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Everything posted by BatousaiJ
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Gonna be playing Tales of Graces F when I'm on the PS3 but maybe, we'll see. We haven't had out radical Tager adventures in awhile now that I think about it. Bitches don't do Tager mirrors like we do.
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http://www.youtube.com/watch?v=-wfCIruYa4I Dat meter...
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The damage he gets off the loop isn't a big deal. The meter gain though... oh, dear. There' no shame in using a character that you like that fits your playstyle. It's the tier band-wagoners that get the bad rep(for good reasons). Either way though, it really doesn't matter what people think of you. Just stomp them to the ground and anything they will say will basically amount to salty bitching. Also, there's no shame in losing either as long as you don't let the salt bog you down from what you want to get out of the game. Some people want to be top tournament players, others like to just play for fun it's all good. Just never stop having fun. That's the goal. Viva la lazy casuals, bitches.
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Why are ya learning a sub when you're not feeling fairly confident with your main? It ain't no thangggggg~
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I've said this many times but you can't let Tsu just sit there and get charges. If you keep letting me have 5 charges stocked up, you might as well be playing against a S-tier character. Haz is excellent at this because after knockaway, he can recover quickly and safely put pressure out nearly full screen with chains. Quickly roll forward and throw out a 5D chain(or use jump diagonal chains) and allow only 1 charge at maximum if you can help it. You also seem to coordinate and use your bursts predictably and I was able to bait many of them which can be disastrous if I'm baiting your 2nd burst half the time. Try to use the 2nd burst before you're nearly dead so I can't call out when you're going to use them. I noticed you having trouble blocking Tsu pressure/mixup with charge cancels and overheads and while it paid off to put out Hotenjin in the gaps (you should still do this to keep my honest from time to time but not too often) which works but all I have to do is make my strings tighter and call it out during pressure resets so be wary of that. Try to learn what's + and - on block and try to hit me out of it during those holes or try to jump out but be wary as there's always an answer for your answer too but as long as you mix up your escapes, I'll have a hard time calling out the correct option. Lastly, vary up your pressure more the use of overheads ambiguous jabs, throws and command throw. Keep it tight with small gaps if you think I'm mashing stuff and when you think you've got me respecting your pressure, go for resets into other options like overheads and command grabs. Overall, I thought your combo ability was pretty spot on(especially Hotenjin follow ups) but working on some fundamental things will round out your overall playstyle. Hope that helps.
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Want some pointers from the matches I played with ya? No, but I do make the best avatars.
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Ya, I've known about the 22B thing for a long time now. Interesting find about the 22C into meaty unblockable though, I'll definitely check it out.
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GGs to yasha. Off to run some errands =d.
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I'll play a little. I've got an hour or so I think.
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When I hit 2CC too low for full IAD, I end up just going with 236 > 214 > 22 or simple air combo ender but if I have the charge, 236D > dash 2CC > IAD etc etc. That other combo path is good to know since it's probably the best option at that point if you don't have the charge or don't want to use it(IAD j.A, j.C > 2C).
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A fast overhead is really nice to have. I only win with Tsubaki because she has the fastest overhead in the game.
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I kill platinum by beating her up until she has no health left. It's worked pretty well for me so far.
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Yes. Probably. GGs. You can't let me sit there and get charge for free, you're just asking to die if you do that. Forward roll after knock away and get in on me quickly to stop me from charging and use more air dashes with j.2C as it's hard to anti air if I'm in the middle of charging. Tenacity is a good trait to have if you want to get better in a fighter and you've definitely got that. Press more buttons and keep at it. True story, bro.
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I'll play you a bit Dont Explain. I can't promise I won't troll but it should be fun either way.
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Is that how it works? Man, I missed the first day of main character orientation so I didn't know about that~ I guess I'll have to get my MC status renewed at ECT =d.
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GGs to Hige, Akira and everyone I played in ranked today. I've still got a lot of rust on me but it's slowly coming back... until I don't play again for like 2 weeks and the cycle continues~
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[CSE] PSN - ID Thread / Chatroom Invitations
BatousaiJ replied to zeth07's topic in BlazBlue Online Play
Greatest lie of the century right there. -
Ya, Tsu combos are far from brain dead. You need to know multiple combo paths based on meter, charge, starter, position and character match hitbox at all times. But it comes with time.
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GGs to mucky for the use of his body.
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It's quite simple- A 1.15 mugen activation basically guarantees you'll get the full 3D series proration with almost no attention to timing. 1.25 ish should give full proration and addition D move use like for example a 22D at the end. Lets look at some combos off a BnB starter... Mid Screen to Corner 5A > 5CC > 1.25 Charge Mugen > 623D(3 hits) > j.236D > j.214D > 22D(far bounce, can 5D charge for a moment if you wish) > dash 6CC > 236C > 5C > 2C > 236C > 214B > 22B(charged). - 4824 damage 35 heat gain after mugen activation and full untechable knockdown where you'll be able to recover about 1 charge during that time. That little .25 charge adds that flexibility of timing for the full effect of the 3D series along with adding that last 22D which allows you can get about 300 more damage on that combo. Given I already pointed out that the mugen combo was the obvious choice for maximum efficient use of charge and meter at the time, the none whole number charge counts in mugen state adds another variability where you can milk just a little bit more out of it for even greater efficiency. Hope that makes sense.
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I forgot to mention that another upside of Mugen is the ability to make use of charge that isn't a whole number. A combo you can do off 1 charge mugen is different from what you can do off 1.75 or even 1.25 and so on. Outside of mugen, you are unable to use charges that are not fully stocked making scenarios where you're able to do a great deal of damage using 1.75 charges of mugen which otherwise would've completely paled in comparison to what you might've been able to do with 1 charge in the same scenario without it. Round and around... and around....
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You're falling into the trappings of the 1 charge 3D series problem I made that video about Error. If you do the 1 charge mugen combo correctly landing all 3 hits of 623D and keeping proration of orb the damage becomes 5C > 6CC > 1 Charge Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C - 5522 That's more than 800 damage than the 1 charge combo you listed and last time I checked, that's quite a significant difference. Not to mention 5C > 6CC > 214D will drop versus many characters forcing you to do 5C CH > 6C > 214D for that combo which makes the damage even less.... As for the whole unburstable thing, I'm not going to bother even entertaining such a silly proposition so I'll leave it at that.
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You're right about Mugen being nice in situations where you can't normally combo off of and I think 6BB is a good example. Others would be like cross over j.C or rather most air hits which you can confirm into something worthwhile like j.214D > 236D > 214D/22D > IAD and etc. Plainly speaking, with the use of Mugen, Tsubaki has some of the best damage potential and corner carry mid screen and considering how our overall damage has decreased, that's something I take advantage of when I see the opportunity. Mugen use is largely match up oriented just like charge use though and you'll learn that it's more practical/effective in some match ups vs others. That comes with experience though so you'll see.
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Adding 6BB would actually decrease the overall damage of the combo at that point I think, it's better to do 6A > 5CC > Mugen or 6A > 5CC > 6B > Mugen if you're going to do it. I'm not sure why you would consider something so BnB as 5A > 5CC as a "place where you can't really combo well normally". You can do combos off that just fine using DP whiff against most characters, it just happens mugen is the better choice at that point.
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6A FC > 5CC > 6CC > 236C > 214A > dash 5C > 2C > 236C> 214C > 22C is decent damage and meter gain for no charges but ya, 6A proration is pretty ass, you're better off comboing off of 5A rather than that.