-
Posts
4,179 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Airk
-
Probably why she's M-tier.
-
It seems like Kid was late-teching through your j.236A oki a lot; Is there anything we can do to punish that?
-
Am I weird that I actually find most mirror matches (including the one for the character I actually play) to be kindof hilarious? Tsubaki mirrors are silly! And what is more hilarious than Arakune mirrors? Besides Tager mirrors, anyway.
-
Yeah, weirdly, 3C at round start works okay in this matchup. It also beats parry, if you run into some nutjob who decides they want to parry at round start (don't laugh, I've seen it.)
-
Is it just me, or are the 236D (Air Hit) > 6C combos REALLY fidgety about where you hit your opponent with the initial 236D? It seems like there's a sweet spot with the character at about head level, and it's a LITTLE more generous if its a counterhit, but if the opponent is much lower than the 'sweet spot' they tech before 6C hits them? Should I just be confining myself to Air hit 236D > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B instead?
-
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
How would that even work on wakeup? If they're doing a meaty low, doing a raw overdrive on wakeup will put them WELL into their recovery frames before your OD activation is over, so their attack isn't going to trigger your counter, and they can just throw you at their leisure, unless the move activates somehow even if they don't attack? -
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Terumi's 236236A loses to lows and throws, so it's easily possible that your opponent will just combo you again. (Sometimes when I'm feeling gutsy, I 3C Terumi on his wakeup. You don't want to get hit by that.) Hakumen's and Jin's Yukikaze both work on lows, but still lose to throws, and good players will be alert to the possibility of you throwing these out - particularly Hakumen, since Jin has other solid options on wakeup. Of course, it's also possible that you're just screwing up the input, but you should see the animation happen if the move came out. For "when to air tech" the answer is usually "ASAP" unless you think your opponent is doing something gimmicky; The easiest way to tell if your opponent is doing something gimmicky is if he picks Tager. :P Otherwise, just keep an eye out for your opponent doing something that seems "weird" like suddenly running under you, or doing a j.A in the middle of a combo. Rolling out of the corner is tougher to gauge. First, you have to be reasonably certain that your opponent is close enough - if they're more than about a character-width away, they're probably too far away to roll past and you'll just bump into their feet and get punished. It also depends on what your opponent likes to do on your wakeup. It's a guessing game. Honestly, I suggest you learn to quick-getup -> 5A before you start worrying about rolls. -
I wasn't talking about instant overheads, I was talking about doing things like locking people down with something like George so that you can do an overhead without them just holding upback out of it. Mostly not relevant, because they start up slowly enough that if you jump out they don't make contact at all. Okay, now I just have no idea what you are arguing for. How does something have more options while becoming more linear? The two are opposites. >lost<
-
I disagree, TD; Most overheads have similar issues to throws - namely upbacking - but there are enough ways to keep that from being a great option all the time that throws really need a certain measure of "yeah, I saw that coming." It's only a SMALL subset of characters (Like, oh, say, Rachel, which might be coloring your opinion a bit) that have the ability to set up an overhead that people can't jump out of.
-
1st one is expensive because it's a 'silent' model, and those are still kinda experimental.
-
I haven't really played any GOOD Carls, unfortunately, but here's what I know: Don't be afraid to punch the doll in the face with with any move that you can jump cancel on hit (okay, 6C would be a bad idea) - 5A/5B/5C are all fine. It depletes the doll's meter and may interrupt whatever she's doing, depending. Be careful of the moves with armor, but as long as you jump cancel you should be okay. As usual, pin him in the corner and don't let him play. You'll need to be extra careful to keep him there, because while he doesn't have a reversal, really, he can use B Vivace to 'roll' out of the corner after a neutral tech. 2B meaty is the best way to keep him honest here. (The meaty timing doesn't need to be all that precise to stop Vivace, but if he tries to jump out instead you'll be thankful if you time it right.) Fireballs are useful, but watch for Con Fuoco (Drill arm) as sometimes it seems to blow through it, so be aware of where the doll is. Don't be afraid to run away a lot and get charge. Carl isn't really that mobile since he doesn't have a ground run, and he always wants to keep near Nirvana, so learn to navigate the field around him to make time for yourself to charge. 5B-ing the doll and then IADing forward can be a good way to get past her, but don't get predictable because you can go flying straight into Brio/8D. Whenever you're being comboed by Carl by himself, be vigilant against him doing 5B/5C > jc > IAD > j.2C for a crossup reset. If you're in the sandwich, good luck. Try to vary your wakeup options - backdash on wakeup can sometimes help here to give you another option. If Carl is 'pushing' Nirvana forward by keeping her active and dashing against her back, 236C/D > (214D >) 22D stuff can actually ruin his day pretty good because you essentially get extra active frames as your moves hit Nirvana, and you have a pretty good chance of 'accidentally' catching Carl with them too, but don't abuse.
