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Everything posted by Mike Z
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Airthrow, then as soon as you recover air 2C, 2B->2C xx Collider etc should work on everyone... Edit: Frame data (note 25) does have that info for Terra Break in it: Invincible until super freeze, and the startup is 9+25 (meaning 9f before the freeze, 25 after) so it's invincible for the first 9 frames.
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Remember 2 things: - All her pokes move her far forward, so you can 360A them from further than you think. - You can Sledge the DP for massive damage (against Capitalist Regime, etc) Also, look for the following awesome punish: If she is doing a corner combo; has already called her staff in the combo, so it is returning to her; and she does 6C (2 hit slow up/down kick), then she will most likely DP afterward to keep the combo going. In this case, if you sense a DP, you can gold Burst through it as it starts and 720/360B for free. Keep this in mind, as usually vs. Litchi you'll have 50% and get corner combo'd before you die.
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You can punish regular 2-hit ice car with 360B, and you can surely punish IB'd ice car with it. Do it a lot earlier than you think.
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If you are that close, you can do 6B->6C, j.2C, 2B etc. :^)
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If you can't touch her with BSledge, use sj.C to get in instead, which I only learned to do after that match. LOL You will have to block on the way down, but you get somewhat closer. If you are feeling ballsy, you can sj.C, falling j.B. The j.B will clash with her sword, and you can j.C out of it. The 2nd sword will miss, and you got eeeeven closer!
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Gwgy is right - there are still 6-7f after they leave hitstun or blockstun where throws count as if they are in a combo. You can do 6A->360B as either breakable or unbreakable, depending on how long you wait to cancel it.
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My general strategy: Magnetize him once, use Collider whenever he jumps at all. You can release at the proper time to beat dragons or spikes, and he can't throw out a cloud or whatnot because you win at that point. Don't try to antiair him, instead, IB his jumping moves for meter towards that 720. Learn to punish dragon: no teleport after = 360B, teleport after = 2D/5D to the correct side. If he mashes backdash to escape your pressure, just 720. It'll catch backdash from any range.
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I propose XYH for Cross Your Heart, lol. I'm ignoring the attack level stuff, because it says the longest blockstun you get is 20f, which doesn't agree with frame data values so wtf... 5D from frame data: 4 active + 38 recovery, leaves you at -10...so if it hits on the first frame it can, that's 38+3-10 = 31 frames of blockstun. Or something, could be 30, could be 32, whatever. (That's a lot, wow.) XYH: Shortest duration is 39f. Canceling into this (31f blockstun - 39f XYH) puts you at somewhere around -9. Collider: 17 startup + 4 active + 19 recovery = 40f, only 1f longer than XYH. Canceling into this puts you at somewhere around -10, which is exactly the same as letting the 5D finish on its' own. So they're both unsafe, but they're not VERY unsafe and they're both unsafe by the same amount.
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By "shortcut" he certainly meant 6321478+A/B - we shall refrain from discussing analog stick shortcuts because there's nothing to really discuss, and they're mostly for newbies anyway. Other useful buffers are: B/2B, 720 - neither of these moves is jump-cancellable, so you can do Ax2->B or A->2B, then 720 off the Bs. Again, make sure to wait long enough that you don't get a techable 720. Also, 2B vs. air, into 720 works wonders. Tager ducks very low during the 2B, so you can sometimes cause air moves to whiff. Blocked 5D xx Corridor, 720 - Cancelling 5D into Corridor is only 1f slower recovery than canceling into Cross Your Heart (Charge). Neither is safe, but Corridor has a few bonuses: it makes it look like you screwed up, since people have learned to look for and hit Charge; it makes people decide not to jump, and attack instead, since you just did an anti-air grab; and if they did decide to jump it either grabs them or (if magnetized) flings them way far away so you can't be punished for trying the 720. Knockdown, whiff Corridor, 720 - for when the opponent is in the corner. If you Corridor and they tech-roll forward or backward, you can 720 for free. Again, Corridor over Charge because Charge looks like a setup. 2B->2C that whiffs, 720 - if you screw up the distance and miss your combo, be ready to 720 people trying to react. Admittedly, 2C is slow to recover, but free damage is better than blocking. You couldn't cancel the 2C into 236A anyway, since you missed.
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Hop forward = him magnetized and backdashing while you do 5D or something. It's actually very useful against another Tager, but yeah - asking for help vs. the CPU is a bit unusual. :^)
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[CT] Carl Clover Tactical Discussion/Questions/Help
Mike Z replied to Alternate275's topic in Archive
She gains a tiny bit of wind when she bounces on the floor during hitstun. Yay for frame data errata. -
Do we have a video discussion thread? :^P http://www.justin.tv/escapingjail#from-12.58_GMTm0700,June-24-2009 Archive from the questionably-sourced Blazblue live stream...after Nu wins, two clueless Tager players but a ton of THE POWER OF SCIENCE!
