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Everything posted by TD
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quick everyone say ggs before the police come ggs to that ragna who pressed dp one too many times
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its always been bad best it ever came to being good was practical 5-7k combos from 2c ch back in cs2. with 3f until invul kicked in and a better hitbox it beat a few more things, but the reward was so bs, it wasnt even like 'wow 2c is good', it was 'wow this guy mashed out of pressure and l lose half health!?' so now we're back to having this pos because we couldn't play nice and do average damage like poor ol' ragna. still a boss move though. sitting on the throne, executing things like a true boss would. all that and her feet still dangle, lol. all she needs is the pimp shades on hit.
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Ggs akira and lost.
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Kokonoe is neither high risk or a glass cannon. Nor is she as difficult as rachel. Rather, their play styles are similar. Kokonoe can play a simplified play style because her graviton and fireballs have simple concepts, and the ray is just set and forget/play around. Not to say she is autopilot but she certainly needs to worry about less that what rachel has to look for just to keep someone out a second longer. IMO koko has great defensive options. Her backslash gives her good invulnerable and travels a decent speed with decent recovery. Forward dash is one of the best in game, no acceleration to worry about, fast. Teleport is f1 invulnerable, you can't get better than that. That means outside of certain setups she will escape the corner or certain oki's vs other chars; even hitting her, I mean, now your back is to the corner. So mid screen combo (which , for most chars, is inferior to corner ones), and still a momentum shift. And this is just assuming you punished the teleport recovery. Then there's super ball. 3 f1 invul fires that travel distances depending on the version used, so don't think you can just loloutspace it with something farther range. Oh, and it doesn't go away on block/hit, so you might get punished for punishing her trying to punish you. They lead into all types of stupid mixup. Come on I barely scratched the surface on this character lol. Personally I think the ho is broke, she deserves all the salt she gets. Should she be banned? Well, we dealt with cs1 litchi and her fucking daisharin, so perhaps one little unblockable into 10k won't hurt. And anyway koko is fun as heck, especially those interested in that type of well rounded zoning/momentum based char.
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Make them scared to approach horizontally with 236a. Combine them with 8/9/6d to push them away and get space. This alone covers ground and instant air dashes when done correctly. If they jump or super jump, it is time to utilize 236b, 236c, 6a, jb, jc, and j.236a. Block or threaten them enough so they respect your space and then summon. Also note if they can beat your projectile based offense. From that list, terumi' messenga, and makoto's bbu go through 236a. Makoto 3c low profiles it. Keep things like that in mind.
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Ggs dude
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BlazBlue Question Thread - Ask your questions here!
TD replied to KayEff's topic in BlazBlue Gameplay
Stop relying on this to tech throws, and instead use it as a barrier/rapid button only. This way you can differentiate the two when the situation arises. Tech throws later than they are executed, not too much, or right before you're about to get thrown.That means you should know the throw is coming, but that is a useful skill to hone. After all, the only way to tech a green throw in this game is to know it's coming basically. In general, getting throw counter/throw reject miss in most cases means that you pressed a button right before the throw (below 5 frames which is the input buffer for this game, unless it changed to 3 I'm not sure), so in general you need to start teching throws more accurately. Nothing the lab cannot fix. -
Muck that Witch.
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[BBCP] FT10s - Season 3.1 - Sat. 1/11/2014
TD replied to LegendaryRath's topic in BlazBlue Online Play
You mean besides the fact that there aren't enough people for an actual tournament? It's like saying to hold NEC because some random is streaming casuals at their house... Not to be offensive to anyone purposely, but I think that's a rather legit reason, yes? It's nice of you to be considerate, but... Yeah -
She probably ate the red one and now has a yellow one perhaps. I mean, lollipops are meant to be temporary after all. Same effect, presumably.
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3c 6d works on two simple factors. The height which is required, and combo length which sometimes plays a part. Basically, the foe needs to be hit at the top of 3c's hitbox. It will knock the foe at the appropriate height to continue their untech time and allowing 6d to hit. It's why 2c 5c 3c 6d hits, because the other four hits knock them high enough. If the character is fat enough while on the ground, stuff like 5c 6d and even just 6d works depending on the combo, leading to different combo routes. Combo length is simply a dictator of the combo that sometime makes 3c 6d drop if the combo is too long. Basic stuff really but needs to be factored in basically every combo. If the combo is too long I recommend lv1 22c. The only times I think lv3 22c is good is: beginning of the combo (the magic number for beginning is 4), on a good hit that can be followed up with messenga/jarin mid screen or attacks in the corner, or in tandem with crush trigger early in the combo. Otherwise, lv2 is the equalizer between decent damage, meter, and time consumption.
