Airk Posted July 28, 2013 Posted July 28, 2013 Yes, it would come at as Air 360 and no it would not catch grounded opponent, aka you're safe and would most likely be able to punish him. Actually, it won't unless they do some sort of goofy option select - air driver uses a different button from the ground drivers. (It's 360C). So unless they do something wacky like 360A~C or something, they have to commit to doing it in the air or on the ground. But you're right about it not catching grounded opponents - throws in BB are EITHER Air Throws (catch airborne opponents only) or ground throws (catch grounded opponents only) with the possible exception of Bang's 4 Seal Super, which is a bit of an edge case.
TheGreatReptar Posted July 29, 2013 Posted July 29, 2013 http://www.nicovideo.jp/watch/sm21423342 Well, here's a really short setup @ 1:00. 2A > 5BB > 5CC > 22D > 6A > Command grab. Hnnnggg. I love seeing that. It should also be doable midscreen off anything into 236X>214B>22D. I just hope 22D>6BB>22B>6A works in the corner. Wanna be able to squeeze as much damage as possible out before burning the charge for the setup.
Daedron Posted July 29, 2013 Posted July 29, 2013 Actually, it won't unless they do some sort of goofy option select - air driver uses a different button from the ground drivers. (It's 360C). Ah, right. Forgot that little detail. :V
Errol Posted August 5, 2013 Posted August 5, 2013 Hmm, tsubaki's JC has 11 frame startup in CP instead of the 13 it has in EX. That is a very welcome change.
TheGreatReptar Posted August 5, 2013 Posted August 5, 2013 Oh hey, one of the thingies on my list of technologies to check when BBCP drops just got checked off https://www.youtube.com/watch?v=4SkQxwYXjO4#t=15m05s Kuresu RCs 3CC and he's actually airborne afterwards and airdashes in. Also, he RCed 3CC after only 3C hit.
Airk Posted August 5, 2013 Posted August 5, 2013 Oh hey, one of the thingies on my list of technologies to check when BBCP drops just got checked off https://www.youtube.com/watch?v=4SkQxwYXjO4#t=15m05s Kuresu RCs 3CC and he's actually airborne afterwards and airdashes in. This is pretty cool, and I wonder why it's not the case in Extend, since you're considered to be airborne frames 23-31. Maybe it's just a super short window? Also, he RCed 3CC after only 3C hit. OTOH, this is SUPER WEIRD and seems to defy everything we know about when it's possible to cancel stuff. I wonder if it works for other followup normals or whether 3CC is special somehow.
TheGreatReptar Posted August 5, 2013 Posted August 5, 2013 I've tried in Extend for a bit, and the window seems super small, and you're much, much closer to the ground after the RC. You can see Tsubaki stutter sometimes like she's landing after 3CC, but you're pretty much on the ground already. If you can airdash after 3CC in Extend, you'd probably have to do it I-no Chemical Love FRC style where you input the first 6 before the RC, then the second one the frame after.
Errol Posted August 12, 2013 Posted August 12, 2013 (edited) another interesting thing. 5b in EX has nerfed CH time or something. you can't do CH 5b>cc> 5c in EX, but that should be possible in CP. In CP 5b CH has the same hitstun as 5c CH. Maybe 5b air hit CHs are easier in CP too? nothing new but still makes me scratch my head that 5a>2b doesn't combo. I use that blockstring a decent amount on Makoto.. I actually I use raw 2bs a good amount on Makoto also. It actually also bugs me that if I'm not pressing 5b instantly a 5a>5b won't combo either. It actually happens a fair amount to me.. Edited August 12, 2013 by Errol
Vosetri Posted August 12, 2013 Posted August 12, 2013 I've tried in Extend for a bit, and the window seems super small, and you're much, much closer to the ground after the RC. You can see Tsubaki stutter sometimes like she's landing after 3CC, but you're pretty much on the ground already. If you can airdash after 3CC in Extend, you'd probably have to do it I-no Chemical Love FRC style where you input the first 6 before the RC, then the second one the frame after. Even if you did do 6RC6 isn't there a minimum height for airdash?
Errol Posted August 18, 2013 Posted August 18, 2013 i wonder if jBB still has landing recovery in CP.
Airk Posted August 19, 2013 Posted August 19, 2013 i wonder if jBB still has landing recovery in CP. Well, if you believe the frame data, it hasn't had landing recovery since CS2...
Errol Posted August 19, 2013 Posted August 19, 2013 Well, if you believe the frame data, it hasn't had landing recovery since CS2... that's wrong, it has landing recovery i always felt the pause after j.C in the jump-loop combo was a little weird, it's because of j.BB landing recovery
Adam0812 Posted August 19, 2013 Posted August 19, 2013 So with the new time based combo system, will we tsu have 5 charge mugen combos? Maybe from FC's? It works in continuum shift because D moves give bonus proration correct? Do certain moves in CP give bonus 'time'??
