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Everything posted by TheGreatReptar
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[CP] News & Gameplay Discussion (Old)
TheGreatReptar replied to kosmos badgirl's topic in BlazBlue Gameplay
Her Idolm@ster character happens to be one of the most popular characters for the series in Japan. She's also a singer in addition to voice acting and has a few CDs out. -
[CSE-CP] Tsubaki Yayoi Simple Questions and Answers thread! Version 3!
TheGreatReptar replied to Ginseng's topic in Archive
I actually think general confirms will be easier in BBCP. She still gets extended combos even after confirms of 4 normals, whereas in EX, you only got extended combos off like 5A>5CC, 5CC or 6BB. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Inb4 Tsubaki inherited Lambda's 236B>dash>5B combo in the form of 22B>dash>5C -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
22B>5D>5C looks like it's probably kind of character specific on ground combos. In the combo video, the combo part is mostly done on Azrael and Hazama, who both have pretty large sliding hitboxes, but against characters with smaller sliding hitboxes like Arakune, I wouldn't be surprised if it didn't work. Dash>5C might work, but none of the combos in the video, and none of the instances that Muramura did them had a dash. Off IAD combos, the air dashing will keep you close enough to where character slide hitboxes shouldn't be a factor. -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
It's static, regardless of 22B charge time -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
Everyone should start spamming his Twitter telling him to let himself get recorded. -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
Konan was on a stream again? Also, you goofed up the time stamp on the vs Kikuchiyo match. Forgot the s at the end so it starts at the beginning -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
I love how late Muramura cancels 623C into j.236D. It pretty much confirms that that OS idea I wrote about works, although from the looks of it, Muramura actually just reacts and does whatever followup he feels like -
BlazBlue Official Art Thread and Directory
TheGreatReptar replied to Chaoschao222's topic in Zepp Museum
I dunno. I just found it by image searching "Tsubaki and Hakumen" then found a small picture of it, then reverse searched that smaller image to get that larger one. -
BlazBlue Official Art Thread and Directory
TheGreatReptar replied to Chaoschao222's topic in Zepp Museum
http://images3.wikia.nocookie.net/__cb20130124120019/blazblue/images/thumb/2/2f/1353883081790.jpg/724px-1353883081790.jpg -
[CP] News & Gameplay Discussion (Old)
TheGreatReptar replied to kosmos badgirl's topic in BlazBlue Gameplay
There used to sort of be one, but everyone abused it and let it get extra retarded so now it doesn't exist. Use groups if you want free for all threads. -
[Jun 28-30, 2013] CEO 2013 (Road to EVO 2013) - Orlando, FL
TheGreatReptar replied to CEO Jebailey's topic in Archive
I'll try to bring a setup for side tournaments, but it'll depend on how much room is in whoever picks me up's car. Also, I asked Fakku if they could send me some swag for anime games, and they said they'll send me a couple of hats and get me another coupon code. The current plan is to raffle off the hats to everyone who enters BB and GG, which will probably be done by just numbering everyone on the signup sheets who wants to be entered, then using an RNG on my phone. Entering both games will get you entered twice. I won't be entered at all. -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
Lol, both Spinoza and Kuresu got killed for doing 236C fullscreen. Chin's spacing was way too good. -
In the corner, you'll you'll be ending most combos in either Axe Kick, or 22C. For Axe Kick ender, the 22A~C trick should blow up rolling and no teching, and get you pressure after a neutral tech. 22C ender gets you a stagger state, which is really strong, since if your opponent delays their tech, you can dash 5A/2A them and put them back into standing hitstun, which will allow you do do things like go for fuzzies (on certain characters at least, not sure on the specifics, but you can see an example at http://www.youtube.com/watch?v=D3HvN04HsFE#t=30s when the combo resets, Ragna's doing a fuzzy j.A. It's after a tech, but you could also possibly do it on a no tech by doing 5A>jump cancel>j.A), tick throws, or just do a normal ground mixup. It's also pretty awkward to DP after a stagger state since you're back at neutral so quickly after recovering from it. Generally if you use both hits of 5D twice or have to use the 236C>236C DP extension twice, you'll be going for Axe Kick ender because those two moves have same move proration. You also may have to use Axe Kick ender if you start off with a jab as well. If you don't end up having to use either of those moves twice, you can do DP>236C>236C>dash out of the corner>3C>22C as your ender. And please everyone who knows Ragna better than myself, please be sure to pick apart my post and tell me if anything is wrong. =X
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Yea, it's gone. On grounded hit, it causes a spin state that lasts quite a while. 236B>mode change>5DD>4DD>4B combos midscreen. In the corner I believe 236B>mode change>236D>mode change>6A works. On air hit it causes a corner stick, and 236B>mode change>6A works. No more dashing into neutral normals. I'd imagine you might have to do dash>6A if you got an air hit a little bit outside of the corner, but no where near the difficult 236B>5B was.
