STenSatsu
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Just 5b>block if you think they will inferno divider. Or maybe led ley. Generally, quick recovering move>block is a good solution to anyone mashing dps/supers during your blockstrings. (Except Tager obviously.) If he infernos you get whatever you want, might even be able to hit a raw 214c starter. As far as getting into range, learn to use dash braking. Dash in and then barrier guard to cancel the recovery. You can slowly gain ground like this. If you mean Lambda specifically, then you generally want to alternate between dash brake or dash>jump depending on whether you think she will 5d or 6d. Dash>jump IB is also a good way to get in against people chucking projectiles at you.
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You can use sj.bc>j.236c etc and airdash after the j.214b to stay close to them trading off a bit of damage. You basically end up right next to them as they neutral tech and I imagine doing airdash j.c would catch a lot of forward rolls. Led ley+6d is probably the safest way to bait a dp, or you could just block. Forward techs could be picked up by doing 6d>66>2b in your original situation, you could then gatling into 5b. Back rolls are usually really strong midscreen and there's not a whole lot you can outside of dashing in on them to put pressure since they probably just rolled into the corner unless you started on their side of the screen. As far as getting in in general I tend to stay at 5b range. You want to be able to 5b>6d>dash 5b>3c>iad combo basically. At this point you can generally also go in when you want with 5b>6d>dash ins or just play neutral footsies. 4d is a pretty specific area, but it covers the area right on top of him nicely. Try doing 2c a bit earlier if you are getting counterhit out of it. I wouldn't be too surprised if it traded or clashed with stuff like ara j.b or valk j.c though.
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Not jumping. Stay on ground so you can 2c or 4d people jumping on you.
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There a BART stop near gamecenter or southtown?
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Honestly use this as a reference: http://www.youtube.com/watch?v=hzIYAE6n1WM There's some combos that get more damage for a bit more Ignis meter without going into the 6k ignis meter using combos, but the video contains most of the good stuff. The only thing I particularly would use outside what's in there is 236c->RC combos and my personal corner combo. EDIT: And also the FC 2c->214c combo in the current combo thread. starter, 236c, 214a, dash 5c(1), 6b, j.c, j.8d, dj.c, j.236c, j.214b, land 5c(2), 2c, 4d, 3c is my preferred corner combo. Gets a good amount more than the TK combo but uses 4k ignis meter instead of 2k. Works off the common starters like throw, 5b, 2b, 6a, and iad j.bc.
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Peacefuljay also streams BB, but I don't know about the quality of players.
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You're too good Kurushii lol. Nobody would mind if you took a break sometime for stuff like that. Also I feel dumb for not having seen the english subbed version of the 2/2 tutorial in the vids section. Makes most of the stuff I was trying worthless lol. Well, least the corner combo and rc stuff wasn't useless. I like the throw->5b link and tk 236c->2c link, those are hot. Gonna play around with side switching after 4d I think. Curious to see how ambiguous I could get it, especially with a led ley + ignis normal. @geno: For TKing I generally just wait a little bit into the move animation and then smoothly do 2369c with a slight delay before hitting c. Hard to describe specifics but try different speeds/delays and you'll probably get it.
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Bah I'm retarded, completely forgot to note that -_-. All the heat values are outside of RC cost but I'll edit that.
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Spent some more time in training. Here's some combos that I think I've settled on, at least until I figure out the crossunder airdash 236c stuff. Kept everything at or under 5k ignis meter and tried to get a low cost combo and a higher damage combo. All midscreen combos that end with the 4d work from starting position or closer to the corner, other midscreen combos are anywhere. Tested on Carl/makoto/jin/arakune and didn't find any that dropped. Anything besides these I haven't found meaningful improvements over the combo thread combos. All heat values are how much heat the actual combo builds, you'll need 50 heat pre-combo start to do the RC ones. midscreen ignis not out: 5b, 236c, rc, dash 5b, 5c(2), sj.bc, j.236c, j.214b 3194dmg 10heat 1k ignis Works from anywhere just inside max 5b range. Requires 50 heat to start. 5b, 236c, rc, dash 5b, 2c, 6c, 214a, dash j.b, dj.bc, j.236c, j.214a, fall j.c, 2c, 4d, 3c 4376dmg 27heat 5k ignis Delay the 214a a little. Need to be a bit closer than above combo. Requires 50 heat at start. midscreen ignis out: 5b, 236c, rc, dash 5b, 5c(2), sj.bc, j.8d, dj.c, j.236c, j.214b, land 2c, 6c, 4d, 3c 4300dmg 31heat 3k ignis Requires 50 heat at start. corner: starter, 236c, 214a, dash 5c(1), 6b, j.c, j.8d, dj.c, j.236c, j.214b, land 2c, 6c, 4d, 3c Does about 400-600 more than St1ckbug's TK 236c combo. Works off 2b/throw/6a/5b starters. Costs 4k ignis. Delay the 4d just a bit to land 3c easier. Gains 47-49 heat. A few resets off the corner combo: (most of these work with pretty much any generic 4d, 3c ender corner combo) 5c(1),2c,6c,4d will let them tech at normal jump height allowing for an airthrow reset Delay the 4d a bit longer to catch them not barrier blocking after a tech. Pick them up with backdash, 2c, 6c, 236c,etc for 5k+. Walk forward slightly while they fall from 4d to be on other side when they tech. Will work better once I figure out crossunder 236c to put them back in corner. After 3c you can do 214b so it either hits them after tech or whiffs and you can grab.