TheGreatReptar Posted August 20, 2013 Posted August 20, 2013 The first D special you land after you activate Mugen gives a 10% proration bonus. Proration and combo time are completely unrelated though and there aren't any moves that give extra time. In CS, you can combo for the entire duration of 5 charge Mugen partially because it drained so quickly, and because j.236D>j.214D had a butt-load of untechable time (and pretty weak SMP). In CP, Mugen doesn't drain during hitstop and Mugen combos are a bit shorter, so you probably won't be burning all your time up unless you're tacking a super onto the end. You can use the leftover time after your combo to try to reset the opponent by seeing if they remember that 22D guard crushes in Mugen
Daedron Posted August 20, 2013 Posted August 20, 2013 It seems to me that anything over 2-3 charge mugen is unnecessary when it comes to combos, not counting the super at the end which obviously gets boosted big time at charge levels 4 and 5. Then again, that was pretty much the case in EX as well, so not much has changed.
Adam0812 Posted August 20, 2013 Posted August 20, 2013 It seems to me that anything over 2-3 charge mugen is unnecessary when it comes to combos, not counting the super at the end which obviously gets boosted big time at charge levels 4 and 5. Then again, that was pretty much the case in EX as well, so not much has changed. Err style daedron style! But yer 3 charge mugens from CH 5B or 5C are pretty brutal in CP, just pre ordered on play Asia, can't wait for the 24th!
Errol Posted August 20, 2013 Posted August 20, 2013 (edited) It seems to me that anything over 2-3 charge mugen is unnecessary when it comes to combos, not counting the super at the end which obviously gets boosted big time at charge levels 4 and 5. Then again, that was pretty much the case in EX as well, so not much has changed. Yeah. and OD doesn't really seem to add anything unless you are 1-2 charge. if you don't mugen, you can get a good ender DD though. a recent thing that has been popping up is C DD extensions. C DD > 3CC > D DD works well with OD for extending a combo without using the charge you need to get a big D DD ender. Edited August 20, 2013 by Errol
Adam0812 Posted August 20, 2013 Posted August 20, 2013 Yeah. and OD doesn't really seem to add anything unless you are 1-2 charge. if you don't mugen, you can get a good ender DD though. a recent thing that has been popping up is C DD extensions. C DD > 3CC > D DD works well with OD for extending a combo without using the charge you need to get a big D DD ender. What? I haven't seen this, could you link a vid errol
Errol Posted August 20, 2013 Posted August 20, 2013 no I couldn't, use in videos follows people figuring out combos, and this is new. You might get to see it sometime soon, but who knows. C DD > 6CC is also possible in some cases.
Errol Posted August 21, 2013 Posted August 21, 2013 Errol with that JBBS tech. it's twitter, most development from kazu and spinoza.
Kiba Posted August 27, 2013 Posted August 27, 2013 -Fixed some errors in the CP Tsubaki wiki. (Thanks Errol) -Merged Mugen combos with regular combos in the combo thread. It's easier to compare now, and there is no longer a sub section for mugen combos. -Updated dan rankings - I know I don't always update on Sunday.
HajinShinobi Posted September 15, 2013 Posted September 15, 2013 It's been way too long since I've been around here. Just stopping by to say that it's great that the usual folk (and new faces that I am not familiar with, sorry I haven't been to Dustloop in quite some time) are still around in the Tsubaki community to keep it strong. This sub-forum is still as organized as I remember it to be. Seems like a lot of you are looking forward to BB:CP. I may pick it up and start playing Blazblue again alongside DOA5U (because honestly, I really miss this game and I'd like to get back into it). I thought I'd come by to check the forums after speaking with Kiba recently. I haven't played Blazblue in a long time, but I still remember how the game is played. I hope Kiba, BatousaiJ, Pktazn, Errol, TheGreatRapter, Logicholeflaw, and LunarSelenia are all still representating Tsubaki well (online and offline competitive play). I learned a lot from all of you back in BB:CSII days from the critique and advice I got, and stronger players you guys recommended for me to play with. Really helped me out a lot back then (still actually applying most of that advice now). Maybe I'll be around again some time and try to help contributing here. In the mean time, I've got 3 tournaments to prepare in DOA5U, and I intend on winning all of them.
Errol Posted September 15, 2013 Posted September 15, 2013 I suspect we'll be seeing some more of the old people when CP is out. Fun game... CP throws us back into the 'decent' tier which will be nice... especially if you like mashing DP. Good luck with your tournaments bro.
HajinShinobi Posted September 15, 2013 Posted September 15, 2013 Thank you, Errol. And, Tsubaki is looking pretty spiffy in comparison to her BB:EX iteration. I've been loving the things I've been seeing out of her from the JP players compared to BB:EX.
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