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Shameless self-promotion (aka "Do as I say, not as I do")...vids from Sunday's AI tournament: http://www.youtube.com/watch?v=iBTpdR2AiWw Some Guy (TG) vs. pulsr (HA) http://www.youtube.com/watch?v=vkOTCa-1YoI Some Guy (TG) vs. Goryus (V13) - finals http://www.youtube.com/watch?v=1tHMe35gLNo Some Guy (TG) vs. Zaido (RA) I'll add more as they are put up.
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Don't rush him willy-nilly, be cautious. You can sledge ANY D you see - standing, crouching, fwd, jump...anything. Crouch D doesn't even combo both hits if you're standing up, so you can Sledge after the first hit, too. Liberally apply Atomic Corridor (Heat) if he's airborne and magnetized; if you do it right it stops dragons. Bait dragons otherwise: you can beat them with a really early 2C, but more than likely you're just going to get nailed. DON'T give him a CH dragon if you can help it. If you get cursed: be patient, don't jump, instant block and wait it out. If he's magnetized and you sense a backdash, you can 720 or spinny super absolutely free - you will catch him in the recovery of the dash. Best answer for 2C is um, block low and punish with absolutely anything. That move is horrible 95% of the time. :^) If you absolutely must beat it, you can A-Buster. Work on the other aspects of your game first: always being able to do the special move you want, pressure, zoning, and not being predictable. Messing up an input, missing an opportunity, or doing the wrong move entirely will cost you big anytime - bigger vs. Ara. L2B,
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Does the tech-time decrease stuff also apply to freeze-length decrease? If not, seems that it's much better to do freezes later in combos...
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If they're mashing IB against the super (as they should be, free meter!) they will get it fairly often, no? Also yeah, she's very very good.
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Sorry, tired... pulsr came up with throw, dash 6A->6C, wallbounce, 6DD->2DD to D aircombo, does around 3400 and is hella easier than letting other ones hit fully.
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I played her vs. render for a while tonight. - 5C (they block a few)->6C dashback 5D 5D dashback 5D 5D dashfwd throw attempt...etc. 5D 5D dashback 4D 4D dash fwd...etc. Random fullscreen dash mixups are sick. - 5D 5D dash throw will COMBO from anywhere the 5D hits. (O.o) - Easiest throw combo for dmg is throw, 5D 5D 2D 2D jump towards j.C->2C dj.C->2C 214D. ~3100-3400 and the beginning is entirely burst safe. Make sure the C's don't hit very many times. It's kind of a combination of the two that are listed already. - The 632146D sword super only has a in front of her and slightly above her. If you do it in the air the sword will stop right at her feet, and if you do it on the ground and they were SJing, you will miss. They have to FD it in the air. The sword will ALWAYS come out if the super flash goes off, but if they are near you they can throw you for free before it hits. You are invincible as soon as you hit the button, so you can use it kind of like a dragon punch. - CH sword super into 2C j.C->2C dj.C->2C 214D does around 4500 dmg. - CH j.214D lets you do full 2C combo also. - 2147D+C (instant fake 214D) into immediate airdash is amazingly stupidly good.
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The 214+A/B/C aren't an invisible hit, she makes a little black ball right in front of her, that's what hits. 2B->5B->5C*n->6C or 3C hits from retardedly far away. Dash 5C for a few hits->6C for 1 or 2 hits->dash fwd or back is an INSANELY good string to fish with. You have about a million years to hitconfirm and it appears to be completely safe on block, especially if you backdash. (O.o)
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Well yeah, but I was asking if it would combo. :^)
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I wonder, does 2C jc 214C work against standing?
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Mugen takes forever to activate, I tried off 6C which has tons of stun and no way...
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Special cancellable, not normal cancellable...no dash->j.D. j.D for mixups sucks, it's wayyy too slow and you can't move at all while you're falling. You will get hit for trying. :^) And no, you don't have to wait at all, you can cancel the dash at any point - it's more like a dashing Gunflame than like Johnny's.
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(Jpn match vid -> The Biter -> me testing) = Hakumen's dash is special cancellable, but he's in the air so you have to use air specials. You can do 663214 B or C for an incredibly instant overhead and combo opportunity. It's pretty stupid how fast they are, actually...just do the motion as fast as you can = win.