller number beneath the combo counter that tells you what hit you could have escaped on (by pressing A/B/C and maybe a direction.) Neutral Roll is, in fact, generally the preferred option for recovering under pressure - quick roll is only rarely used. You automatically quick roll if you are lying on the ground (and not getting hit) for more than like, 68 frames or something, but that's mostly just so your character doesn't lie on the ground forever if you never push any buttons. Also, I believe that holding downback while pushing A/B/C will actually give you a backwards roll, not a quick roll. Ugh. Someone else explain, I am failing. Yeah, key part of this post. Air teching is less complicated, only three techs, for forward, neutral, and back teching. Unlike ground techs, they all have the same invulnerability. Because a lot of the combos in Blazblue put you in the air, these are the techs you will be using most often. If it's already hit blue it doesn't (necessarily) mean you can tech it at anytime, it means you COULD have teched it, but you missed your chance to. When being comboed on the ground (often done by Carl), you don't need to tech unless your opponent knocks you down. If you're pressing buttons when the combo ends and you're out of hitstun, then you're attacking (and may get counterhit). When being comboed on the ground, it's better to hold back or down back to block possible resets (especially against Carl). ...Think that covers everything.
KraaL Posted May 13, 2011 Posted May 13, 2011 (edited) I think you're a little confused. What I'd like to know then (and maybe it has already been explained in this very thread) is how to make sure that, as soon as my opponent drops his combo, I block and he doesn't get the remaining "blue" part. What I understand from Delrian's post is that - if I'm being comboed in the air, I can mash A,B (+ direction) to tech as soon as the opponent drops his combo - if it's on the ground, holding block should make my char block as soon as the opponent drops his combo Edited May 13, 2011 by KraaL
Delrian Posted May 13, 2011 Posted May 13, 2011 What I'd like to know then (and maybe it has already been explained in this very thread) is how to make sure that, as soon as my opponent drops his combo, I block and he doesn't get the remaining "blue" part ? a tl;dr of previous posts When comboed: 1. Are you in the air? (most likely scenario) Mash* A and B (not C because that could trigger Throw Reject Miss), watch for opponent's attempt to throw you midcombo. You have some invulnerability when you tech, and can tech in three directions. 2. Are you on the ground but still standing? (...usually Carl) Hold back/down back to prevent possible reset, don't mash unless you're knocked down or knocked into the air. 3. Are you on the floor? Mash*, but choose your ground roll wisely (and change often). See above post for more info on the four ground rolls. * - There are tech traps, so there may be situations where it is advantageous to delay your tech. For ground techs, I think there's one type of roll which will beat certain tech traps, but there could be an exception, I'm not sure. For air techs, I know in CS1 I had to delay air tech to avoid being pulled in by magnetism, but when you get hit enough by the traps you'll recognize them and know when it's not safe to mash.
dragontamer Posted May 14, 2011 Posted May 14, 2011 What I'd like to know then (and maybe it has already been explained in this very thread) is how to make sure that, as soon as my opponent drops his combo, I block and he doesn't get the remaining "blue" part. Because of how proration works, the "blue" part of a combo often does far less damage than risking a poor tech into a reset. Eventually, you'll get to the level where its better to get comboed into the "Blue" part. All of your air tech options have a decent amount of invincibility. Thus, you just wait till your opponents combo hits blue, and then you tech when you think he throws out something unsafe. Your opponent whiffs, and you can combo him. Experiment with this tactic a bit, its not "great", but it is a valid wakeup option, especially if your opponent has good Oki.
seven215 Posted November 15, 2011 Author Posted November 15, 2011 ok.. i'm back for another noob question. first and foremost i would like to thank everyone who replied to my original question. it helped me TONS. ok.. now for my new question.. seems like i am unable to tech roll forward or backwards..in the air and on the ground. i always get just a neutral tech. i hold forward or backward and hit A,B, or C but it never works..it comes out every once in a while. very random. is there a specific timing to do it? do i actually have to tap forward and a b or c at the exact same time? i did the tutorial and it works fine when i do it there. i dont get it mash tech or no mash tech..i cant get it
Delrian Posted November 15, 2011 Posted November 15, 2011 Uhh... I had no problems with teching, if you're having trouble you might want to have the dummy knock you in the air or on the ground in training mode and practice teching from there (ie have dummy Ragna 6C and 3C you). I think if you're holding a direction before you press the button it should work, but since I didn't have trouble with it I didn't pay attention to it much.
