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Everything posted by Airk
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Yeah, you can occasionally do some dirty stuff to Hakumen players who like to push D when they hear the voice sample for shield rush. 236B > 22D is humorous. Care to elaborate? Because generally moves being more useful is better design than "these moves are just combo filler", in which case they might as well not really exist at all.
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I think you missed his point about "punishing where they feel safe due to distance" - sometimes people whiff punishable moves all the way on the other side of the screen and there's absolutely no way you are getting there with a dash anything, nevermind 5C, which has very short range. Kiba's right though, 236C is great for Valk players who like to wolf out and run around on the ground. I agree that it's pretty stupid of them to have reduced the other 236 options to combo filler, but honestly, I still feel like most of the decisions they made for Extend Tsubaki were dubious to poor, so this one doesn't particularly stand out.
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It works at any range though, so if you are encountering, say, Ragna players who liked to backdash after long range 2D, or Lambda/Mu players who backdash at neutral under certain circumstances, this connects when other options won't. 3C covers a lot less ground and a lot less quickly, so it's easily possible to whiff it, which leaves you in a bad place. It's DPable, yes, though you can beat many DPs with a 214D cancel too. The biggest problem is people jumping over it, really.
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Sure; If you have 1-2 charges, you have a rekka-style mixup - you can catch lots of people with 236C > 214D or 22dD on block. Neither of those is strictly safe, though, so if you're seriously worried about a punish, you may want 50 meter too. Similarly 236C > RC is free pressure if they block it. Also, 236C is strong backdash punisher - if you can call out a backdash, it gets you up in their face for some damage and more pressure, so if you can identify where your opponent likes to backdash, you can punish, chargeless. That said, the most important thing about 236C is to get your opponent to respect it so that you can then not do it.
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Noel didn't. (Because she is dumb as a box of rocks) Anyway, the answer is "probably most of them" since the entire existence of the NOL is basically a huge power grab.
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It's kinda like Kiba said - it's not that easy to bait it if Tsubaki has stock. I'm more waiting for him to improve on his combo execution. There's still a lot of dropping going on.
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Someday, I am going to make an image of "TEIGA" in the "SEGA" font. Someday.
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Man, now I'm like, super sad. Everytime I get in a room with you people, I get in like one match and then my internet goes "LOL! No fun for you! J00 has been disconnectinated!" And then I shall be away from home for like 10 days, so no BB for me. -_-
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I was sad I couldn't seem to stay connected to the room with you guys. I actually get to play with Dustloop people and then...splat. x.x
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I agree with THIS more than anything. I feel the Japanese method of balancing this stuff needs to be confined to the dustbin of the early nineties so we can get one with approaching balance in a more holistic and informed way, but I think that has nothing to do with the "BB team" as such.
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I'd like to hear (since if you explained elsewhere, I missed it) exactly -why- you dislike the new combo system other than feeling that it's like, inelegant in some way or something. So far, the results seem very good.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Airk replied to HiagoX's topic in Makoto Nanaya
Proration doesn't even AFFECT untech time anymore. What's probably happening is that the "timer" from whatever the starter is is expiring instead, allowing them to tech at that point. -
Am I the only one who feels like 50% of Tager's problems aren't problems with "Tager" so much as problems with the fact his mechanic doesn't WORK RIGHT in several of his bad matches? Fix the fact that magnetism basically doesn't work on Tao/Hazama/Valk/(Litchi) and you've fixed half of his bad matches without making him a super unfun experience for the members of the cast that already have to go in and play with him.
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That's my undestanding too - completely replaces Gold Burst, right down to the input.
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I dunno; Since that's all overdrive does for some characters anyway, you have to consider that at the start of the round, your opponent is at their least dangerous - they haven't had a chance to build up their special gauges, they don't have any heat, so they're not going to be doing any fancy RC combos, and a lot of people start the round by airdashing back anyway. You might be hard pressed to find a time when you are less likely to need a burst, and since it takes less time for the gauge to recover from an OD than it does for a burst, odds are your burst will be ready by the time you really need it.
