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Everything posted by TheGreatReptar
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Seeing as the netplay was removed because the GFWL servers for the game were shut down and the fact that the company who got the game up on Steam only actually publishes games and doesn't do any actual support or anything for them, you're probably not going to see an official update to add netplay. As for something along the lines of something like Melty Blood's CCCaster, I doubt anyone's actually going to care enough about the PC version of CT to try to make something like that, especially when console netplay for the game still works.
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You're also relying on the other person somehow not learning that 22D guard breaks somewhere in the 3 times you use it on them and just barriering.
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[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
Shouldn't have dropped that combo or whiffed that 6C =P -
Yo, Valk had to stop
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You could just do 5B/5C CH>6C>46D>236D>214D>22D>6C>623C>j.236A>j.214A for 5988 or 5565. Losing double 46D>236D doesn't really effect her damage that much actually =P
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Aksys displaying Favortism toward certain characters?
TheGreatReptar replied to fishnet's topic in BlazBlue Gameplay
Hakumen's only #9 and he's getting NERFED. Arc obviously doesn't know what they're doing at all. Hire Eventhubs to make BBCP1.2 -
Aksys displaying Favortism toward certain characters?
TheGreatReptar replied to fishnet's topic in BlazBlue Gameplay
Did you guys even play Extend? You should know what happens when an ArcSys game actually gets balanced. -
[CP1.1] Tsubaki Yayoi Questions and Answers Thread
TheGreatReptar replied to Kiba's topic in Archive
Ya got me. You'd also be able to do j.D>j.C/2B as a mixup whenever you want but 6C is about to lose a bunch of blockstun, meaning Tsu's highest leveled jump cancelable move is going to be meh so pretty much everyone in the cast would be able to disrespect the hell out of that mixup anyway. -
[CP1.1] Tsubaki Yayoi Questions and Answers Thread
TheGreatReptar replied to Kiba's topic in Archive
I really don't see why you guys get all bent out of shape about j.D recovery. The only thing it'd do is possibly up damage a little bit off certain confirms when you don't have charge (you basically get j.CC>5CC instead of j.CC>5A>5CC midscreen, woo) and doing silly things with j.D>j.C>land>attempt to continue a blockstring would be tighter, but it's not like most people don't already respect it for some reason anyway. It's been there for 4 iterations of the game. I don't think they're going to suddenly get rid of it and it's not going to make her anything except marginally better. There's a lot of other things they could change that would improve her way more than removing landing recovery. If you can't combo off of j.C or j.CC after j.D, you just have to learn to use those attacks lower at heights where you can combo off of them and at a range where you don't have to dash forward. Just adjust =X -
[CP1.1] Tsubaki Yayoi Questions and Answers Thread
TheGreatReptar replied to Kiba's topic in Archive
j.214C causes a hard knockdown on grounded opponents, instead of making an emergency tech state like it does when it hits an airborne opponent. It's not long enough for 2B to connect, but it's enough time for 623C. There's fatal counter routes that use 6C>tk j.214C>5D>623C as well. It's actually a pretty nice combo part. -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
Kagetsu (HZ) vs Konan (TS) -
[CP1.1] Tsubaki Yayoi Questions and Answers Thread
TheGreatReptar replied to Kiba's topic in Archive
I'm pretty sure doing j.CC>j.214C>623C>j.214D>6CC>ender is better than doing j.CC>j.214D>stuff. -
[CP1.1] Tsubaki Yayoi Questions and Answers Thread
TheGreatReptar replied to Kiba's topic in Archive
j.D has really bad landing recovery. If you hit a croucher low enough, I believe you can connect 5A after. You have to be really close though. If you're in the corner and can confirm the second j.CC, you can do j.CC>j.214C>623C>delayed j.214A>5A/5C>2C>ground ender. Doing j.214C ends up negating j.D's landing recovery, but the only thing you can do afterwards in 623C which forces you to do a pretty tricky combo. -
[CP1.1] Tsubaki Yayoi Questions and Answers Thread
TheGreatReptar replied to Kiba's topic in Archive
There's a pretty big window for 6C kara grabbing. You basically input the 6C, then B immediately afterwards while still holding C down. Try it like you're plinking in SF4 first, where you want to hit B the frame after you input C. Once you get comfortable with that, you can start trying to delay the B input slightly. The longer you end up delaying the B input, the farther the kara-grab actually goes. Just can't overshoot it or the throw won't come out at all. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
That was reduced hitboxes for ground throws. Pretty sure air throws weren't affected -
Questions about NA bbcp and JP bbcp
TheGreatReptar replied to tetora_desu's topic in BlazBlue Gameplay
You'd be better off waiting around for Celica to be added as a playable character than getting English patched into the Japanese release. -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
Oh hey, FR matches got posted Reptar vs Teo (KG) Reptar vs LK (VK) Reptar vs Bennie (KG) Kiba vs Hoshi (AM) -
Pikuri was just playing high leveled Tsubaki
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
It'll only work on Amane now because they adjusted his hitbox while laying on the ground. No one else got a similar change, so it'll almost certainly be just as hard on hard characters. -
You can OS Azrael dashing through you by doing 421ABD when you have charge. You'll get barrier if he stays in front of you and D dp if he goes behind you (we're hella losing this in a few weeks though)
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To my understanding, Tsubaki's gave the opponent more hitstop time than Tsubaki got, so it effectively gave it more blockstun than it'd normally have. They gave it normal hitstop, so it got more minus. It also means doing 6C>j.D>j.A will have a bigger gap because of the lack of hitstop on the opponent. I'd glady lose that to be able to special cancel 6C regularly though. Almost all of her changes outside of 6C and D special SMP are just nice little quality of life changes. Looks like we get to play CP Tsubaki for another year~
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Oh hey, apparently you don't have to take damage to punish corner super ball. If you delay 5C to punish a little late, then cancel into 22D as late as you can, you'll actually be out of range and can still combo
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Did it look like j.D had less landing recovery to anyone else? Specifically at a little after 11:35 in the video
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CS2 and CP say hi
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Oh of course. Kokonoe apparently has a bunch of unlisted changes. Just gotta wait and hope someone with enough Tsubaki experience to be able to tell what her changes are shows up.