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Everything posted by Tong
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Let's see... Huge, imposing normals and projectiles that gives her very strong space control, good mobility that coupled with her space controlling capabilities makes Phonon very hard to deal with. And last but not least huge damage off metered conversions, which is pretty good because she doesnt need to rely on meter to enforce her pressure. All in all, she's a solid, strong character with many strengths and little to no weaknesses.
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YouTube link of that same BE combo mini-guide
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Well timed oki will always beat a well timed DP (if we're talking about HS Volcanic Viper). A DP won't win because it takes 4 frames to actually hit the opponent, it's not instant, and it takes less than 4 frames to land from the aerial attack and block. And yes, getting a Reversal isnt easy in +R, specially on netplay.
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It's called a safejump. Basically a situation where if I jump at you, during your wakeup, and time my aerial attack correctly it will either: 1- hit you, 2- if you decide to DP I'll land in time and block it regardless. The "DP 1 frame window" he's talking about is called a Reversal, where your special move will come out right after the first frame you wakeup. This is important because unless you get a Reversal DP, you'll get beaten by pretty much everything else. Also, it's not that "their DP didnt come out because of j.HS", they just messed up the timing (didnt get a Reversal) and got hit by the j.HS. But even if they DP is a Reversal, you will land in time after j.HS and block it. Watch this video until the 25 second mark: Hope it helps!
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Ragna's CA (which happens to be his 5B) moves his hitboxes forward and Jin's 5C moves his slightly forward as well.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Yea, here's a fixed link: http://www.mediafire.com/download/d7zx3isvisacij5/mustorytemplate.psd -
I can only think of range. Not being close enough can make 22C whiff, but even then 22C's hitbox is huge in this version, it shouldn't whiff that easily. Are you close enough after HF? Remember it might not work off confirms like far 5B> 5C> HF, Ragna wont be close enough most of the times. The only other reason could be smaller characters like Carl.
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They're mostly fine, the optimal routes are all like that, but in some instances (corner TK BS combos) it would be possible to go for a better route, namely: 22C> filler> BE> filler> DS> ender. General rule for CPE Ragna is the earlier 22C done the better, followed by BE and then DS when applicable. Examples from your video and how they can be optimized based on that "general rule": CH 6D (whiff j.D)> 5B> 5C> TK BE> 5C> 2C> 5D> DS> 5C> 2C> 5D> 22C> HF, Damage: 4432CH 6D (whiff j.D)> 5C> 5D> 22C (DC)> 5B> 5C> TK BE> 5C> 5D> DS (DC)> 5D> HF, Damage: 4445 (Optimized)airhit 5B> 5D> DS (DC)> 2C> 5C> TK BE> 5B> 5C> 6A> TK BS> 5B> 5C> 5D> 22C> HF, Damage: 4500airhit 5B> 5D> 22C (DC)> 5B> 5C> TK BE> 5C> 5D> DS> 5C> 5D> HF, Damage: 4503 (Optimized)airhit 5B> 5C> 5D> DS (DC)> 2C> 5C> TK BE> 5C> 6A> TK BS> 5B> 5C> 5D> 22C> HF, Damage: 4628airhit 5B> 5C> 5D> 22C (DC)> 5B> 5C> TK BE> 2C> delay 5C> 5D> DS (DC)> 5D> HF, Damage: 4630 (Optimized)crouching hit 5B> 5C> 6C> 6D (JC)> j.C> j.214C> 5C> 2C> 5D> DS> 5C> 2C> 5D> 22C> HF, Damage: 5035crouching hit 5B> 5C> 6C> 6D (JC)> j.214C> 5C> 2C> 5D> DS> 5C> 2C> 5D> 22C> HF, Damage: 5067 (Optimized)CH 5C> 6C> CT> 6C> TK BE> 5C> 5D> DS> 5C> 2C> 5D> 22C> HF, Damage: 5737CH 5C> 6C> CT> 6C> 6D (JC)> j.214C> 5C> 5D> DS (DC)> 5D> 22C> HF, Damage: 5742 (Optimized)You may notice that the "general rule" isnt always applicable, particularly on combos involving crouching/OTG, where it's better to take advantage of routes like "6C> 6D> BE" because they add very little proration and have considerable damage, resulting in better damage overall. This is noticeable on the "crouching 5B" and "CH 5C" starters combos, where less but better combo fillers resulted in higher damage. However CPE Ragna is pretty versatile when it comes to combos, so even if you're not strictly following his combo theory you can still inflict considerable damage. If I had to make a comparison between a "whatever" combo route and a optimal one, the difference in damage would probably be less than 10% on most scenarios. But I personally, never say "no" to more damage
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Yes, I just forgot to post (as usual) -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Tong replied to Anne's topic in BlazBlue Gameplay
No, because BBCF wouldn't be out on consoles by then. This is the first time PC players will have the same updated version as the console players. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Another edition of <Tong's .PSDs that took forever to be posted>. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
SF3OE Ryu GGXrd -REVELATOR- Sol -
No longer see the point for this thread, but @Magaki's post was interesting.
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The 50/50 is strong, you're not supposed to react to block a proper setup.
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Notice broken links? Help me fix them in here
Tong replied to shtkn's topic in Site Feedback and Suggestions
First and fourth posts: -
Dualshock 3 and 4 but the 4 feels better, a natural upgrade for the DS3. I really like the DS4, the D-pad is very precise and offers good feedback/response, and the buttons as well.
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Well, they only needed to add netplay to it. The newer characters/patches shouldn't be too hard to implement. And tt's hard to get it on consoles because it's still only available on Japan.
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Sigh, still no PC/Steam version.
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Obviously corner since Banishing Fang Bash cant be followed up outside the corner as far as I know.
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I was going to start a combo thread but we have so little information right now that I'd rather post here first before the final game is out. Of course, these might not work in the final version but it's good to know the basic theory. Found on Twitter by the "#bbcfナオト" tag. 5AA> 5B> 5C> 3C> 214D> dash 5B> 236B> 236B> 236B (DC)> 623D~, Damage: ~22005B> 3C> 214D> dash 5B> 236B*3 (DC)> 236B*2> 236C (JC)> j.623D~, Damage: ~34005C> 3C> 214D> dash 5B> 236B*3 (DC)> 214D> 2C> 5D> 2D> 236B*2> 236C (JC)> j.623D~, Damage: ~3800
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Either 2B is a bad starter proration wise or using Slash Keid twice might be triggering SMP (only affects damage now). His easiest combos on crouching characters like 5C> Rekka~Upper> air combo> ender does 3.5k midscreen, which is pretty big for such small amount of moves.
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That was 2B actually.