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Everything posted by Raiza57
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The purpose of poking her is not to do damage, but to 'catch her'. After a CH poke, most people tend to start blocking directly after they have been hit, use this time to get in and begin pressure. Kokonoe is not Tao, once you have the health lead make her work to get in. Play defensively, it is very easy to avoid getting hit by Kokonoe if she is trying to conserve meter. Even if she is using meter its still semi difficult, avoid standing near the probe, if she has a mine down and a probe behind you be prepared to be pushed into it and plan ahead walk or even run if you are that confident that she is trying to push you into the probe. BE AWARE OF ALL THAT IS ON THE SCREEN. And from a CH terumi can confirm into 236D or 2D. Maintaining dominance is the only reason for poking, not dealing damage. And making sure Kokonoe understands that if she tries anything stupid like a projectile that she better be prepared to take a risk. Kokonoe has no reversals, oki is very important NOT DAMAGE.
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Hence why you stay out of her 5c range.. Her 5c doesnt have as much reach as most peoples standing pokes. Ragna has more reach, Jin, Haku, Terumi, Valk, Bullet, Mu, quite a few characters are able to out poke her.
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Tossing out pokes if someone is in reach is standard tactics, I said to stay inside of her 3c range for a reason. Kokonoes 5c does not have as much range as Ragnas 5c valks 5c and a few other character normals. From this distance poking her is possible, never let her sit still. Always attempt to stay in her in her 3c range out of her 5c range, you can punish a 22B attempt.. Is what I should have said.
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Grabbing her will cause all of the projectiles to disappear regardless if she techs the throw or not.
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So for Air to ground kokonoe's Ja and Jb are really bad for jumpins because they have relatively bad vertical hitboxes. If you continue to crouch and to something similar to Ragna's 2c or Hakumens 2c you dont even need an AA to hit her out. Also J2c surprisingly does not have a Hakumen Hitbox Large red small blue. Most AA will still hit her out of J2c from some pretty silly distances. It will not be a CH, which I thought was odd, but she still gets hit. She has no good dash in normals, AA'ing J.2c is more likely to hit Kokonoe than it is to clash. You would have to be pretty freaking far to clash with her J2c, to the point where she would have whiffed anyway. As for her her zoning being unsafe, the real question is what is keeping you from punishing her? If she places a 22B or summons a fireball you should be able to punish it for the most part, this is easier for characters who can run with far reaching normals. Ragna, Noel, Jin, Relius, Terumi. She has no pumpkin you need to worry about, no George to cock block, no rods to stress over while approaching her. She only has a prob that will slow your advances. Its as I said the only way Kokonoe can make summoning these projectiles safe is if you are fullscreen away, not really sure how or why you got there, or uses her 236D to push you away so that she can place them. And if she is going to place them, the only way to make them a threat is by using the prob again to either push you into 22B or control her fireball. All of which are constantly draining her meter. I just tested this if Kokonoe does 236D to push you>22b>236D to push you into 22B or D so she can summon a fireball she already has less than 50% of her meter. If she pushes you back into the mine she has about 45% if she leaves the mine and summons a fireball she is left with around 40% Is what it looks like. And her using this meter is exactly what you want. Once Rachel has anyone of her things out Pumpkin, George or Rod it becomes far more difficult to stop her from summoning more. Rachel also needs meter to make summoning her projectiles safe.. But unlike Kokonoe, once Rachel gets started it is very difficult to stop her depending on what she was able to summon. With Kokonoe, if she pushes you away keep trying to move forward, if she brings you closer keep trying to get away. Play annoying. I may still be missing something but this is just how simple I see this matchup. Keep in mind I am not referring to Kokonoe vs Rachel matchup just a general approach to forcing Kokonoe to exert meter. If possible always stay out of Kokonoes 2c & 5c range but stay inside her 3c range. Staying at this distance will make a kokonoe player very nervous. Because you are close enough to punish most summon attempts, and far enough that she cannot do much to harm you. If she tries to come in with the help of her projectiles and gravity get away; if she tries to come in without her setups and projectiles and such stuff her approach every character has tools to stuff her approach so long as the annoying stuff is on the screen.
