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Everything posted by TD
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hellknight IS a sword. excellent offense. just dont hit him or he falls apart faster than crumb cake. lve seen severin play, he seems to know alot about the neutral. a mix of great and not so great execution which l suppose could be the fault of various circumstances. hands down, toan is the best lambda/nu player ive fought. he no longer needs to worry about dropping combos and can focus on playing the player. therefore he adapts very well. ive never fought a more slippery nu in my fucking life.
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legend says all the nu players uh... "accidently" fell into the cauldron after cse. police think they were tripped, what silly police. l bet they decided to end it all after seeing nu's new story mode. start there. well don't jump in, you'll die. just take a good look at the center while standing at the rim... ggs to givinguponlife
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no need. she gets a decent amount of damage and meter from using the ground route, and it has the best wind regen. j2c route is awkward now, needs wind, doesn't offer much in the way of wind regen, and damage/meter is only a small increase. also doesn't give an optimal oki situation (being 5cc, 3c, and in some cases 236a), which the former does. it's rather obsolete, but still finds it's way into few situations.
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avatars are for aesthetic purposes like... is there a way to merge every sprite together?? i'd play that thing, and then no one would be confused. just repulsed. ggs to arcade lobby again glad no kokonoe's were on tonight...
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ok. l thought you were talking about the same tbh when you said "dont use two wind stocks" which l interpreted as "dont use two wind stocks in an air to air situation"
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you know what, she studied everyone since ct, feigned a "no l dont fight l have to use tager" role, and she just comes out of the fucking lab with uzi's and shit blasting anyone in the way. every character bar tager is like "W.T.F." ironic because in cs rachel distinctly said kokonoe didnt have what it takes to tango with the Gods. and look at her. started at the bottom now she here
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whoa really? for real? l didnt want to say 7-3. l didnt want to believe it...
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probably that, though it could be a bit higher. koko just shits on anything we do besides having up close pressure or a rod on her. although we have the frog 2a 6b oki setup vs teleport in the corner, its not always accessible or reliable. george is good because he can tank a hit or two in neutral, koko is like "LOL". a lot of her moves kill him and still function as good moves vs hime. her fireball, 3c, graviton, teleport, 2c, j2c and supers are all POS moves. banishing ray touches the heavens of POS but not quite there. its just really good but not stupid imo.
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he doesn't have anything besides RC and plenty of it. so he technically would have the easiest time baiting a burst if he wanted, but with a average or low reward assuming it worked and where. remember the cooldown after RCing and make the combo last a bit for a real man's punish. they'll get the hint and never burst again lol. so, where's the critique thread? the resets/pressure thread? we need them, badly. my impression is that terumi is not nearly as easy as he was supposed to be. which is good, but it would be great to have these so players can have access to the info. l alredy have my hands full with relius/rachel so perhaps someone else should make them. lastly has any jp players picked him up on netplay?
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thank you for the tips. both gigaitachi and yourself have given me more than enough to work on. homework also... #realmenwearpink
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sometimes two 2d's is necessary. in the case he mentioned, rachel would be doing jb and jc mostly as air to airs. j[c] route doesn't work often here, though there are situations where she could still use only one wind, and she can still do j[c] jc2d once she juggles them close enough to the ground.
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ggs to everyone in the lobby. i'll probably be back on shortly. sorry silfer, bullet feels like a character l shouldn't be losing to, so l had to look up some info on that drive of hers and things make infinitely more sense. now that i'm equipped l don't mind playing a set with you sometime in the future.
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someone said to get up and smack the kokonoe player in the teeth with your stick, and im starting to think that is a viable tactic. #patchkokonoe
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true. its not really a threatening tactic unless the mu is low on hp. just something to be wary of if the mu depends on the small lasers to start an offense (startup of stein moves in general), and wary of the direction they are pushed on whiff as it can be very disorienting even when prepared for it.
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working on the jin matchup, should be up within the next two days.
