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didn't hear that, that's pretty nice, also allows for the fuzzy guard-rapid setup to be better as well
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I do 62369 so it's a smoother input
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I have a feeling this will work on my quad 2C combo, lemme go check well I couldn't reproduce it, feels like they're teching too fast after the TK CID if you can reproduce it, combo is: corner, near opponent 2c-2c-6c-dc-2c-5d(1)-GH-2c-5D-dc-6A-jc-j.C-j.D-j.C-BE-6A-TK CID then it seems to blue beat before I get in range for j.C pickup, you guys might have the timing down better than me though combo does about 5.2k with D ID ender, I'd imagine 5.5k with 22C pickup
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if you instantly cancel it doesn't
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Is the J.D that is listed for non-BK Ragna? shoutouts to getting even more proration on moves that could use less of it
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http://www.upstatefighting.com/ anyone around the scene should pay attention to this site, we had a major two months ago that had an amazing tekken crowd, but hardly any super/blazblue Ranbats are usually in the SU area but we've been slow for about a month due to upstate being upstate Incase it's not blatently obvious, our scene is dominated by Tekken, then super, then like 14 of us who actually play Blazblue saaaaadlife
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Kune is my worst matchup bar none, it just feels like while you can get a solid rushdown going and get a lot of momentum he always has the opportunity to get out and even without curse zoning against him is unbelievably hard. CS Ragna feels iffy, while I love his meter gain, damage and oki, I still feel like he needs more mixup in general instead of high meter/damage, with the removal of ID wallbounce and CS bounce(for crossunder ET mixup) I can't really say how he's going to look in CS2 other than generally weaker, but so is a large portion of the cast. I wish someone would've tested blood kain at least a little in BBCS2, I still want it to be a staple in his game post-burst or even pre-burst if you got dat yomi bad matchups with who's considered the top characters in japan, subpar mixup, bad zoning make for a pretty hard time getting far in SBO @above: while ragna has a lot of Same Move Proration, if he didn't, his average damage would probably be more around 4.5k rather than 3.5-4, plus, his best prorated move(2c) is a fatal and has no SMP
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~~
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5C proration is ass, since your combo has two of them, you're going to get bad results
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pretty impractical, but it's a really good hit confirm setup in the corner and a solid way to get 22c oki without having to rely on 3c
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doesn't combo into anything except 5A on a cornered tager, and leaves you at - frames, so no also whoever said it won't be used in combos is most likely wrong, it's an aerial corner push, which rg doesn't have
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belial being harder to connect is fine, people actually have to line themselves up now god forbid
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there's usually no solid info on frame data until the game is actually released, so yes, it's possible no one's noticing slight frame changes
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they are, and you're correct in assuming it doesn't, some of the highest non-fatal meterless combos come off a TK GH counter hit and involve a grounded GH
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