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Posted (edited)

iirc getting to level 11 in ranked should let you purchase anything for the d code

Edited by muerto
Posted

Anyone know if BBCP Vita and BBCP PS3 will have cross-play?

I know they share DLCs, but has it been announced if crossplay is available?

There isn't crossplay

Posted

I have a question reguarding counter hypers when being pressured in the corner.

Specifically Terumi's 236236A and Haku-men's 236236D. Not sure if other characters have a move of this sort.

 

When is it safe to attempt these moves while being pressured and can attempting these imputs actually hurt your situation?

At times they go off exactly as I'd like them and at other times I seem to get punished for trying them. I'm just trying to figure out if its an execution issue on my end.

 

Another question relating to being put in the corner I'd like to ask is when to air tech, and when to roll out of the corner?

My opponents seem to roll out of the corner fairly often but I get punished for not just teching and guarding more often than not.

 

Thanks to anyone who can give any advice.

Posted

Terumi's 236236A loses to lows and throws, so it's easily possible that your opponent will just combo you again. (Sometimes when I'm feeling gutsy, I 3C Terumi on his wakeup. You don't want to get hit by that.)

Hakumen's and Jin's Yukikaze both work on lows, but still lose to throws, and good players will be alert to the possibility of you throwing these out - particularly Hakumen, since Jin has other solid options on wakeup.

Of course, it's also possible that you're just screwing up the input, but you should see the animation happen if the move came out.

For "when to air tech" the answer is usually "ASAP" unless you think your opponent is doing something gimmicky; The easiest way to tell if your opponent is doing something gimmicky is if he picks Tager. :P Otherwise, just keep an eye out for your opponent doing something that seems "weird" like suddenly running under you, or doing a j.A in the middle of a combo.

Rolling out of the corner is tougher to gauge. First, you have to be reasonably certain that your opponent is close enough - if they're more than about a character-width away, they're probably too far away to roll past and you'll just bump into their feet and get punished. It also depends on what your opponent likes to do on your wakeup. It's a guessing game. Honestly, I suggest you learn to quick-getup -> 5A before you start worrying about rolls.

Posted

Terumi's 236236A blocks lows in OD and does 1000 more damage, so if I feel that the opponent is being too aggressive, I'll use raw OD and 236236A for easy 4.2K damage. if you have 100 meter, you can follow up with 623B for almost 7k and a free combo that can go to 8K or 9K. It still loses to throws, most air moves and cross-ups however so don't be too risky about it.

Posted

How would that even work on wakeup? If they're doing a meaty low, doing a raw overdrive on wakeup will put them WELL into their recovery frames before your OD activation is over, so their attack isn't going to trigger your counter, and they can just throw you at their leisure, unless the move activates somehow even if they don't attack?

Posted

So is Stage and Music DLC US PSN only or is it available for the JPN PSN? If so how do I find it? (I'm no good at going through the Japanese PSN.)

 

I know it was initially Alter Memory DLC, but I really don't want to put down money for that horrible anime, and I don't even know if that stuff's still in print. Is there any other way to get the Stage DLC for my JPN version.

Posted

So is Stage and Music DLC US PSN only or is it available for the JPN PSN? If so how do I find it? (I'm no good at going through the Japanese PSN.)

 

I know it was initially Alter Memory DLC, but I really don't want to put down money for that horrible anime, and I don't even know if that stuff's still in print. Is there any other way to get the Stage DLC for my JPN version.

For now, its only on the US and HK (Eng/Ch/Kr ver.) PSN stores that have the AM DLC packs. Its also listed on the JP PSN store for its Vita ver., but its listed as "unavailable" (cannot purchase), though due to it is being 1.Cross-buy, and 2.Most likely only in the Alter Memory LE's (Only as a DLC voucher, since there's still no way to actually purchase the DLC's there on the JP PSN), so yeah, that's probably the only way to get them, since we know DLC is region coded anyways.

Posted

So blocking overheads.

There are some people I just can't seem to open up no matter how random I am with my overheads. Maybe just because mu's overhead is always easy to see.

It's frustrating fighting people I cant open up and it amazes me how consistently they block my overheads.

 

So I try to mix up my game with frametraps and sometimes while I'm doing this, I see people stand and crouch super fast, as if they're flicking from high to low in order to just luckily hit the overhead. 

 

Is this an actual technique? What are some other ways to improve defensively?

Posted

It's a fuzzy guard (as in the Japanese/3D definition)! Yeah, it works against specific setups, but not against blockstrings in general. Theory is that the timing for the high and low options are different even if they're both unreactable so you just do your blocking so that both options would be blocked.

Posted

So the solution for this, therefore, is to do something like:

 

5B > Delay > 2B, because they're figuring "If it's the low, it'll come out right away, so after a few frames I switch to high block"?

 

I guess for best effectiveness you'd keep the stick at neutral until you did the 2B.

