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Everything posted by BatousaiJ
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No, it can hit you while you're in the air. It doesn't have that great of a vertical hitbox but it can still hit you if you're in the air on top of him. Just bait it like you would any reversal, jump and barrier guard or safe jump it. I don't recommend using j.D on people's wake up since when you land you won't be able to do anything for a brief moment, including blocking.
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Ya, I see them try to guard point after my charge cancel pressure. If I try to throw on wake up and they're not doing their guard point and tech the throw we're back on neutral so I'd rather catch em with the gatling if I can since at the very least if they're blocking I'll keep my pressure going. Nails and his mobility pose a huge hindrance on our ability to get charges and I've come to basically play him in a way where I stay on him as much as I can but you know how long it takes to kill people when we don't have charges so it's quite the hassle.
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Ya, 6B will work for catching mashers too but it will lose to 2D but you know that =d. I do believe you can get thrown out of 5C > 6C or at least I vaguely remember it happening to me before but I'm not sure if that's completely true so watch out for that.
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I facepalmed when I saw you mess up the 5 Charge mugen loop on that one round and then do it right the next one, aha. You can also do 22D(instead of 236D) > 236236D at the end to do the same amount of damage and make it even easier to land. Also, I noticed a lot of 5C > 6C gatling, I'm guessing you were fishing for D moves when they think you're transitioning to charge cancel or 6B? I like doing that too but sometimes I get over zealous assuming it's going to land and go 6CC which is really bad if it's blocked =d.
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you mean j.236A(w), I'd assume. Ya, Ragna's hitbox is weird for that combo and given I usually use scrubedge as my training dummy this is something I noticed immediately. I don't quite remember having the same problem against anyone else though but there's a possibility that it might be happen against one or two more characters. Against Rags, you can use 5C CH > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > dash 5C > 2C > 236C > 214B > 22B That should work if memory serves(I'll test it out when I play later tonight). It's not as good as the j.C > dash 5C > 2CC option but it should work on everyone anyhow and the difficulty level is much lower.
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I recently fought StayFree who I feel like is one of the best bangs I've faced thus far and have some stuff I want to write down here before I forget. First of all, this match up is tough. Given Bang gets free pressure a few times in a match as usual due to nails, magical 5A(mashing this is pro tactics) and the fact that his double air dash makes him incredibly annoying to anti air he gets in on us very easily and while you can just barrier guard and try to just block his pressure but after you get hit by his overhead after blocking it for the N'th time due to LOL NETPLAY, it gets quite frustrating. I've found just disrespecting his pressure and DPing through the small gaps between some of his gatlings is a good way to return to neutral since Bang players are generally always, always, alwayssssssssssss pressing buttons(for good reasons). His guard point is annoying to deal with but his 2D can bit hit out of by going with a low hit like 2B/3C and his 6D can be beaten with 5B > 5CC gatling which will make him guard point the first, teleport and get hit by 5C immediately. So basically I started doing 2B > 5B > 5C which should hit him out of his options of 2D/6D and quick getup which is nice but you have to still watch out for Asura since that's a really good reversal DD that's infamously hard to punish(for no real good reason). Bang is also one of those guys with the big hitboxes like Haku, Valk, Tager so j.236D > j.214B > 6C© stuff won't work on him either however because of his bigger hit box, you can connect 2C easier on the ground after gatling allowing for you to use the 214D BnB so keep that in mind. Do chime in and post what you think about the match up and some stuff that's helped you fighting Bang.
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Mashing assault through is hella Netplay tactics, Boyo. Knock it off~
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Sooooooooo fancy. I'm not sure if I can salvage anything I don't already use now in the video that I could add in a real game scenario but still very cool stuff. I like your IAD j.CC dash under cross over Kiba. Totally stealing that shit~
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The hitbox of 623D is pretty good. You can be pretty far and still land it, 5A > 5BB > 5CC > Mugen > 3D Series will work just as well as 6C > Mugen > 3D Series. There's a timing to when you input 623D after the super flash thing is over and I had to practice for a bit to get the timing down but once you do, you should be able to do it no problem =d.
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No. Not really.
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Very flashy. Just as impractical as my 11000 damage combo though XD. I like the idea of using j.214D after j.236D > j.214D since it doesn't share the same proration as the j.214D when it goes through the orbs(I'm pretty sure of this?). I haven't used it as an application for combos and there might be some value to that especially in situations in the corner where you already used 22D. Unless you're planning on ending the combo with 236236D with a high charge mugen, it's generally wise to use only one D move in a combo to get the best bang for your...charge and meter.
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3D Loop works on everyone as long as you use the 2 hit variation. However, it doesn't work sometimes when you're starting off a 6CC or OTG 6C > Mugen. For example, you'd have to go 5C CH > 6C > Mugen > 3D loop and it will work against everyone, including Tager. You can get away with doing 5C CH > 6CC > Mugen against most of the cast if you time it right get added damage. As for the OTG 6C I mean this won't work against Tager and possibly one or two other characters with weird/big hitboxs Corner 22D > 5D > 6C > Mugen > etc etc. Doesn't work against Tager even if you do the 2 hit variation of 623D from what I've seen so in the corner in that situation, you're better off doing regular 2-3 charge combos without Mugen.
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I haven't been playing BB lately since I've been playing all these RPGs that came out but I should be active again when the game comes out in the states on the 14-15th or so. Add me if you're near the east coast and in need of someone to play as I'll play anyone I have a good connection with that isn't a total jerk~
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Only real thing Tsu lost in her CS 1 to CS 2 iteration that I can remember was the 3C JC which was very nice but everything she got just vastly overshadowed that small nerf.
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Xie makes some statements that I don't fully agree with but most of the stuff he says is not too far from the truth. Current Assessment: B Rank - Tsubaki has many solid tools, but is largely dependent on her resource availability and management. Minus the superficial rank grade, that's about how I would describe Tsu in her Extend iteration. I could go into detail given my rather extensive experience with extend thus far compared to other people but in all honesty, I'm kind of done trying to convince people of things they're so set on believing regardless of the facts.
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Good read Kiba. Watching that match reminds me how safe you play compared to me. I really ought to follow your lead sometime and stop dropping games here and there to inferior Tagers players randoming me out now and then because I like pushing my luck and playing recklessly.
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Depends on the match up in my personal experience. Some match ups allow you to get meter/charges easier, other times you'll be fighting to get each charge and have to make them last. Meaning 5 Charge Mugen combo vs Tager, all day.
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I never lead you wrong, baby. Unless I'm giving directions or something.
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I've found 3C to be easier to punish since I'm not automatically pressing 5B like an idiot afterwards and my default punish nowadays is quick dash 5A.
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Lazy Casuals Extend: BatousaiJ vs Minoru_Hoshi
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Plebian's Playground (BBCS:EX Exhibition Matches)
BatousaiJ replied to Lord Knight's topic in BlazBlue Online Play
I'll throw Haven's name in there too, love playing that guy and he's definitely east coast. -
The next little tutorial video will most likely cover the safe jump option unless I discover something more worthwhile of note.