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Everything posted by Rhiya
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Clearly, he should just drive to where I live and play me. ALL PROBLEMS EVER SOLVED
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Use one of two OSes: 1) OS throw tech 2) OS "fuck netplay" OS throw tech, 4/1A+B+C, lets you tech throw and barrier at the same time. However, there is less leniency on TRM with OS throw tech. OS "fuck netplay" is to scream "FUCK NETPLAY," and pretend you would've totally hit that throw reject offline.
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You can hit Jin with 3C after TK 236C (so you wouldn't need to spend for 4D), but it whiffs some other characters. I never tested who it hit and who it didn't. And st1ck isn't kidding, that's the most practical corner combo you'll run. You burn Ignis meter like nothing trying to zone and hit people, so when it comes time to combo, you want to conserve unless they're gonna die or you need serious corner carry. Speaking of corner carry, does 756 IAD make it so 3c>6D>IAD j.B always connects? I saw that in some jp vids but never tested. Much harder to input, I imagine, but if it always works it's worth it
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Note the Ignis out part Having Ignis out while you're in pressure is harder than it sounds
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I did say he overdid it a bit. It was good for showing how you could draw to illustrate things in the matchup, though
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I know rokunaya did it streaming Melty matches analyses (Maddenaya), and it was pretty useful, though he overplayed it a bit/went too in-depth sometimes. Link to vid with said match analyses:
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Rachel was evaluated before 5CC after level 2 j.2C came out, iirc, and that new tech is fucking good Relius is really weak to downback in pressure, but I think he has a better neutral game than I'm giving him credit for right now.
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For balance, top level play is the only level of play that matters. This always has been and always will be fact.
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That part of VA that no one cares about (Western/Southwestern VA thread?)
Rhiya replied to Rhiya's topic in East Coast
Edited OP. -
Not gonna lie, Bat. You do well with Tsubaki because you're good, not because the character is
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Lies. All lies.
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IT's called BB hates good mixup. It's also why Ragna j.D whiff is retardedly good
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The advantage means nothing if it never hits. CS1 Tsubaki got +3 off 214C (39f startup, iirc). But I only hit someone with it maybe once in the entire time CS1 was out. Same with 22[C]; its fully charged startup was 50f or so, and it gave +10, but I only ever hit someone with it once or twice. 236D is slower and even /more/ telegraphed than both of those are. The only people who will block it are people who A) haven't seen it before, B) respect so hard they'll respect a second-long summon, or C), are waking up so they're at a large disadvantage. 236D and 214D were made for oki and nothing else.
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236D is an awful pressure tool. You'll just get mashed the fuck out unless your opponent respects braindead hard or is so blind he can't see 56f startups that summon fucking dolls. And it's 66f if you have Ignis out -- which you should in pressure. And if she's out, it DESUMMONS HER AND RESUMMONS HER. You'd have to be super blind.
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Fun fact: I got a green throw during Duo Bios in training mode the other day. I was like wtf, how did I even?! If you could replicate that, though, that'd be godlike. IAD gives you a slight bit of hang time in the corner before you fall that jump doesn't. It would still work, I think, but not as well. 2D doesn't have to cover it perfectly, just well enough your opponent doesn't hit buttons every time you try mixup. And how the hell would you set up an unblockable off 214C? That doesn't even make sense, since Ignis is running mid hits the entire time.
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IAD j.A is a lot easier in the corner because there's no spacing need to account for, so that's be where I'd tend to use it. That's why I said in the corner~
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5C>6A? What the shit? Is that for real? EDIT: I checked. It's not for real, lol. They must've typo'd 5B>6A as 5C>6A. That would've been so good, too.
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Why do you all act like IAD mixup is only for oki? You could cover it with 2D(2) in a normal string, probably. Or, on oki, do it after they block 214C.
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The j.A is to make it more ambiguous. It makes it harder to tell what you're going to do based on character height. The ability to run a few extra hits before committing also makes it more dangerous, as you can vary the mixup timing. IN THEORY, using the j.A should give you some more control over the mixup. I can't actually test that, though, which was why I was curious if someone else could or had.
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I can't netplay, so can someone tell me if IAD j.A>[j.B OR land 3C] in the corner is a high/low mixup that will actually hit people? (And if they crouch your j.A to be smart, FREE J.C ALL DAY)
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I think he meant dangerous as in risky
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Can anyone tell me when you can first CC a move? Is it recovery or active frames? Frame advantage off CC is important as shit but, of course, it's unlisted. EDIT: If you've ever played Melty, think of it like CC = whiff 5a
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It's like I'm reading the framedata for a CS1 character
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Plebian's Playground (BBCS:EX Exhibition Matches)
Rhiya replied to Lord Knight's topic in BlazBlue Online Play
Completely forgot Tonberry existed Totally want him in this shit, we can have royalty matches (!!!) -
Can't mash out Ignis /anything/ after j.214B, as far as I can tell. I want to see how unsafe dash in 2a after j.214B is, but I'm not sure how you'd test that.