Posted

So my friend says hakumen black color is banned and also grabbing or grabbing 3 times in a row. He also says only japanese rules follow this while american rules have no ban list so competitions like evo do not enforce it. I think what he is saying is bs because he hasn't showed me any proof. May someone show me the rules of tournament play?

Posted

So my friend says hakumen black color is banned and also grabbing or grabbing 3 times in a row. He also says only japanese rules follow this while american rules have no ban list so competitions like evo do not enforce it. I think what he is saying is bs because he hasn't showed me any proof. May someone show me the rules of tournament play?

 

There's no rule anywhere about whether throws or (throw)xN not being allowed. Sounds like he can't tech throws and is getting hella salty about it and trying to get you to stop throwing him.

 

I don't recall any hard bans on colours for any reasons. Sometimes it's a courtesy thing to not choose colours that are hard to see as to not get an unfair advantage. Off the top of my head I can think of a couple:

 

- Gold colours on any yellow stage: can be really hard to see sometimes

- Mu's colour 23 (red and black) on red-ish stages: her lasrers, steins and 6C are pretty much invisible on red backgrounds

 

These aren't really banned anywhere but if someone has a good (gameplay related) reason for you to not play them then it's good to respect that and change.

Posted

So my friend says hakumen black color is banned and also grabbing or grabbing 3 times in a row. He also says only japanese rules follow this while american rules have no ban list so competitions like evo do not enforce it. I think what he is saying is bs because he hasn't showed me any proof. May someone show me the rules of tournament play?

Yeah looks like your friend is full of shit lying so that he can beat you. Tell him the command to tech throws (B+C), then only throw him until he finds a way to stop it.

 

Although this could just backfire and make it so that you have no one to play against IRL lol. I advise taking turns playing against random people online if there is any animosity building up between you two. I did that with a friend during college. It's a nice way to learn the game cooperatively instead of losing to/beating the same person over and over and feeling bad about it.

Posted

It's a fuzzy guard (as in the Japanese/3D definition)! Yeah, it works against specific setups, but not against blockstrings in general. Theory is that the timing for the high and low options are different even if they're both unreactable so you just do your blocking so that both options would be blocked.

That's not what a fuzzy guard is. A fuzzy guard is when you make the opponent block something standing then do an overhead that normally whiffs on crouchers, usually a rising jump normal. If the opponent switches to crouch block he'll still have the standing hitbox so the overhead will still be able to hit him even though he's crouching. I dunno why it works that way in every game, it's basically a glitch made official I guess.

What you're referring to is just knowing the timing on the high/low options and using timing to block, i.e. if you know the opponent's low is 10 frames and the overhead is 20 frames, you block low for 10 frames then stand up after and basically block both automatically. You can always frametrap or fake this to punish but it does work for certain mixups which is why differences in timing for high/lows is important even if both are otherwise unreactable.

Posted

Sashi did mention using "fuzzy guard" in the 3D fighter sense, which is different from the 2D definition of it that you gave. Though from the description here, the 3D definition sounds to be more of an option select covering overhead/low mixup options than something that could be blown up by messing with the timing. To confuse things further, SkullGirls seems to have its own take on 3D fuzzy guards, too. =P

Posted

Sashi did mention using "fuzzy guard" in the 3D fighter sense, which is different from the 2D definition of it that you gave. Though from the description here, the 3D definition sounds to be more of an option select covering overhead/low mixup options than something that could be blown up by messing with the timing. To confuse things further, SkullGirls seems to have its own take on 3D fuzzy guards, too. =P

Didn't see the 3D comment. It doesn't work that way in BB anyway so if you see the opponent constantly switching block they're either trying to do a really complicated series of timing blocks or just mashing buttons.
Posted

I've heard Japanese commentators talking about using fuzzy guard while talking about anime games. And yes, they use the 3D definition.

EDIT: And 2D fuzzy is just a series of timed blocks.

EDIT: Japanese 2D fuzzy, that is.

Posted

Does anyone know exactly how the rank up system works in ranked match? Some inconsistencies have me a bit troubled.

Posted

<--- hasn't touched rank much

 

Pretty sure its similar to the color system.  Play someone around your level and it starts changing i suppose.  

 

Whats inconsistent about it?

Posted

I got a quick question on instant barrier blocking. So lets say I'm in the middle of blocking a blockstring, I wanted to instant barrier block some moves, is it possible to be holding A+B in the middle of the string and attempt a instant barrier block like that or would I have to do block + A+B against a move I want to instant barrier block?

Posted

You can hold barrier and IB, yes. The only thing that needs to be released to get an IB is the directionals, you can hold barrier or tech or whatever while tapping back and you'll get IB.

Posted

Question! What do you answering players think when you face someone new, bad, inexperienced, and other words synonymous with myself.

I was recently at a local tournament thingy, and got to meet a lot of awesome people, really improved myself and talked with some players. Those at or around my level were there and I didn't feel alone, but this and and online play recently begs the question.

What do you think when your up against a newer player? What is going through your head when you putting out those amazing combos or sitting there waiting for me to try something neat?

Sent from my LG-E980 using Tapatalk

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