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Everything posted by Ryujinflame
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I recognize your name from last night's room. GGs, very fierce Terumi. Having not played since CS1, new matchups are going to be a bane for a while, but I'm still enjoying it. Sorry to leave the room so early, had to take a call. Hope to play again!
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Hey there gang, thought I'd join the discussion. Started with Mitsuru, been playing Aigis more recently and got a lot of help on Aigis thanks to this sub-forum, so thanks for all your guys' finds so far. She's a really fun character. Has anyone come up with a good combo off an air throw while in Orgia? I practiced last night and came up with boost [3] to EX/Megido Fire > whatever, but was curious if you guys had anything else. I didn't see anything on the first thread post or the wiki either.
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Hey everyone, if you're in Columbus or have a Saturday to spare, Kyle Kiester from SRK's holding his monthly tournament at Zeno's. OUGA:CC Presents: Go-Kakuto-Geemu It's primarily for his Smash crowd, but he also holds tourneys for BBCS, Marvel, and AE - and also Arcana Heart 3 this time around! He replaces the lowest-attendance game with a new one at the next tourney (Arcana's the one that's just in), and we don't have too much action for BB and AH otherwise, so come on out and help represent these games and keep 'em flourishing.
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One of our guys here in Columbus plays a solid Noel and once she's in it's extremely frustrating. One wrong guess and you're eating a good 3-4k, and god forbid more in the corner and with heat. Granted, if I can get that knockdown, then momentum shifts a lot and I can keep her stuck with a combination of steins/sword/Habaya and stuffing ground dashing with 5C. She seems vulnerable if she goes for 6B overhead during strings - I can squeeze in either a 2A or a throw, but I have to block most everything else. I was also having a lot of issues with her 2D, oddly enough. It seems to always beat Mu's 2B, and sometimes also 6A if Noel's spaced just right. I can DP it and reset, but I'm not really picking up any damage off it and it's also baitable. Also as with CS1, once she's got 50 heat you also have to watch out for the Bullet Storm super beating stein placements. So my main questions are: 1. How good's Counter Assault? I don't use this enough to know its effectiveness but I'm almost thinking about it for this matchup. 2. Any other good punish opportunities during her blockstrings (probably has to be on IB)?
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Thanks for the few couple of games. Sorry I didn't get to play you, Matt, Zack, or Jetm that much with all the running around other spots at AL, but I'll try to get in more next time. I guess there's also 360 online as an option, if just for the sake of experimentation.
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360. I'm thinking CS2 will be more of an even Rachel/Mu split for me, since both are fun and now have (or still have) pretty solid tools.
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Hey there guys, long time no see. I think I'll bring BBCS2 down to the Arcade Legacy ranbats tomorrow - can't guarantee I'll be great though, as I've gotta relearn BnBs, but any excuse to practice this game is fine with me, haha. Platinum's fun at least.
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Well that's good to know. I guess those of us XBox players still in 1.01 land though are stuck with it for now.
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That first one sounds particularly sexy, but would it still lose on IBed 6B followups? I haven't seen the video so I don't know how tight the timing is between the 6B and the charged laser, but I'd have to think there's still some risk with say, Tager 720s or Hazama's Jayoku. More stuff to do after 5D > 6D (6[D]) is always good though. I'll try to incorporate these.
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Not sure if it's been posted, but I played around in training yesterday and came across something weird. If you're playing Mu against Mu, RCing after an air throw ALWAYS put you on the right and the opposing Mu on the left, regardless of which way you were facing originally. Just thought I'd throw that out there for getting down air throw > RC > whatever combos on opposing Mus.
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Well I was actually talking about just B parser, but that helps out a lot. At -0 and -4 air IB and/or backdash both sound like good ideas I haven't tried before. I'll put those to practice. I was just hoping we had other options on blocked/IBlocked B parser. I find myself reading our local Lambda player's B parsers and instant blocking some of them - but then I could never follow it up! But again at -0, that explains everything even with an IB.
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I've been looking to find a sure-fire counter to sweeping Act Parsers, but haven't got it yet. Any solid options on IB, or even just regular block? I think I remember reading you can throw them on startup, so I'm just concerned about a blocking situation.