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It's because you're sometimes pressing D attacks in between other hits. Not as many overall but sometimes you press more in a certain space. Just gotta get used to it.
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It's probably talking about barrier canceling quick getup into an ignis special. Mike Z had a video on it in CT where you can cancel quick getup recovery at about 4 frames in I think into barrier, then release barrier and do a special.
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Haven't had much of a chance to screw around in training yet but here's 2 combos I did on Jin that don't feel character specific since the combo thread is kind of sparse. If somebody wants to check them on other characters go for it otherwise I will later. midscreen: 2b 6b 6c 214a 6b sj.c j.8d j.236c j.214b ad Does 3024 iirc and gives you the airdash oki. If you want a bit more damage you can dj.c in between j.8d and j.236c. Didn't check damage from 5b starter but it likely does more than the challenge 5b combo. starting position or closer: 6a 236c RC dash 2c delay 6c 214a j.b dj.bc j.236c j.214a fall j.c 5c(2) 4d 3c oki Does 4k and gives you the corner 3c oki. You want to delay the air combo as much as possible to carry them further.
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Well BB is still about as popular as any other non-sf4 non-mvc3 game. By pre-sf4 standards the game would be fine popularity wise. The thing is that sf4 blew up since everyone playing the older capcom games flocked to it, same with mvc3. With BB however, CT kind of left a bad taste in people's mouth and many GG players weren't really into it so a scene didn't carry on. Not only that but probably 80% of the capcom fighting game scene won't even touch BB or give it a shot since it isn't capcom and is 'anime'.
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Those punish combos and cross up tricks were siiiiiiiiiiiiiiiiiiiiiick.
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Just slowroll a 2b>5c gatling. I don't think there would be enough time to 2a out even with an IB. Might not even have to slowroll it. If you frame trap him a few times into CH 5c big damage he'll have to change it up. If he just blocks you keep pressure on.
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Any tips on getting the 2cc after the j.214a whiff and dash? Ii seems like a bitch to get them at the right height where 2cc will combo and not let them tech.
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It's also nice to see that FC 6C might actually end up being a good punisher.
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PSN: FBRin I'll be more active once PS3 patch comes out though I may not be online for obvious reasons lolololol.
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Sick double 623c combo in that acho vid. Lots of good 236c use too.
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Most of the D moves have repeat proration iirc which is why you only want one of each.
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Every BB event I go to! =P Hopefully I can regularly get the first weekend off of work for NCI.
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I would suggest just doing something like: Good normal pokes= Some normal blockstrings= Anti-airs= JCable moves (note whether it is on hit or on block)= Normals with +frames= For normals rather than listing everything. Basically option #4 from Airk's list. Video could just be Normals->specials/supers->basic combos (BattJ's first vid kind of stuff)->basics of when to charge.
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Sounds good, I'll reinvent my fave combo from cs1. 5 charges, 100% tension, 2 bursts, an astral, and every fancy cs1 tactic I knew of lol.
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Man, Asakura looks like the most solid Tsubaki I've seen yet and he uses my color! New favorite found lol. Spinoza had a nice ass combo in his first vid also: CH 5c in corner, 5cc, 623c, whiff j.214a, 2cc, 22d, 5d for 1 bar, 623c, j.214d, 5c(w)c, 2cc, 623c, whiff j.214a, 2c. Haz teched out there cause he was too high,so not sure if you can actually finish that but hella stylish and damage. Cool to know that a 22d in the corner gives a full charge bar of 5d time.
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Wonder if it's the OG Sol player Miu.