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Where is my barf bag? Honey, go find me my barf bag... now...
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Are you doing lv1 22c from that combo? 6d should work and because of the wall bounce you have a decent amount of time to do it.
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It just balanced her utility/damage ratio. She needed balance, but more than that. She needed improvements. Starting with an actual high/low game. She has some of the worst mixup I have ever seen. Does she still have her suicide button (6ab on block)? That would be just totally freaking magnificent.
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She needs another/better projectile, better normals or better mixup, shake things up a bit. It wouldn't be a horrid idea to give her a note like inos in gg, with more recovery so she can't crossup from it but still use it to get in. Or something. Right now izayoi is ryu with a hover. He might work well in marvel but he doesn't work here. Too bad, she's an aesthetically pleasing character.
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No.
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1. first of all you can hold the button to tech now. second, if you had to mash tech it should be a. third, it depends on the character, player skill/knowledge, and the combo in question. most of the time it is ok to hold tech. if the foe is attempting a tech trap, then neutral tech becomes a bad idea (tagers love these). some combos have certain gimmick/resets that go with them so it really varies. 2. you answered your own question. dont wake up mashing unless you have a dp to play rps with. backdash, barrier, (super)jump + barrier, and plain blocking are all better options. there is also the riskier roll/quickrise mash but they are to be used in dire situations. again, this is important. if you have a dp or can gain one, or wakeup specific tricks (wind tech), that is the only time you should risk a button. otherwise block and gather information so that you can possibly 5a a slow meaty next time.
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what ever happened to 5$ gift cards. after all, its about giving and not getting. of course, remind the person to give you something nice. like a watch. or a house.
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Ggs to: Mcshadow: you would do better if you stopped using dp's so predictably with hazama. Part of the reason I had trouble with Jin with terumi is that he has a meterless DP. Grublet: Very nice azrael. Against rachel, you can try using growler to beat George, pumpkin and pole/lightning to gain invincibility and a good projectile. Then I can't do whatever I want full screen. Demonwindbob: Great as always. You make a lot of great decisions. Together that had to be the shortest 2hrs in awhile lol.
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thank you very much. these will be useful. im trying to get something of a 2a starter. the best l get is 2k and almost lv3. lv2 is still sort of mediocre though, and it doesn't seem to get to lv 3 at all. too bad lv2 doesn't have just a little more hitstun, l guess i'll resort to fishing for ch's then.
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What are amane's OD combos? Particularly full life ones. I've been experimenting with 2a starters into OD to end the round faster but I would like to know if there is a combo section or a video dedicated to this. Even match videos because I know jiro loves doing OD combos.
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pretty difficult, of course NO makes it look easy but this went from bad to worse. pretty much need to stop ignis immediately once shes active or risk losing the round if you get hit. while a nuinsance to others, 22c really fucks up rachels gameplan. several of his moves which used to be horrible are now really good. like 214b which is unpunishable now iirc (ignis pushes herself back too far for rachel to dismiss her, leading into 50/50 4d 2d unless you run straight in... watch out for 22c). 214c is really crazy now, cant jump, MUST hit her or superjump, and trying to hit her on the ground, again loses to 22c or 22b. 214a is still good as a 1 second 'lol' button to rachel's projectiles which make a large pool of her moves. so basicaly jump... jump like your life depended on it, and then stop jumping and anti air him when needed. avoid ignis at all costs. george isnt too great but may prove occasionally useful as a distraction. if you get him to block anything, get him to the corner and KILL. HIM.
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ggs to chrischan13. I was looking for someone more on my level, but your determination was certainly amusing to say the least. I like seeing that in people.
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this show is bugged out lol. its both cool and so horribly planned that it is hilarious. I haven't laughed this hard in a long, long time. my only gripe is that it is almost over.
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Dash 2a is your fastest option. Not factoring in dash and assuming the foe normal blocked, 6b 2a is still -2. So, with the dash it barely gets him under other 2a ranges but still frame traps. The extra 2 frames from 5b contribute to getting hit out of it.