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Everything posted by BatousaiJ
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6A has some awful proration so you can't get that much damage off of it with any particular combo for you can break 3k if you use 1 charge mugen I think compared to doing like 2.2k or something like that. I also like doing 5C CH > 6CC(standard punish) into 1-2 charge mugen and I don't need to remind people you can do well over 5k using 6CC > 1 Charge Mugen if you can catch them after a guard break or punishing a long recovery move like a DP.
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Even if 236236C DD was back to CS 2 status, we'd still be using Mugen in its current iteration. It's too late and I'm really too tired to boot up the game to give you exact data but if you're looking for common scenarios, 5A/j.C > 5CC > 1 Charge Mugen Combo is a very common scenario which leads to very good damage, positional advantage while ending with some easy charge time. Same thing with j.CC > 2 Charge Air Mugen combo near the corner. And you really can't compare any none Mugen combos when you goto the 5 charge combos where you build 50 heat during the combo to end with a 236236D which has a fantastic minimum damage. Even in worst case scenario they burst a high charge mugen combo, it's not like the mugen mode ends immediately. It's still active and you can get in on them with stupid shit like 236D > (LOL press buttons) 623D > j.236D > j.214D > and etc etc just keeping it going where they would be kind of be foolish to press buttons because you're just canceling from one D move to the next giving them very little room to maneuver. You're just putting too much emphasis on bursts which honestly isn't that bad of a trade if you're expanding 1 charge and 50 heat to make them use up their burst(you can build more meter and charges during a match, they can't build up more bursts). In fact, you keep bring it up to the point you almost make it sound like they can't burst non-mugen combos and well, we know that's not true. I've won many games where I was able to hitconfirm into max damage mugen combos when they had used up all their bursts and plenty more where I've been able to successfully burst bait people with 214D shenanigans. Anyhow, I understand that it might be difficult to work it into your repetoire but having used it countless times in my many fights I can honestly say it's pretty worth using and definitely an aspect of Tsubaki every serious Tsu player should be aware of.
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What's wrong with Mugen? It leads to max damage and tons of corner carry + ending with untechable charge time in many common scenarios. What else are you looking for exactly?
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Ya, I have GDLK connection with people in my area and I got 2 bars with him.
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[CSE] PSN - ID Thread / Chatroom Invitations
BatousaiJ replied to zeth07's topic in BlazBlue Online Play
Might as well~ PSN ID: BatousaiJ Time Zone: EST State/Province: NJ/NY Main: Tsubaki Sub: Tager/Ragna/Valk Availability: Usually Nighttime but usually whenever I feel like -
GGs to OmegaBankai and his controller for helping me get some rust off after not playing for 2 weeks or so.
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Hummmm~ Watching those Kuresu matches makes me want to play some BB after not playing for like 2 weeks again.
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I basically get jabbed out of 6B ender continuation. I've been DP'ed afterwards but it's one of those situations where if you want to punish it, you really have to commit to doing so before you can see that the pressure stopped at 6B. I can't count how many times I've gotten a CH on a quick dash 5A after 6B when they try to press a button. I would sometimes throw in a delayed 6BB, 6B > 22C, 6BB > 22C. There's a lot of flexibility in what you can do to get in your opponent's head to really make sure they're not committing to anything before they can actually see it.
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2CC Mugen combos are the same as 214D > 2CC > Mugen combos if memory serves. I thought I posted those a while ago....
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Looks good. Needs more bears.
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You should subscribe to the idea of "it's done when it's done" and not push yourself too hard. But then again, I tend to plow through hours of work once I get rolling myself. Looking forward to it~
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Lies. She holds grudges. Watch your backs, gentlemen.
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I did land like 20 unblockables against him when I played him a few days ago so he might be salty about it.
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Throw Haku a lot as that shuts down his counter/kishu options and after you make him think twice about using those against our tools, go about business as usual. I get a lot of 3C FC against Haku because they try to counter a dash 5A/5B or Kishuu in during neutral. If I see them trying to counter during my strings, I'll throw in more charge cancels into throws or add slight delays into gatlings like 5CC to catch them on a counter. Just gotta watch out for TK/dash Hotaru on wake up as that'll hit you out of your throw attempt so I keep an eye on his magatama to see what he's capable of(3 - Tsubaki, 2- Low, 1- Kishu and etc). I play him very different and look out for certain common setups depending on his magatama just as I know what I can do off a certain number of charges and etc. Also, I tend to use a lot of empty jumps into throws and odd timed 2B and etc to mess with their sense of timing quite a bit and make sure they earn their jump in by keeping them out of the air with 2C. As for the 22D unblockable thing, just let it go early, almost like a meaty if you anticipate them trying to Kishu through it, it'll knock em out before they enter their invul frames. They can at that point counter the 22D if they expect us not to go for the unblockable but it's a mix up, not a surefire thing to begin with. It's a very mind games oriented match up where whoever gets in the opponent's head first gets a significant advantage, just like in the lambchops match up.