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As an aside, am I the only one who thinks that people seem to be really slow in adopting the use of Tsubaki's new tools? The fact that her DP is good seems to have sunk in, and a lot of people are just throwing the blade super out there, but I hardly ever see her projectile, except when someone gets desperate and goes "Hail Mary! [4]6D > 236D! SAVE ME!" and while some people are using the command grab, other folks seem to forget about it entirely. C'mon Japan, try harder!
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Eh? From the Changes thread: Isn't that a 90 P1, not 60? The 60 P1 is the Blade Super.
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Well, it seems obvious that you should be able to use 214D instead of 214B for a bit more damage, but it'll probably only add up to less than 1k extra.
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No, those are still good tools (be careful airdashing too much, it makes you predictable and easy to anti-air), though dash 5A, dash 2A and dash 5C are all legit as well. (5A and 2A were better in CS2 but still work in Extend because they're fast, 5C was not a good plan in CS2, but is pretty quick in Extend - only two frames slower than 5A and two frames faster than 5B.) There are other options that are available (236C RC, 214D at certain ranges, 3C if you have 50 meter, etc) but they are all more niche. In fact, just see my post at the top of this page. x.x
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No, they definitely do, but they don't seem to give much of an advantage over Tsubaki's (rather improved) BnB ground options. Apparently they're kinda fidgety on the execution side as well, so it may be that he's deciding they're not worth it/suboptimal.
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Hazama doesn't really own this match - but there are some things you don't want to have happen. You DON'T really want to block his chains, because it's really hard to react to/beat the various different options he has. You can force them to do really early aerials off of a D followup by using 2C when they chain in but that just makes them start doing the C followup where they crossup, or hitting j.B really early so they hit you at max range and you can't really react. However, I think you can backdash those options. Backdash is actually pretty strong against Hazama and gets you out of a lot of his crap. He can't harass you with chains at fullscreen without walking forward first, so you can charge there, but mostly, you want to get in there and take the initiative. Unless the Hazama player is super good at reacting to stuff, he's probably throwing out chains and hoping to hit or cancel them, and this just makes things into a 50/50 for both of you. You can 236C/D right up into him if he tries to throw out a 6D or 4D trying to predict you jumping, and if he throws out a 5D you can IAD over it, and both of those are better for you than you getting hit by his chain is good for him unless he catches you at full extension - even a CH chain at short range basically gets him crap. So yeah, the #1 thing you don't want to have happen is to block a chain on the ground at full extension and then have to put up with his mixup afterwards. Stay in the air enough that he wants to do 6D to get you out of it, and then take advantage of that to get in on the ground.
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This is not necessarily correct. If she's good she has a better chance of winning, but concluding that she never wins and therefore is 'not good' is defective logic. Is Tsubaki the best character in the game since Konan won the 1 on 1 Summit of Blazblue? Heh. Is Lambda/Platinum/Tao/Mu/Rachel bad because they don't win big events either? Get over yourself and your character.
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Remember that Proration is only for damage now. Untechable time is determined by the starter only, and does not decay. You can just do whatever you want during the "allowed time" for the combo, which is determined by the starter.
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She is significantly weaker than she was in CS2; In CS2, she was pretty much the middle of the tier list, in Extend she is in the unofficial bottom tier. (The last "official" tier lists have her in B tier, asserting that she's not any lower in the list than say, Jin, or Litchi. I think these lists are underestimating just how much better the really good Tsubaki players need to be to compete at the level they are competing at.) Actually, 5CC comboed into 6BB in CS2, but only on crouchers, which is the same way it owkrs in extend. The biggest changes in terms of moves are: Pretty much all specials are now minus on block. In CS2, properly spaced 236X, 236D, 22C and 22D were plus on block. Now all of these are minus to varying degrees. 5B is slightly slower to come out, and has markedly more active and recovery frames. It is no longer plus on block, nor is 2A. 5C is now significantly faster. 3CC now adds bonus proration The biggest changes in terms of combos are: DP whiff combos are no longer really practical in Extend. Technically there's a 623B > j.214b (whiff) > superjump combo, but it's an air ender and rarely used. Counterhit 22A no longer allows a full IAD combo. There's a lot of other stuff, but the general gist is "You'll be doing less damage, and your neutral is less safe."
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Probably foot invulnerable like Tao 6B (And Jin 6B); That's usually how they handle hopping attacks. Super handy though, because it means everyone's 2As and 2Bs will whiff on it.