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BlazBlue Question Thread - Ask your questions here!
TD replied to KayEff's topic in BlazBlue Gameplay
The first frame of recovery after the active frames end. Formula is: attack level - next attack startup, + 2 (for ib) Are the levels listed on the wiki? -
somehow posted this in the wron thread from the previous thread: is there a guide for this character? cp version. also eho are the best nu's to watch? just noticed shes a mode change char, and l need one to fill the hole litchi left in my sub army. TIA
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falling jc rising jc RC falling jc should work, but you should test when you get the chance. iirc, rising jc is an instant overhead vs hakumen and tager, can combo meterless with ignis
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ib 5a/5b that shit works against most stuff afterward. jab, throw, wolf dash, loses to rapid cancel, maybe his 6a, maybe a wolf dash ither than 6
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not exactly what l was suggesting, but l think you got the point. 6c delay 236c is a gimmick but it does the job when you need to recharge ignis as 6c is technically the end of his pressure, and punishable so people will try to mount an offense. it is air UB though so has its use vs chicken blocking. 6c 214a is in the same category. don't forget it, but don't use it much. not sure of the frame gap in cp, haven't got time to read frame data just yet, but its not safe, particularly vs dp characters. 6c delay 236a is the last of them, beats attempt at trying to punish him. these three together form an rps situation that doesn't give the best reward but sometimes is necessary.
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think about it. relius safe pressure: (most mid attacks, 2b, 3c) + 6d mixup: 6a, jb, jc, 2b, 3c moves that are both safe enough and lead to mixup: all ignis specials the first point are his fastest attacks. 5b, 6d, his staple neutral moves basically, to start. if the player realizes the foe is blocking everything, he then stops his safe pressure and goes into his unsafe mixup. overheads can mostly be poked out of and ignis moves have lenghty startups, but the advantage is that the foe is expecting something safe. the options arent great, they were designed for the creative spirits in each of us.
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relius is not a mixup character, and you shouldn't be going for it without either a plan or a guarantee that it will hit. the goal is unrelenting pressure. stagger pressure is almost a must in extended strings; your goal is to trick the opponent into thinking youre unsafe so they can twitch and you out-yomi them. meanwhile, youre budgeting your ignis attacks so that you can have her out for a long time. basically, the optimal scenario is a foe scared to press buttons, has blocked for awhile, and you used a small amount of ignis guage, likely from stagger pressure.
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l know that theyrre already good having watched plenty of their old and new videos. what l did not expect is see was this level of play so early, and so consistently from them. they seem to already be several cuts above the rest in terms of combos and execution, they dont drop combos, excellent neutral so far... l mean, kokonow seems like both a very easy and very advanced character that keeps a person in the lab for awhile. it looks like the players have everything down and practicing more for consistency. godlike player already or not this amount of learning so quickly is amazing, almost inspiring.
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there will probably be a setup designed to beat this. speaking of which, matoi landed a black hole oki 3 times in 1 match, and all 3 times, he got the otg to work. on -netplay-. first, that is nothing short of impressive. second, l think l saw galileo (litchi) attempt the forward roll once into this combo, and it still confirmed. not too sure though, ill rewatch. matoi seems to be doing a "mixup" oki, conditioning the foe to tech for prime black hole positioning. sometimes he'll do 6b(1) 22b 2a 5b to beat delay tech/roll. seems 2a 5b is an OS, if the foe stays down it combos, and if not a mixup/teleport is used if 2a whiffs. off this topic, both tsujikawa and matoi's kokonoes are oddly godlike already, wonder what sort of elixir they're drinking.
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hope that "S" means "super"... theres a decent tao on psn, shinobi something. wonder if he posts here.
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Huh. Seems a lot of people have their... unique way of spelling my name, regardless of the name itself. It's entertaining, really, to see what some people come up with. Perhaps I'll make my name even shorter. How's "T"?
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my pad would like to have a word with you.
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ggs to everyone in the arcade lobbies. must have been on that cabbie for an hour straight. my bladder doesn't appreciate that.
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if you mean how sten mentioned... well, since its cancellable from any normal l dont see a point of ever using it l mean, how would you even know you jump canceled it and not special canceled it.
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i'll play you in a long set omni~ ...when l have time
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is this going to be/already been translated? l dont know what im reading lol eh, tiers dont matter, everyone is target for the ja. no worries
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The foe will realize that their character will have stopped blocking. They will hear it. Or rather, they wouldn't hear the sounds that each character makes while they block. Especially if they were trying to ib or something; there's a big fireball on them and yet their characters aren't making blocking noises, they would put two and two together (eventually) and then this -shouldn't- work again, because there's only one situation where something like this could happen, and there's a purple throw. I didn't actually test this but I have another theory.without an audio cue (no sound) there's still the matter of hitstop, and how fast the fireball would be going over their sprite as opposed to if they were actually blocking it. It may appear unusual. If people figure it out they might start teching throw during this unusual period.
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lol.
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l only use training and network mode, the rest can wait for NA release imo. what is his challenge 30?
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this l find to work especially well. does carl have any way to beat it if he expects a raw teleport? it feels like a good tactic, to ib 22c from certain strings.
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plenty are new to the game, or just new to this version of the game. as stated 2a meaty works. much better now as its basically free damage into knockdown again. up back meets 5b which links into 236a etc etc. in pressure there really shouldnt be any of this, but if youre too far to 50/50 you can dow j3b to cover the jumpout and pressure them back to the ground.
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full ice spray duration takes a whopping 75% of nirvana's health lol. however it is a projectile, so at any point nirvana can get a punish for it. 4d would be the easiest to pick up if carl is fullscreen. use ice spray when her life is below 50%, she's active and the carl is expecting another setup. if she has higher health, keep 50 ready as you can rc the blast on nirvana. otherwise she gives your standard stuff trouble. 22b is absolutely brilliant in this MU. fireball needs to be shot over nirvana. 214a 9d 3d is not a bad setup to get carl blocking. with 22b out, if nirvana is close beat her up with 5a, 5b, 5c gatlings (all are jump cancel), 3c at farther ranges. watch out for 5d, 46d, 4d, 421d and 236d. zone carl alot. graviton works well at keeping him where you want. if either he or the doll get too close for comfort, teleport outta there. especially if you leave a 22b pre-teleport, he pretty much has to do something within the next few seconds.
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-7 with barrier.
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Well, it's not really just for me. The matches in question include my up and coming kokonoe. There are some things I may not notice on my own. I want to learn everything about this character as soon as possible so I can work on the matchups. Also, I may give inspiration to another by chance, something that isn't possible if the matches just sit in my gallery. Speaking of which, I turned autosave off so yeah, they aren't there anyway.
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it is -8. it just adds depth to his mixup. its only comboable if you do it immediately after certain counterhits and maybe the meterless stomp? yeah, it's bad. to use it you pretty much either need to know it will hit , or know it'll be blocked + have 50 heat (75 total).