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Which part would you like me to clarify? Someone else already showed she doesnt get 4k from random confirms, are you referring to her Air to ground capabilities or her zoning being more riskier than rachels?
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Id have to say that I think I play Kokonoe well, but when I am fighting other top level players I often come to think "Why would you do that!?" in the middle of playing. In my honest opinion I do believe she is good, but she is far from unbeatable. Kokonoe has crap defensive options very similar to Carl. She is nothing but an easier neutral style version of Carl. If everyone who played Carl could just toss out a UB reset perfectly every time they got a hit I dont think anyone would care to ban him. But why Kokonoe? Because she gets people hella salty. Why? Im not to sure? At first people were complaining that she got OP damage, at first I though I was crazy because everyone kept saying she touches you and deals 4k. I was wracking my brain trying to figure out WHAT THE HELL ARE YOU GETTING HIT BY THAT SHE GETS A RANDOM 4k!!!!! It was posted earlier of how much Damage Kokonoe gets from her A confirms. Nice to know I am not crazy. Kokonoe has decent damage which would be around 2k-3k from random A confirms which in my opinion isnt all that great. Its not bad, but its nothing to brag about. There are plenty of characters capable of doing the same thing in CP. Hell 2a=5k for top tier Makoto in CS2 I think? Im also confused on why everyone says she has amazing normals.... The only ones im finding to be useful are Ja,Jb,5c which is a projectile, 3c Kokonoe is amazing air to air, ground to ground, and Ground to Air. Kokonoe has really bad normals for Air to Ground, J2c is not all that when trying to attack a grounded foe she is at a very large disadvantage but i'm not sure many people know this. At neutral she is annoying but not unbeatable, I find fighting Rachel to be more difficult than fighting Kokonoe. Unlike Kokonoe Rachel has the ability to leave multiple objects in your path to make reaching her all the more difficult. Kokonoe if she wishes to be annoying is require to always spend meter. Rachel tosses projectiles out along with george and Pumpkin then crouches as she goes to sleep. Because the moment you try to do a thing she activates her rods if you get hit its a mad easy confirm or Oki whichever the rachel player prefers, even if you blocked she still gets pressure. This is difficult to put into words but, Kokonoe in my opinion is more at risk while setting up objects on the screen than Rachel. Yes she has gravity but that won't save her if she is trying to setup objects like her mine or fireball. She has nothing to protect her at this time. If she sets a mine force activate it, if she shoots a fireball avoid blocking it, if kokonoe tries to stop you from doing either of the above things listed she will need to expend meter. In this matchup it is very advantageous to just be annoying. Dont ever let her sit idle. Always give off the illusion you are constantly approaching, if she wishes to stuff you approach she will need to utilize her tools. Her tools that leave her completely vulnerable when summoning them. Kokonoe's main goal is not to hit you and do projectile damage till you die; similar to Mu, Nu, or Rachel. Her objective is to force you to block her projectiles so that she can get in and start walking on your face. Even though it doesnt feel like it, you should be running from Kokonoe until she has exhausted all of her resources. Naturally this will not happen. But if you make playing neutral for Kokonoe, she will be forced to use meterless pressure when she catches you to replenish the meter she used at neutral and the meter she just used for the hitconfirm that lead into the oki that you are now blocking. Which btw, is not really hard to stop. Always keep her busy, never give her time to rest. The only time she should be recovering meter is if you are on the offensive or she is doing combos. NEVER LET HER SIT THERE DOING NOTHING. Dash forward like your coming in, then superjump backwards. Make her use her resources to protect herself. Because Kokonoe has no defensive options, once she is caught, she is caught. And this will make any kokonoe player avoid putting themselves in that situation.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
Dash super?? Not really sure why you would be using that.. I have no idea about the timing. But as for stopping rolls using 6D & Volante both do pretty well. As for the 2B/2D setup, after you end the combo with Jc you should be holding D and release it when they hit the ground. It should be slightly after they hit the ground then you use 2B to stop the roll yourself. -
"Im not sure how true this is but, for most characters who have a low 2a(Bang, Carl, Izayoi, Bullet, Tao, Arakune, and Plat) their 5a hits on both standing and crouching opponents. With the exception of I believe Bullet and Izayoi who have other options besides 5a. Based on distance Kokonoe cannot use 5b because hers has no reach. So the only time this situation would ever happen is if a Kokonoe ran up and did 5c>3c on you while blocking.. For the most part because of the distance Kokonoe only has 2 normals she can use 3c & 5c, neither of those options are safe in anyway shape of form. SO you doing doing is actually just adding to the issue. 5B her next time."
