-
Posts
3,406 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by BatousaiJ
-
Hum? Aren't you in a state where you can't block at all during and slightly after roll?
-
They try to back dash on wake up looking for command grab in the corner -> nail them with 5©C and profit.
-
Yup. Disencourage this with 5CC, though. They get hit with that and you have a charge, they're in for like 3-4k damage, easy.
-
5A? It doesn't have the best active frames for a meaty if that's what you're looking for, no? Mashing it makes it harder to confirm off of it too, I think.
-
2B > 2CC works for punishing roll outs but the best use of ground ender in the corner is that it leaves you at the perfect position so if they try to roll out, they'll just be right in front of you with their pants down. Got any other roll punishes outside of 2B/3C that might have some practical use?
-
Most max damage combos end with that ender so I've been using it more frequently than than the ground ender. Maybe like 60-40. However, I've noticed people not emergency teching as they land sometimes in the corner and then using forward roll to get out but if they start trying that too often, you can pick them up with 2B > 2CC for a full combo of just back dash real quick if they seem like they're not teching immediately to still keep them in the corner. Also, on a sidenote, while it sucks you still have to use 5A in extremely close range situations(damage/combo potential off this is extremely limited) where you don't have the distinct frame advantage. Everyone practices 5B/5C starters but I recommend just learning to end combos early when starting with 5A enders that puts you at an advantage and then go from there. Don't be in another character's 5A/2A range without advantage and think 5B/5C is getting you anything other than being CH.
-
I haven't even touched Izayoi yet because I'm so rusty and aren't even playing at a fraction of the skill level that I would call "my average". Still, it sure seemed like she has a hard time overall. I'll get around to trying her eventually~
-
I swear practically every move seems to have foot attribute and I'm having a real hard time using 214D invincibility to my favor.
-
GGs to random Izayoi player. That 3 bar felt more like 1 bar but I eventually got somewhat used to it. Side note, Izayoi Tsubaki is really pretty =D.
-
Anyone USEast wanna netplay in like 20 minutes? Note that I'm super rusty and will probably play very poorly~
-
No, we played a bunch of Yosuke vs Yukiko matches. You're drunk, go home.
-
Things I learned the last two days of Netplay. Jin 214D is low now for some reason. I can't 6C Noel's 4D anymore. Both changes make me cringe a little. GGs to TGS and the other random I played today.
-
God damn, I played the first actual games of BB in almost a year and I suck so terribly that it's almost disgusting. I'm going to need to train up hardcore if I'm actually going to play at a half decent pace. I'm not sure if I can afford the time to do so either with all this stuff on my plate but I guess I'll try my best. GGs to everyone I played today.
-
6CC > 214B does work on Noel, it's just inconsistent. The second hit of 2CC hits super low to the ground when it does work, however.
-
You can, and that's why it works. However, it's just an idea of layering yet another thing on top of landing the 6C to make sure it connects. Sometimes, if you delay the 46D too long on none-standing opponents, the orb will whiff right above them in a weird timing. Standing 6C > 46D > 236D is easiest timing for 46D > etc continuation. After 22D > 6C and j.236D > j.214D > 6C , the timing is a bit harder but still very doable.
-
Good job, keebs~ your best video yet imo. Some really cool stuff in there, two of which I was saving for my video! (damn you~)
-
Landing the 6C after j.236D > j.214D is fairly easy. It should work most of the time if you're just mashing 6C after the j.214D connects. It gets more complex if you try to go into 46D > 236D after 6C since you'll have to start charging 46D around the first frames of 6C before it even hits.
-
That's fairly rare unless you get a really good angle on them with the j.214D now so I generally go for 2B to make certain I get the continuation. It just doesn't slide nearly as much as it did previously.
-
That reminds me to RC more often off of 3CC.
-
I'd opt for 5CC in the corner since if you hit them with 5©C and they get hit into the air(most back dashes have them in-air status), you can follow up for some nice damage, especially if you have j.214D so you can continue off with 2B > etc etc.
-
Depends on the character, they have different frame data for invulnerable frames, on air and etc so you have to deal with it accordingly. Generally, you can stuff back dash attempts with 5B since they'll get hit in the middle of it in most scenarios.
-
The trick with pressuring with Tsu has generally been to keep the gatlings normals short and use charge cancels and jabs to stay in on one's opponent. That's never been more true now in CP than ever. Use gatlings to set up while you're in extreme short range and you're going for an overhead attempt and try to keep the pressures simple. Note that 6B has very good range and is still +1 on block so use that as a continuation if you find yourself getting pushed back too far then dash in quickly to continue the pressure. You can also opt for jump canceling 5B and 6C to quickly get back in range. Use throws, command grabs with healthy frequency with TRMs sprinkled in for good effect. If you find them trying to up back out of everything, frame trap them with specific gatlings to catch them as they're trying to take off.
-
I'm guessing you skipped the j.236A whiff in between 623C and 5C?
-
Handy to have the list, nice job, Dae.
-
46D > 236D is pretty god-like, 46C is meh. Haku can cut the projectile aspect of 46D > 236D but you'll just go right through the created void zones anyway. If nu wants to do 214D~C oki with you having 2 charges, she'll get rocked. Same applies to Rachel when she gets predictable with her projectiles. j.236A is a solid zoning tool for when you want to try and get some charge at midscreen in some match ups(you obviously don't do this vs Ara/Nu). I find the command grab to be the best new tool in her repertoire overall but the 46D > 236D is very effective too, given you have the charge to unleash it. I've deduced that in the scenario that I'm seeing is a matter of height and when 22D charged hits. It definitely doesn't hit the 820F threshold during the example combo's length.