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Heads-up to Columbus people, dollar tourneys again for SSFIV and BBCS at Zeno's this Wednesday.
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I had a lot more success with #8 once I started hitting the B during one of the down directions for Wisdom of the Divines, i.e. 632B146C instead of trying 2B > 632146C. If you're already doing that, then I've got nothing.
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People start showing up as early as 6, but the bulk of us get there around 7-7:30. IIRC the SSF4 dollar tourney should start at 7:30 and BBCS at 8. And if you can't get there 'til late, rest assured you'll still have plenty of time to play - the place doesn't close until 2 AM, so either until then or everyone gets tired.
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Hey everyone around here coming up to Season's Beatings next week: posting in here to let everyone know about our sessions on Wednesday evenings here in Columbus, at Zeno's Bar near the OSU campus if you haven't been up here already. If you've got some vacation time off before Season's Beatings and wanted to hop in here for a few rounds of SSF4 and Blazblue CS, feel free to meet up with us! It's been a great place for us - plenty of basement room, it's open until 2AM, the food is good, and there's even karaoke available upstairs starting past 10PM. Also to help celebrate the upcoming tourney and to help build our Columbus community, we'll be starting up our first dollar tourneys for BBCS and SSF4 next Wednesday - just $1 to enter, winner take all! Not a bad way to get some excitement going before the weekend begins, eh? You can find the bar at: 384 W. 3rd Ave Columbus, Ohio (614) 294 9158 Website: http://www.zenosbar.com/ Hope to see some of you guys there!
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Good to know I have a little flexibility at close range, but based on that I'll definitely keep more of an eye on the spacing and cut down on the telegraphed dashing. Thanks!
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Sorry, I guess my question is a little more specific than what I originally posted: If Mu's committed to an airdash and he sticks out his ground 2C to AA her, do I have any attack options or am I forced to block? I wanted to know if airdashing is a viable approach for Mu vs. Hakumen or if I should be avoiding it.
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Haha, hell no, usually just me and San posting about it, if you can even count that. You guys should come down to the next AL ranbats. Lots of solid play last weekend, and a good variety of characters got used.
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Ok, need some help in this matchup. I played a pretty solid Hakumen at our last ranbat and kept matches close, but still lost pretty convincingly. I kept him out as often as I could, and naturally once he closed the gap things got rough. But the biggest thing I noticed on my self-critique was I didn't respect his AA normals enough - particularly his upward slash (I want to say 2C?). If I committed to an airdash without having a random stein laser snipe him, I'm pretty sure he was free to catch me with the 2C if I tried a j2C of my own. I've already told myself not to telegraph my air dashing so much the next time we play in casuals. So my main question for this is: what are Mu's options for safe air approaches on Hakumen?
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Fun stuff at Arcade Legends last week. By default it's usually "follow Cbus SRK discussion, read up on BB play/matchups here" but I haven't seen a lot of BB action within our own threads so much. So I'll check back in here more often. Sup Genesis and EX. We caught each other in Cbus for Bar Battles 3. KOKUJIN
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Also if you can condition them to block an air-to-ground jC, I've had some success baiting a block and setting up a stein instead. Ideally as Miso said, you'd be hitting with the jC from a good distance away.
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Thanks for all the advice so far. The air super and the ability to do it off IAD is good to bring up - I started practicing combos from Air Throw -> RC because I thought her short air range might come into play, but now I'm not so sure about it. Guess I'll just aim for intelligent zoning when Noel's meterless and rushdown once she has access to her Drive. Could the Air Throw combos still be effective if you're close enough to her so she can't launch her super fast enough?
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Does this matchup turn into a knockdown + steins setup type match? I was playing a really solid Noel yesterday, and the only thing I could do to keep him out was j.2c and 623C. I imagine it gets a lot better if Noel can be kept at long range, but stein setup without knockdown seems risky because of her sheer speed and fishing to land a 6C sounds potentially bad too. Also, anything to watch out for by trying to 5C her ground dashing? Thanks for any help in this matchup.