-
You can use RC to pick up a j.214D extension midscreen, I believe, so like: 5B (Air hit) > j.B > jc > j.CC > j.214D > RC > 2B > Stuff I've seen Kuresu doing something like that a couple of times, but didn't take notes since there are like 14 other combos I need to learn before I even think about this particular one.
-
Clearly, by ruining your ranked match with %. x.x Also, whether I mind when someone uploads a video of me without asking is directly connected to how they treat it. If it's "Here's some matches I had against this Tsubaki player." or even "Here are some random netplay matches." then fine, whatever. If it's "LOLs, look at me trolldestroying random netplayers, they all suck." then I get cranky because, frankly, that's being an asshat whether it involves me or not.
-
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
That was kinda creepy. >.> -
I don't get it. They're even MORE unbreakable than purple throws in lag, but somehow, that's okay?
-
With the implication being, I suppose, that two layers of pretty heavy plastic and the PCB wouldn't stop a shank? :P The real benefit of the TE is that it might still work afterwards. ;P
-
Yeah, it wasn't CT specific; I know because I never played CT, but I found that silly 'loop' by mistake. Didn't know it stuck around all the way to Extend though. I occasionally purple grab people. It is usually one of three things: #1: A poorly timed tick throw/TRM attempt #2: Me not feeling up to confirming anti-air 5B into a real combo, so just jump cancelling into a purple air throw. (This is a bad habit of mine that sortof annoys me. The fact that it works with some regularity is even worse.) #3: Me being desperate and ending an air combo with a RC > Purple Air Throw, which honestly, is a semi-legit desperation tactic. None of these indicate any disrespect for my opponent.
-
I prefer Seimitsu parts myself (both stick and buttons) since they offer a little more resistance. The Sanwa JLF used to have the advantage that you could get the Link for it but it looks like they've got them for the LS-32 now as well; I have one of these for my Madcatz TE, and let me tell you, it's pretty darn nice.
-
Couldn't Litchi just do: Air throw > Air Throw > Air Throw > Infinity in like... CS2?
-
Actually, it's just called "English" and "What words mean" but you can be snarky about it if you feel embarassed.
-
... She's not a brunette, that means "girl with brown hair."; Unless you're asserting she bleaches her hair. But she's ALSO clearly not an albino, because she has a TAN. People, learn what words mean before you use them. -_- I... don't believe I've found this function yet. @_@
-
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Dunno, it's up to you. I suspect that if we had another setup, we might have more people playing, but who knows. Also, I may be a little late (no later than maybe 7:30, I wouldn't think) as I have some errands to take care of first. -
You mean on my D-card? That is like 6 pages of stats that it's not really clear what most of them mean? Yeah, I love that thing. Yes, and it's super dumb, since they were all GOOD features. =/ CP2, here I come. :P %$^$^%*@#
-
I haven't had any super negative Kokonoe experiences since the patch, but I've only run into two, and one was pretty clueless, and the other was just...gimmicky, but nothing worse than like, Litchi or Rachel or whatever. Next pet peeve: Why does it no longer list wins/losses in a player room? Do these people expect me to REMEMBER if I've won 6 or 7 in a first to 10? :P Should I be keeping a piece of paper next to me to track stuff? :P Why would you REMOVE this feature? This game is... so unpolished. It's like they had all these great ideas, and then halfassed them all.
-
Kuresa has some INSANE hitconfirms in those videos. o.o