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Everything posted by Errol
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This bang guy? he was very good but can't remember his name. it was like 3VR siegfried or something
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good stuff. you're telling me you get hit 3 times then just mash 6c and still combo? is that tight? another thing I was considering, but cannot test is 2c>blade super
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you know. lol.
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ggs to everyone i played in lobby reminding me why to play Rachel.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
No. The point is that lander gives them something to react to. lunatic upper>2a can only be DP'd on a guess. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
you don't react to the difference between them, you react to the one and cover both, and I don't think it really takes training. I'm used to people reacting to tsubaki's overhead with a pretty good success rate. a lot of the time lander 3 is not even going to be 27 frames, but 28 or 29 frames.... And if you're not comfortable doing that, you can always just plain react to lander and DP EITHER one. you can't react to lunatic upper>2a. there's no plausible advantage to lander 3, so it isn't used, and I doubt anyone practices against it in japan because makoto is rare, and because none of the makotos use it cause there are better options. if you use lander 2, your pressure is clearly over, if you use lander 3 and were blocked, it's clear you're at an advantage. the difference between the two after the fact is also extremely visible. you shouldn't get CHs because people think your pressure is over and it isn't, and you shouldn't get to restart pressure because your pressure is over and they don't realize. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
it's worse if they have a dp... it will work to some degree but I don't think it is solid really and see absolutely no advantage to using it over traditional resetting from earlier games. specifically lander 3, which is 27 frames and can be reacted to. lander 2 might still be useful as a frame trap, but that's based on someone pressing a button because they think you won't follow up, not because they think you're going for lander 3... but i'd still tend to towards the other options. chopper, or gazer or rush with rc -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
If you react to lander blow and press 2a, you will block it if it was lvl 2 and get pressure, and if it was lvl 3 you'll CH them. There is no variance in the timing of lvl 2 and lvl 3 coming out, it's too fast or it is too slow. it's really just worse than resetting after lunatic upper and trapping with the overhead or with infinite rush (rc). lander being good is an illusion. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
there's really no point to using lander blow in a block string. -
BlazBlue Question Thread - Ask your questions here!
Errol replied to KayEff's topic in BlazBlue Gameplay
sure they need to have one active frame but the MATH is that the active frame doesn't matter. 13f block stun + 13f startup = no gap. active frame does not come into play. -
why wouldn't you just let the 3c hit then hit 3cc?
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why would you delay 3cc?
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yeah it is nothing special. Or rather, it is exceptionally, i mean, exceptionally bad. You should not respect that shit on wakeup, looking again reminded me how bad it is. 15 frame startup. I wouldn't even try to safe jump this, just treat it like jin's C dp and do a 5a>5b and block it if it came out. It also gets lol damage, I think it is like 600 damage. she's got an invuln 720 like tager that doesn't do that much damage unless she has 100 heat she's got a proj invuln dash grab that can't hit you if you're low, but not generally a big deal, be aware of it she's got an air throw thing she can do from the ground. I don't think it's that special but it is something to watch out for, I have been hit by a few times. untechable, and lots of head invuln, so if you're in the air at the time, you're out of luck (if you were to jump back and double jump back in the corner for example I think you're just a sitting duck)
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the same holds true for when they don't have any heat. you just don't want to get hit by that, so play to minimize the risk of that. it's much easier to get punished if you whiff a j.B or air throw in this matchup than others. I wouldn't take that exchange. Her damage, pressure gets much worse if she gets even a single charge. (On the other hand, i have let them get it and then ended up getting 3.7k off a 46D>236D, but that's not guaranteed, if she goes for it fast you won't necessarily have charge in time). if she gets even a single heat I think she breaks 4k real easy off that j.D. but if you do end up allowing it, you need to be very careful. b/c if you try to get in and punish and she upbacked out in time - ouch. in my opinion, it falls into a similar category as the setup characters. You have a disadvantage if you try to go in first but you can move around a bit easier. I play it passive aggressive. I think you want to be in, that's pretty simple. But you have a disadvantage at neutral if you want to try to go in right away. But you can keep away from her easier than she can keep away from you. You can get charge without being exposed as she is if she gets heat. so play passive, maybe get a bit of charge, but go in if you see an opportunity and really try not to let her set up while doing it (i.e. gain heat). Basically all because her air to ground is stronger than yours, her anti air is stronger than yours, her pokes are stronger than yours, and if you stay back too much, she gets more of an advantage than you do.