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"I thinks the biggest problem is that to many people don't know how to avoid Kokonoe. Apparently only like 9 people cant get out of black hole. Take away black hole and she is just a very powerful neutral game character. Getting damage only from punishes isn't all that great, most characters can get about 3.5k-4k from an anti-air so her getting a lot from her punishes is understandable. She lacks the ability to do any serious threats from things like 5a or 2a, her pressure is average and her mixup comes at a risk of her losing all pressure. Either 6b or jc instant OH, on block both options leave Kokonoe vulnerable to the opponents pressure. Her pokes are limited in what they can do so its like, to me, when are you really taking all this insane damage. She is very momentum oriented, with a properly placed CA or burst she is back to square one. Keep in mind that her neutral is also very meter consuming, more so than her pressure. I can see why everyone would believe she is OP but you guys are only looking at the pros, what about her cons?" Edit: "This doesnt mean I dont think she is top, she probably is. However, iv seen worse top-tiers RAGNA" ~Shiro http://www.youtube.com/watch?v=52Y9E0tAv8M&feature=youtu.be
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For this link to work you need to already be holding D. If you try to simply press it with 5c it will not work because Ada is off. It takes some time for her to cut on, 16 frames I think? So you need to already be holding D so that she is on, then you simply input 5c>brio. Do not delay, directly after pressing the C button on your controller, input Brio immediately then release the button.
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BBCP PSN Tournament (January 26th, 2014 @ 3PM)
Raiza57 replied to MastaToken's topic in BlazBlue Online Play
Cool My PSN is Akira-Shiro PM me for the skype -
BBCP PSN Tournament (January 26th, 2014 @ 3PM)
Raiza57 replied to MastaToken's topic in BlazBlue Online Play
Cont me down for a commentator if you dont mind. ~Shiro -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
Carl da god....... That is all. -
Tier List of Easiest Characters to Play in BlazBlue?
Raiza57 replied to REPTILE0009's topic in BlazBlue Gameplay
I love how most of you are picking his character for him, all he asked for was a list of difficulty........ S(Super easy)- Bottom(Very difficult) S Basic as hell: Bullet, Haku-men, Jin, Noel, Tsubaki, Ragna(Ragna combos got hard yo) A Slight execution requirement for DMG/neutral: Everyone not listed in any other B High requirements in Neutral, execution, reaction... Diffucult to play: Valk, Tao, Litchi, Rachel, Nu, Izayoi (The struggle) Bottom: Carl.... Dont play him if your looking for easy. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
LMAO I know for a fact its not, I was his test dummy for a lot of this stuff just to see how effective it is in real gameplay. Lol he just mashes that stuff out in the order you see it on the screen. I think its ja>allegreto> ball (Or whatever its called) I when he told me that. -
BBCP Carl Clover Burning Bright http://youtu.be/pPuEZvNmFUM
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
"So I wanted to apologize for not playing & representing Carl at NEC. TBH I would have did a lot better if I had used him, but my team would have done worse. So I chose a character to compliment my teammates poor matchups further making us more solid as a whole. Either way, I had been holding out on a lot of tech, for like a month now, not wanting anyone to find out about how amazing our character can be so that I may blindsight them at the tournament. Sadly to say, I didn't even use him. Sorry for holding out for so long." My dearest apologies~ Akira-Shiro Lmao Shiro is a clown. And this is a lie. Cause I knew about the tech lol I dont think i'm suppose to tell you this, but shiro had something on his laptop since like 1-2weeks before the tourny. He just sent it to Jourdal after he got back. Keep an eye you video theads for an update by Jourdal. -
I read this and thought, "Odd, TD nevers looks like he's going easy when I play him. I wish I could fight him when he is actually being casual." And then I saw this, Spoken like a true Vietnam veteran lol Getting dull is for the old lol #TempestDaGod
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This I did know.. but thanks.