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Since the guide's been partially converted to CP, and no one seems to post in the thread, I'm going to dump a couple of option selects I came up with and any gimmicks I see here. The first one actually works in EX as well, just since 214X doesn't launch on standing/crouching, the reward's terrible so there's basically no point. The second one theoretically should work in extend, but you have to put inputs in super fucking fast. It should be really easy to do in CP however, since 623C's cancel window is massive. 236C>214B~RC Do 236C, and input 214B, then RC right afterwards. If 236C hits, it'll cancel into 214B, launching the opponent which should lead to an IAD combo with an air ender. If the 236C is blocked, the RC comes out and you'll be at a decent amount of advantage. 236C is level 4, so it does 18 frames of blockstun, so you have a 10 frame window for inputting the RC to still have it be gapless into 5C. 623C>j.214A~j.236D For this OS, simple input j.214A right after 623C, exactly how you would do a dive-whiff combo, then input j.236C right afterwards. If the DP hits, you'll dive back to the ground and the j.236D input should get eaten up during j.214A's recovery time. If the DP is blocked or whiffs, you'll go into j.236D to make your DP saferish and you can react and go into j.214D if you'd like. Basically this will be the new version of doing 623A>j.236A~D>j.214A~D to conserve charges while DPing while still keeping them safer on bad guesses. It'll actually be a lot better in CP, since you'll still get ~1800 (I think?) damage off a DP chargeless with an air knockdown, as opposed to like 900 with an air blowback in Extend. I'd imagine this is actually really easy to do in CP, considering that you can dive on your way back down after a DP. It'll probably be very easy to just do 623C>j.214A then do j.236D at the top of the DP's height afterwards. Of course, the second one is speculative, but you can see the ridiculous cancel window in the first few combos in http://www.youtube.com/watch?v=mrSUFskMscA. Only way I see it not working is if for some reason the cancel window increases on hit.
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[CSE] Tsubaki Yayoi Video Compilation 3.0 (Updated 4/7/13)
TheGreatReptar replied to pktazn's topic in Archive
"Jin's 6A is the slowest overhead in the game" orz I cringed -
[CP] Tsubaki Yayoi Video Compilation (Updated 4/1/14)
TheGreatReptar replied to Kiba's topic in Archive
She gets a double IAD combo off of a really deep 2C AA. She also gets double IADs off FC 3C and 6A, and maybe a couple other silly things. -
[CP] News & Gameplay Discussion (Old)
TheGreatReptar replied to kosmos badgirl's topic in BlazBlue Gameplay
Wasn't BBCS supposed to be around 20 hours? Regardless, I unlocked Mu-12 in like 40 minutes using the fastest route to the true end and putting my watch on the A button on my arcade stick with turbo turned on -
[CP] News & Gameplay Discussion (Old)
TheGreatReptar replied to kosmos badgirl's topic in BlazBlue Gameplay
Thank you based Asami Imai for pulling in the IdolM@ster vote and vastly increasing Tsubaki's chances of getting figure and dakimakura releases. Love, Reptar -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
I hold one direction the first time, then switch directions the other time. It can be blocked either way, even though there should be at least a 4 frame gap between the j.C and j.236C. Delaying the j.236C to see if it's some weird crossup prevention shenanigans will result in the j.214D not comboing. Tsubaki almost had something nice that's fairly easy to set up, but nah. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Hey guys, I found something cool today http://www.youtube.com/watch?v=StWuhs_cePQ&feature=youtu.be -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
5B>5BB always has at least a 1 frame gap, so you can mash 2D or 6D on it. 5B chains into 6A and all of her low options though, so if you start countering, a good Tsubaki will just start mixing up between high and low on you (or just charge cancel 5B and wait for you to hang yourself). -
What impact has GG, BB, or P4A had on you in real life?
TheGreatReptar replied to Dark Ranger88's topic in Zepp Museum
I met almost all of my friends through fighting games. Like Axis, fighting games replaced Maplestory for me. Fighting games also made me discover what waifus were, and accidentally ended up with one because of them. They've also ruined my grades. Fighting games suck -
[CPEX] Relius Clover Gameplay Discussion
TheGreatReptar replied to HARD_BREAD's topic in Relius Clover
j.B and j.C scale damage identically, so either of those. j.A actually scales less than the other two, but it'll be much harder to connect 5B afterwards, in addition to j.A not being an overhead. As for combos doing less damage with more hits, that all is just a product of the way damage scaling works in the game. You can read the specifics here http://www.dustloop.com/wiki/index.php?title=Damage_(BBCSE) although I don't know how useful the formula will be to you. Just know the way damage scaling works in the game is pretty complicated compared to other games. Also, I'm pretty sure you aren't canceling into j.236C after j.8D but instead linking it. You have to wait for Relius to stop his little pose he does for j.8D before inputting the j.236C