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I've gotten 623 when I meant to quickly dash and 236 a bunch of times. It happens, doesn't really make me a bad player when unintended inputs come out from time to time. But ya, you get the point of "it's never bad to know what to do, just in case."
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Let me break down that BnB- 22D > 5D(about 1/3rd charge is the max you can get here) > 6CC > 623C > j.236(A) > j.214(D) > j.D > j.C > dash 5C > 2CC(can drop here vs Ragna) > 236C(slight delay required vs certain characters) > 5C(delay required for non jc ender) > 2C > 236C > 214B > 22B Another versions is the air combo ender mentioned above but just remember that one takes 3 charges, regardless of how many charges you get back during the combo- There's also this, 22D > 5D > 6CC > 623C > j.236(A) > j.214(D) > j.D > j.C > dash 5C > 2CC(can drop here vs Ragna) > 236C(slight delay required vs certain characters) > 214B > 22B(charge for full untechable time) This one is considered the medium of all the versions as it leads to a longer untechable time with both of you on the ground and get basically a full 5D charge at the end if you charge the 22B to its required duration(which you can't do if you use the 236C > 5C > 2C combo extender) while only requiring the minimum 2 charge use but does not net you as much as damage as the other two versions. Going back to another BnB including 22D use in the corner is the well known 22D > 5D > 3CC > RC > 6CC(slight delay required for all characters) > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2CC > 236C > 5C > 2C > 236C > 214B > 22B (4700 damage). However, as you've noticed if you've tried this combo, sometimes you input the 6CC too early making the combo drop during the j.236(A) > j.214D part where the j.214D will not hit them. A trick to adjust to hitting 6CC too early in the combo are two folds- 1. You can slighty delay the input of 623C which will hit them when they're slightly lower, allowing the j.236(A) > j.214D to connect. 2. You can switch up the combo on the fly entirely by going 6CC > 214D > (5D tap optional if you hit them really high) > 5C > 2CC > IAD j.CC > 5C > 2C > j.CC > j.236A > j.214C (4601 damage) and you can option select j.D > air dash in if you wish at the end. Correcting your combos and opting to go to a different path something you should be able to do on the fly as no matter how good you are, sometimes your timing will be off and knowing what to do in that situation to make the best of it blurs the line between a good player and a decent one.
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A 75m long train accelerates uniformly from rest. If the front of the train passes Tsubaki sitting down on a bench 140m down the track at a speed of 25m/s, what will be the speed of the last car as it passes Tsubaki?
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
BatousaiJ replied to NickExtreme1's topic in Archive
Oh, I didn't even see that comment by Kiba until you quoted it. It's true though, I'm the worst Tsubaki on netplayyyyyy~ weeeeeeeeeeeeeeeeeee~ -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
BatousaiJ replied to NickExtreme1's topic in Archive
The problem with 5CC > charge cancel shenanigans is that 5CC has a good deal of push back and even on regular block, you'll most likely be out of immediate jab range so you'll have to do a quick dash 5A to get in on them but then again, quick dash 5A after charge canceling is the first thing you should learn the timing for as it's crucial in charge cancel pressure because of push back and barrier- especially now in extend now that barrier/IB barrier has even greater push back. Also, learn what is a tight block string and what has a tiny hole to catch people trying to mash jab or trying to throw break preemptively. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
BatousaiJ replied to NickExtreme1's topic in Archive
Everyone needs advice from time to time to get a different perspective on things. On that note, don't eat yellow snow. -
Ya, you can cancel into 22A after block on 236D.
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236D > 22A will CH on anyone mashing anything that isn't a DP. 22D works too but the quickest moves like Bang's 5A can hit you out of it if they're just mashing the crap out of it. 22D CH isn't bad at all though and you can get around 3K ish damage off of it along with untechable charge time before and after the combo. 236D > 214D is still worth using though and the reward is great if you get the hit so I would still use it as long as they're not being predictable with their mashing.
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I know, right? Kiba, get to it. Chop chop.
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Extend Mugen is pretty awesome. You have to take into consideration so many things to use it properly since there isn't just 1, 2 , 3 , 4 and 5 levels but even like 2.25, 1.75 and etc which matter in getting that one more attack in if you're able to recognize it. Air mugen allows for some magical hitconfirming that can change a random j.CC hit into a 5k damage with only 2 charges. BK's use compared to it is pretty brain dead and I don't want Mugen to be like that in all honesty.
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That'd be broken, man.