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WHY AM I JUST NOW HEARING OF ALL OF THIS!!!!! I THOUGHT THIS STUPID FOOL COULD JUST KEEP GOING The rage in my heart is strong... So strong.
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To combo into 46D from a single jumping height you would want to input the 46D after Jb.. before the Jc SO LONG AS ADA IS ALREADY ON. If she is off and you try to do this it will not work. You must already be holding down the drive button. The way I do this is I jump with J4B then input forward and release during the hit. As for a double jump height/single super jump height is to input 46D with the jc. Double super jump height into 46D is very difficult to pull of. I still havent be able to figure out a specific time to do the 46D. Depending on the opponents hitbox doing it after the jc causes the second hit to whiff which is a bit annoying. Usually a more optimal route after a 5c Brio confirm... but less likely to hit.. Then its all the hitbox flaws if it does hit. Annoying.
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Psykotic... your forgetting his ability to stance dance... Kagura has no points in his strings that you (Carl) can actually mash. If you are at 5a distance it is a possibility, but for the most part there are only a few moves you can block to escape. Please keep in minds I do not know his inputs for his attacks so I will be giving descriptions. Kagura on air approach can evade Brio fairly easy because of his stance dance, continuing to change stances back to back in the air to halt his falling momentum, into a sort of Dive stance that will evade Brio that he can cancel into any attack, usually his fullscreen auto guard dash/stab attack.. From that attack, depending on if it hits Ada or not, If you are trying to brio then she absolutely got hit, he can cancel into other moves. I am not sure how many options he has, but I do know that there are two that are completely mash safe; one option is his autoguard attack that is a fatal where he lifts his sword and kind of hits you with the flat part like its a shield, the other option is where he slides along the ground, which if blocked you can escape, and performs a two hit low striking attack. Both options will eat any form of mash, while the slide also stops jumpouts but has no combo or pressure capabilities. But apart from that, most of his strings are usually on going, he only stops when the player choose to be risky. Because Kagura has so many options for moves while pressuring some players forget/neglect some. Im not sure what Omni or the other people were doing but aside from IB'ing specific attacks then jumping out you cannot escape his pressure by mashing. Unless Carl somehow got inferno divider. One can only wish at this point. Point being -You cant mash because you will more than likely trade... always and forever not in carls favor. -If Kagura is in the air he should always be going into his dive stance which has 3 diretions he can fall 1,2 & 3 into more overpowered mash. #IHateThisGuy -Try to use ada to punish him and he blocks, he can turn around and punish ada =/ So I wouldnt advise that. Like Psykotic said, he will Merk our heavy handed gorilla ADA!!!!!!!!!!!!! -Try to do any ariel approach and he will mash DP as if his life depended on it. Be advised, if you block his DP in the air, he can just mash it again -Also outside of his 5c range we ave no normals that can hit him O.o so I dont understand what purpose that does. Would you mind clarifying???
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Rare footage of Shiro's elusive ass carl... http://www.youtube.com/watch?v=OpmrVoNXV5E http://www.youtube.com/watch?v=nCfjSc5EqPQ http://www.youtube.com/watch?v=NBTDSsP3qdw http://www.youtube.com/watch?v=wJREQNuTPtU http://www.youtube.com/watch?v=7eUe8jO_Uck http://www.youtube.com/watch?v=NV15dVylq5E