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pretty good advice in here. one point to emphasize some more. Make sure you're going to touch her. whether she has any heat or not, she's great at punishing you for trying to touch her and failing. if you whiff anything within the radius of that circle you are toast. Don't blade super at neutral if she is charged unless your goal is to get charge yourself without any plans of trying to touch her.
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It might be reasonable to OS his forward dash crossup. Try doing 1ABC when you expect it. you will be open to TRM though. 1AB would come out as 2b (lol no way). you could also try 421ABC. TY for info.
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tsubaki has no ground tools against low profile besides 5a and 2a. This is why imo, so many matchups are ass. Dash 5a or 2a, depending on distance. I think there should be some obvious distances where if they don't also dash you'll get hit, or if you don't do a 0-1 frame dash 5a you'll get hit. 3c is 2 hits though and I haven't gotten it down quite but ib should alleviate a lot.... The other option I'll use when i'm left at a distance with a minor advantage or disadvantage is just jumping, or whiff baiting. but I odn't know that either of those is a great option with the previously mentioned full retard antiair she has or the taokaka class 2a she hasssss 22B is also an option for a heavy damage counter, but it again depends on them pressing the button and also being out of range when they press it
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*cough* tier whore *cough*
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2 or 3 independent character specific parts in a single Combo - Thanks Arc!!! It's not to say that you can't do the combo one specific way on all characters, but about stability, you know. It feels like it'd be hard to definitively put characters into different buckets because unlike dp whiff, you can be delaying the 623C and there's also the specific timing on the j214a. Eh. I am honestly having a very hard time motivating myself to put together the notebook for what to do differently against every character, and am getting burnt by stuff like 2CC>236C whiffing on bang or azrael and such. doesn't help that I am trying to get my rachel up to par lately which is not wholly unrelated.
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This is the 6cc>214B>2cc list Doesn't: HZ KG JN TE AM NO RC KO 214d>2cc works on kokonoe I believe so she falls in the ~1/3 of the cast that there are issues on but not the strictest of them. coming realization that I have to keep this bit of character specificness in mind every time I antiair in a matchup..
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I think there are two types of chars, those that it is easier if you delay the 623C, and those where it is easier if you don't. I'm really not sure on the stability of it, it feels good but then sometimes it just doesn't work. it's good damage for sure, really really good..
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yeah there are a lot of characters where you need to be careful about 5b but this is especially one. (others would be lambda mu izayoi plat taokaka...) I'm not sure if 2C>2CC is guaranteed on any character, I know I've seen it against others where if you hit 2c in the air 2cc will whiff regardless. This drives me crazy because if you get an ultra low air hit 2c I don't think there is any way to follow it up I guess it would make sense that this is just the same as the 214d>2cc character specific problem or the 6cc>214B>2cc character specific problem..
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GGs to everyone who got Rach'd tonight. special ggs to surf who I had a good long set with.
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it's invuln 1-24 and 33 f total recovery. it's like relius' twirl. which means it is not generally a legit wakeup option, but if you use it when they are close to you, in the corner, it puts you behind them, which might be a victory even if they get punished. the distance is a set distance, if no gravitons. so you can stay back a distance on their wakeup and do a meaty and then something else to punish. but that doesn't mean you won't get punished if she does it when you try to use 6a.
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probably the best thing tsubaki could do for that would be to 5b>6c>command throw. that is interesting. thanks.