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sounds about right. not easy to play fullscreen or really anywhere except in her face. kokonoe has similar tools and a really good neutral in general especially if she gets out that fireball. l suppose it goes without saying that we need to find out a way over this immediately. notice that, because of the way fireballs are summoned, depending on the gravitation set there is always a blind spot. like if she tries her 6d fireball bs i'd 3c 5d, low profiling the fireball as much as possible while getting under it and hopefully pushing a summon to safety, where l get another small chance to hit her before she sets graviton it a bad position. summoning in general needs to be well thought out. 236d is unbelievably annoying with graviton on rachel, though on block she wont need to worry about grav for 2 whole seconds. just banish ray and fireball... ugh. at least black hole isnt free.
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hes not bad, his tools are more on the situational end, and he has a harder time against certain character archetypes/tools as stated theres also the fact that he is very momentum based, he -must- land hits to be truly effective and become more versatile. so good luck with that while hakumen is shoving his 4c down your throat. fast run speed does not a mobil character make. granted he... moves faster, can evade certain things maybe get in or punish things a little easier but thats it pressure im starting to get annoyed with, his best normals are short range and 5d. the rest are too short and can be pushed out, don't give good block value or can be disrespected. once pushed out of 2a/5b you might get one more normal (5d is ok) before having to resort to a gimmick and not even being point blank. while he has a few + moves l think his pressure should be more on the shorter end and involve lots of throw shenanigans (thats where his 'mixup' seems to lie anyway), and, once out, use his decent run to get back in
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@bakahyl graviton itself is a very good projectile in zoning wars, one that gives her one of the biggest disruption tactics in the game. no, not actually setting it - activating it. not sure of frames but its extremely fast after setting graviton wherever she wants. on hit/block she keeps frame adv and can teleport in, or setup. on whiff mu is pushed opposite the graviton, into banishing rays, kokonoe, wherever. the biggest threat is that on hit or block it cancels all small/charged lasers on the screen, and can punish the startup or 236a/214d/236d, instantly shifting the momentum in most cases. can be placed in key areas and done in the air, AND makes running in not as viable either. pretty sure it can be done in between small laser zoning too. so fullscreen the mu player should still be cautious if kokonoe didnt setup a fireball. personally l think mu does a good mix of normals bullying/zoning to win against a good kokonoe.
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my flowchart. fullscreen. beat up on ada + make carl block a move/stop his approach vs ada, 6b is the best poke, 5a is the safest. both interrupt ada or prevent moves. 5b/2b do damage but will not interrupt, not recommended. 6b, 5a, 5b are jcable/summon cancel, ABUSE the jc property. her moves: 5d is fast (by doll terms), good range, gives carl time to get in 3d kills george, get ready to resummon 4d (MAIN) will interrupt your normals if close. not abe to be interrupted. dash away or block 8d/623d anti airs cover two angles, not as potent unless in corner 41236d (MAIN) is main approach. can be interrupted with 6b. if no time you must superjump. if blocked, mash 4. 46d (MAIN) longer reach than 5d and about as fast. don't try to beat, block it fullscreen only, or jump. not easy to visually see so be vigilant. ada will eat all projectiles - george. save your physicals for her. make sure carl doesn't advance while you beat her up. proper use of pumpkin, george, tk 236a, and 236c will keep carl back.
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personally l think hes average maybe a little less than that but l don't have much time to justify my claim, so i'll do so later.
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you keep playing.
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hold 6a till it hits automatically, or 1-2 frames before that point (6a must be max lvl, only the last 2f of charged startup). the rest has to be done quickly is all. l do this combo all the time and its not very strict.
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BlazBlue Question Thread - Ask your questions here!
TD replied to KayEff's topic in BlazBlue Gameplay
l had to look back at what l said, because rachel 5b -> 5c is definitely a 1f gap on normal block. using what l said, 5b ja would have a gap and that isnt possible. what l said applies more to static difference and delayed strings, which isnt exactly what you asked (though you did mention it). if you cancel a move into another on the first possible frame (5b 5c for example), active frames wouldn't be included. so the formula is actually attack lv - next attack startup (+/-block modifiers). ib'd 5b 5c is 16 - 17 startup - 3 ib= -3. barrier is simply 16 - 17 +1, and normal block is 16 - 17, and so on. -
thank you for the suggestions. l suppose watching these players will give me the information l need. interested to see how they play some matchups.