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Everything posted by Tong
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It's a very common misconception to associate pressure with blockstrings only, when the latter is just a part of what constitutes pressure as a whole. Pressure is any given situation where you have the upper hand and your opponent's options are severely limited. Of course there are varying degrees of pressure, where your opponent may have good, bad or no immediate options at all to deal with it. So there will never be a situation where you have the absolute advantage all the time. So before we talk about blockstrings, usually where pressure is more intense, learning how to enforce pressure after ending combos is very very important, specially in BlazBlue where many wake up options exist. The best outcome is often making your opponent neutral tech, because you will have better control over him/her. I wont get into specifics, but CPE Jin is designed in a way that you can easily and safely punish other wake up options such as delay back/forward roll and quick wakeup, so it should be simple. After a combo the situation usually comes down to 2 options for your opponent, Block or Reversal. The Risk/Reward here is in Jin's favor because he doesnt necessarialy need to commit to start his blockstrings. Even when he doesnt force the opponent to block right away he can still control the situation post knockdown/oki. Now about the blockstrings, which is probably why you made this topic. I'll try keep it more universal and less specific. You can create blockstrings for specific purposes and they all have their usefulness. Sometimes a blockstring full of tiny gaps to punish mashers is better, sometimes a tight blockstring full of lows and safe is better, sometimes a blockstring full of huge gaps and that resets into a new blockstring is better... But they're all important, and this is where the good decision making and risk/reward comes in, because all of them have advantages and weaknesses, and it's up to you to decide which one works better for the opponent or character you're fighting. If we're talking about Jin, he has all those kinds of blockstrings and good normals that gives him strong options. 5B is by far his most important normal, it's fast, chains/cancels into many other moves (including throws), it's -6 on block, and even though it can be punished, Jin remains advantageous because it's very very risky to disrespect it. Jin's Throw game is very strong and vital for a strong pressure game, it's arguably one of his best tools. Just watch Fenrich and how he gets Throw Reject Misses like a champ! Jin's pressure becomes alot more scarier when you add Throws to the equation, so work on Jin's Throw game and you will be a real threat Edit: Correction about 5B's frame advantage
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And more importantly, each electric fireball has high stun and Ryu can charge them to make harder to predict.
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Hit me up if anyone wants to join the Hyde chat.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Yea no problem: http://www.mediafire.com/download/j2h9jx152yj81gs/pt1_base0.psd All the links are on the front page, I just collapsed them into a spoiler tag. 2000 posts, woot! -
My overall impressions: -Projectiles look better, fireball zoning might be a thing again for Ryu. -Damage is overall higher and some characters make it very clear, right Birdie? High damage can be inflicted even at earlier points of the match, giving more reason to encourage meter/resource management. -Stun has a bigger role now, which is a great! -DPs are considerably weaker. Heck, they dont have enough invul, damage and are very very risky since you can no longer safely cancel them. This just doesnt fit the "high risk/high reward" in the game's context, where you can get punished badly at any point in the match. -The Variable Meter is interesting because it gives more options for characters to work around their weaknesses or augment their strengths. A very flexible tool. I'm liking the game so far, but they need to flesh out Birdie a little more so he's just not a "character-than-can-confirm-anything-into-high-damage-off-anything" kind. I can't imagine anyone playing 4 when 5 is clearly a step up and evolution to its predecessor. Why people would play MK9 where there is MKX? I also highly doubt 4 will remain as interesting as 3S or ST, because 4 has less depth, but who knows!
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Thanks for these, Blade, I'm sure they will come in-handy someday Here senhor: -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Yea there it is Collapsed: Ram: -
Sho's Kara Cancel SB Metsuga Tutorial https://www.youtube.com/watch?v=vN_w9eApKm4 Covers the basics and its strengths.
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Hyde Fullscreen carry Combos https://www.youtube.com/watch?v=zjIKJwyGARg
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Throw (OMC)> j.B(1)> 5B(1)> 5C> 2B> delay 2AB> delay 236A~B~C>>214A~A, on everyone Throw (OMC)> j.B(1)> 5B(1)> 5C> 2B >214A~A, on Sho/Minazuki Both can sideswitch by doing airturn j.B(1) if you're cornered.
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Basically what @AigisPlayer said. Unlike Minazuki, Sho's routes prorates worse and inflict less damage. I dont have the exact numbers on me, I'll try to figure better something later, but spending 25 for extra 100~200 damage doesnt seem like a good deal to me. It might be worth spending 100 meter (SB Metsuga, SB Shouga, Engetsu Bousou ender), in case it's enough to finish off the round.
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Hmm the kara cancel can be used to make SB Metsuga> 2A possible. Example: Sweep> 236B~B~[C/D~AB]> 2A> 5B(1)> 5C> 2B> Sweep etc Not really a big thing for Sho, but it's worth mentioning.
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He has a hard time against Valk. Jin's good, very good but only if your fundamentals are as well.
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Yea that should do. Places where it's better than regular TK SB Metsuga and where regular air SB Metsuga can't be applied. And again, I strongly recommend using the D button for this.
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I can make a video tutorial explaining this technique, but I'll need some legit mixup examples using it. I havent played in ages and I'm pretty outdated about Sho's mixup potential, so I'll need this forum's help.
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So this is how the japanese players have been doing the low SB Metsugas eh, good stuff @AigisPlayer! Also it's worth mentioning that D teleport can be used as well, and as a pad player, using the D buttons is easier for me (I map D to R1). Plus it avoids accidental OMC's, since C~AB can make that happen. Are there any videos about this technique? I think it's worth making a quick video guide since it's gonna be useful in 2.0 as well, and I have some free time Haha he can do some pretty silly stuff with it, like lowest possible j.A> SB Metsuga. It's also completely safe against reversals.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
You're probably trying to upload directly to this forum without downsizing them first. Use Paint/Photoshop or some other image editor program and downsize them to the appropiate size (Max size: 160x160, 200kb), and save in .PNG. If you still can't do it, then just send me the image and I'll make the avatar for you. Collapsed: Ky: -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
I dont have an updated list for Story Portraits, but the ones I surely have are on either the first or fourth post. -
5C would be too slow for that, since untechable time would be severely decreased by that point.
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Nitroplus Blasterz: Heroines Infinite Duel
Tong replied to ivanchu77's topic in Misc Fighter Central
I'm a big fan of full priced fanservice fighters with almost no content. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Ok, here's the Seth Collapsed: Seth: -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
There you go, fellow BR: Collapsed: Ky: Collapsed: Hazama: Collapsed: Yu: Soon...! Might want to ask someone with the PS4 version so you may get a better quality screenshot. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
After finally almost a year, I made Waldstein's Coal Monster color request: Collapsed: Wald: -
There you go @Vulcan422 Afraid I can't do this without the sprites :/