StarGazer Posted November 15, 2011 Posted November 15, 2011 that's because you are doing an (Emergency Tech)
seven215 Posted November 15, 2011 Author Posted November 15, 2011 that's because you are doing an (Emergency Tech) ? explain please
seven215 Posted November 15, 2011 Author Posted November 15, 2011 ok... so according to the system guide this is what an emergengy tech is: Emergent Tech: before landing, press A or B or C, totally invincible during the motion. so.. what you are saying.. is that i have to wait till after i hit the ground to tech roll? what about in the air? Delrian.... i will try it as soon as i get home from work. thanks
StarGazer Posted November 15, 2011 Posted November 15, 2011 yeap, you can't roll at the moment you touch the ground after a knockdown, so mashing tech will make you emergency tech instead. If you want to roll you must wait until you lay down on ground then pick one of the 4 wake up options. Note that some moves are not emergency techable like Valkenhayn's 3C so not all knockdowns can be emergency tech'ed. About air... i dont get your question quite well, i assume you mean you can't wake up in air and watch opponents combo you. if that's the case then its normal, as attacks leave you in untechable stat in air. for example: Ragna 6A have 26 Frame untechable time, giving him the enough time to jump and combo into j.C.
SolAscension Posted November 15, 2011 Posted November 15, 2011 You can only tech roll on the ground after you land, and not in the air, if that is what you are asking.
the_difinitive Posted November 15, 2011 Posted November 15, 2011 ground stuff has already been covered, so air techs: if you're having trouble teching in a direction then move your stick to that direction BEFORE you try to tech and hold it there for the duration of trying to tech.
seven215 Posted November 16, 2011 Author Posted November 16, 2011 (edited) thanks everyone.. i took everyones advice and i finally got it. not i can finally get past 87 PSR. i've been stuck at 87 for ages i also wanted to state that the attitude of the BB community is really good. i also play SSF4.. when i was first learning i would post begginer questions on the forums and i would get nothing but bashing and flamed for being a noob. at tournaments sort of the same thing..but since people are keyboard tough guys.. in person, people just ignore. i entered a BB tournament and everyone was friendly and willing to give tips and help me out.. i went 2 and out...but i had mad fun next tourny i will skip ssf4 and just enter BB luv it Edited November 16, 2011 by seven215 praise for the BB community
Airk Posted November 16, 2011 Posted November 16, 2011 thanks everyone.. i took everyones advice and i finally got it. not i can finally get past 87 PSR. i've been stuck at 87 for ages i also wanted to state that the attitude of the BB community is really good. i also play SSF4.. when i was first learning i would post begginer questions on the forums and i would get nothing but bashing and flamed for being a noob. at tournaments sort of the same thing..but since people are keyboard tough guys.. in person, people just ignore. i entered a BB tournament and everyone was friendly and willing to give tips and help me out.. i went 2 and out...but i had mad fun next tourny i will skip ssf4 and just enter BB luv it Welcome to the community. Don't worry though, we can always flame you if it'll help you feel at home.
seven215 Posted November 17, 2011 Author Posted November 17, 2011 Welcome to the community. Don't worry though, we can always flame you if it'll help you feel at home. LOL. thanks
Kuuhaku Posted November 17, 2011 Posted November 17, 2011 (edited) A couple points that I didn't see covered: You can mash A and B to tech once you get knocked down too. In most situations, your best option is to neutral tech because you're invulnerable the entire time and aside from certain tech traps (Tager), neutral teching cannot be punished. Pretty much anything else you can reasonably get out of. Just as soon as you see your character do the neutral tech animation, hold back (or up if they're going for a meaty grab. you cannot be grabbed out of jump start up, so their throw will whiff and you can hit them). Rolling can be good if you're smart about it, but rolls are also not entirely invulnerable so your opponent can also blow you up for rolling if you're too predictable about it. Rolling in the corner (forward or back) is very high risk as you're giving your opponent a chance to do a very damaging combo if they catch you. If your opponent isn't careful with their oki, you can blow them up with stuff like quick tech or teching late. Similarly, when you knock down an opponent you have to watch what they do. If they like to tech late, you blow them up by doing a pick up. If they like to roll, you punish it. But you do have to watch and be careful. If you try to go for a meaty and miss it (too early or too late), a lot of times you're giving your opponent a free chance to hit you (though some characters have stuff like whiff 2A oki for DP/reversal bait). Also... I disagree that taking a blue beat combo is better than trying to get out. Damage is damage and not teching is giving your opponent free damage. There's not many situations I can think of where not teching is a good thing. It can make the difference between taking very little damage to taking a lot of damage. As soon as you see your character tech, hold back A+B if you're in the air or downback A+B if you're on the ground (some people will try to meaty overheads or command throws though, so also keep that in mind). As someone said earlier, you cannot barrier during jump start up. You can also be hit out of jump start up so holding up back is not a good idea if your opponent knows how to smack you for it. You might want to look up your character's jump start up frames. Most characters have a jump start up of 4, but there are a few exceptions. Edited November 17, 2011 by Bohemian Polka
Recommended Posts