advancedNoob
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It's kinda hard to DP him, due to the way his combos end. You don't fall, nor stagger, you just recover instantly and immediately get punched in the face, unless you can guess high/low/cross up. And what difference does it make if his resets are unblockable or not? You are still stuck in never ending gattling. Barrier isn't gonna save your ass, since you are being pushed into Nirvana, and while she keeps you in block recovery, Carl just walk to point blank range and resets his strings. Granted, better players make their characters shine, but come on, Buppa is far from a newb or an average and did you see how the 3rd round ended? He had 80% health before Carl jabbed him, 15 seconds later he was dead, CA didn't help a bit. The only character that actually has advantage against Carl (at least in theory, in my head) is MU, other than her, everyone is forced to turtle; even Taokaka is holding back, who is a 100% rushdown class character. Edit: btw, I can never seem to beat Carl in the air, his j5a always either trades or beats me. Is there any trick at fighting him above ground?
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5B has good range, but Ragna can't abuse it to do damage, he has to hit you up close to be able to do 4K+, unless he uses heat of course. At close range 2a and 5a are fastest, safest and generally the best options to start your string with and they beat 5B any day. For instance in Ragna mirrors I use dashing 5a/2a to approach, because they beat 5b flat, all it comes down to is how well you know spacing. Jin players use 5C, Hazama players use 3C, beating Ragna with Bang is nothing special, you can mash 5A, 5B or his drive, as far as Makoto, her 2A is on a whole new level, mash it well and you will probably win, unless you get outplayed. Also, jumping in BB is just absurd, you can abuse that against weaker Ragnas who only know 5b mashing (ie: jump over 5b, hit him from the air and do your own combo). And honestly, Ragna is WAY weaker than characters you mentioned. My main advice: don't feel bad, BB is frustrating and if you play it long enough, you'll face things that are so much scarier than Ragna's 5B, that you'll want to throw your PS3 at your TV/Monitor and never play it again. So just relax and don't take your losses seriously.
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If you don't like running away then you are playing the wrong character. 11 is all about running away, you get offensive after you tire your opponent with all the running and they try to be more patient, or in the corner. If you want a zoner who is good at rush down, pick Hazama, or Rachel*, she is a freaking god at overwhelming pressure. *After CS2 is released for consoles.
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Arc are on the right track with balancing imo. Loops are fine, but they should really be corner only and shouldn't allow more than 5K damage. In the news section I finally see a release date for PS3 BBCS2 - 05/12! Hope this is true. Get ready Batou, my new Ragna is hell, should be fun
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At lower levels he is lame as shit, since nearly every hit can lead to loads of damage and most of his combos are easy.
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At newb level: Ragna and Tager. Slightly more advanced level: Litchi, Tao, Carl, Bang and squirrel hooker
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I think he is talking about the random crown. I'm curious about it as well
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It's cool dude, you'll get it... someday. I use him as well, but it's clear as day that he is broken in CS2. Getting hit even once can cost you the match, this is the same thing that makes me rage about Litchi CS1 atm.
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They actually broke him this time around. He can easily exceed 5K with meter from any starter, be it 2/5A or command grab... This isn't the case in CS1.
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I always forget about CA. The only times I remember about it, is when Ara curses me, shit, I use every "get me out of here" tool I can think of, lol.
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oh, but Tager is broken tier... for people who are just starting BB. I used to hate this nerd with passion just a few month ago.
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Hecatom, I always confuse the two. It's irrelevant though, since everyone knows what I mean. She is a zoner, on top of that she has strong pressure up close. Is it really necessary for her to excel at EVERYTHING?
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GenoWhirl, who cares if it has bad proration, it's FREE DAMAGE + knock down, and her oki is really good. That's one hell of a pat on the back, next they should make Inferno Divider or Hazama's chains fully unblockable.
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You'll change your mind when CS2 is release here. Her j overhead is basically an unblockable cheat move. AkSys REALLY need to consider employing a QA team... And if they have one already in place, they need to be replaced
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Yeah, I should have been a bit more clear with my explanation... TRM used to make me scratch my head, since before BB I played SSF4, where mashing throw is how you block, lol.
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If you try to throw while in block stun (or during a combo, before he choses to throw you) it creates reject and command grab has more priority than a normal grab afaik, hence he will always win.
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Here's a nice one: FC 2C... 5B 2D... 66 5C 2C 5D(DC) jB jC(JC) jC BE 66 5D 22C... 66 5B 3C 22C Best part is that it allows 22C from non-point blank 2C and does about 5.5K dmg or something (don't remember the exact damage, just that it breaks 5K)
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
advancedNoob replied to Lord Knight's topic in Archive
Unsafe frame traps? wtf are you smoking? -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
advancedNoob replied to Lord Knight's topic in Archive
Tsubaki has good frame traps in her pressure, I believe that's what he means. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
advancedNoob replied to Lord Knight's topic in Archive
Good read. Ragna's 5C isn't that good though, it's too range specific. -
Yeah, I might learn her just to counter all Makotos that are about to flood PSN. Tao looks just as deadly in CS2.
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A bit stronger is an understatement. Litchi has to hit you once and you are as good as dead. She will carry you to the corner and 50+ heat in the process, then it's a knock down followed by DD corner trap. And saying shit like l2block is stupid, since graphically her DD overlays most of her movement, hence it becomes a guess game that can kill you. Taokaka is just stupid when it comes to catching her. She just freely flyes around the stage baiting your AA and when she get's close to you, you aren't just low or high blocking, but are also blocking a shit ton of cross ups with barely any room for a CH. Her ridiculous speed also makes her grabs more viable, because let's face it, her pressure is FAR beyond any other character in BB. Oh, and lets not forget the damage output she has on top of what was already mentioned.
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Moi_X7, It's a gimmick, but really good one imo. I use it quite frequently in my matches and land it A LOT. Although the godlike "hold up-back" beats it easily. That's true for almost every character. Even Tao and Valk with their godlike mix up can eat a jab, or a DP, or even a throw. Granted, his mix up is not the best, but it's above average imo. qwerty, That's a poor response. 6B is playing with your opponent's reflexes, it has nothing to do with mashing and/or teching throws. It's natural to go for a grab at point blank range...
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mix up doesn't mean only overheads. Jin's mix up is decent. He has REALLY good reset options and 6B anti-throw trap that leads to 6K damage in the corner.
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His jD is basically nearly instant recovery and immune to lows. It's a true pain to punish even if you bait it.