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Everything posted by BatousaiJ
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Getting mashed out of an overhead is a very different example since we're talking about trying to open someone up and in the case with purple grabs, forgoing guarantee damage and overall advantage for a chance to do more damage hoping your opponent isn't paying attention. Also, being familiar with the match up and teching purple grabs have nothing to do with each other. It's never a bad thing to know what you can do off certain things, whether they come up often or not, just don't rely on it too much like some ace in your pocket because if your trump card is a purple grab, well, you're going to have a bad time outside of 1 bar online skirmishes.
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Thanks, I'll try those in the lab.
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Some people fall asleep in the middle of combos and don't pay attention so it's possible to get some silly purple grab continuations but I recommend leaving that as the near ender option and don't miss out on guarantee damage. There's just way too much time to tech a purple grab so it's impractical to use it at a above average to high level play. You're also missing out on free charge time by attempting the purple grab as a ender as well so it might not be worth it. What's really good though is that instead of going for straight purple grabs, you can setup irregular enders to setup for a grab most of them involving IAD air grabs predicting certain types of air techs.
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Bullet's neat. I think I'll sub her. How do you guys deal with her terrible movement speed? It's like she's got Hazama dashes and a even slower air dash without chains to compensate? Just heat up and get in with Ds? Which are + at level 1 and 2, right? Oh and what are your preferred methods to land her 720? I'm liking straight forward dash buffer or a easier 6C > jc > j.a > 720. Any really good ones?
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Oh? I guess the vacuum effect triggers from the crossover effect of 236D by itself. Good to know.
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Entertaining matches with Konan as usual. He and Kuresu both seems to really like to use the 46A orb in block strings for a ghetto continuation tool. It works fairly well if they're not jump happy, it seems.
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Kiba, the thing that we were talking about was a simple fake crossover setup using the following -> Knockdown corner -> Blade Super -> they neutral tech and start blocking -> 236D as quick as you can. The following will have a result where you'll look like you crossed him over but end up on the same side and you can press whatever button you want. If you suspect they'll mash you can gatling 214D for a quick same side and you always have the option of making the 236D actually crossover by simply by delaying the 236D. What happens here is that that while the crossover property of 236D tries to trigger, the blade super is constantly pushing them in the corner leaving you no room to be there and you just end up on the same side. Obviously, 236D is unsafe and has limited value so it's best to used on unsuspecting people, especially if you can gatling into 214D for very quick same side or opposite side move with body invincibility. The other thing is the 46D > 236D vacuum effect for corner cross over with RC. It's just that simple, make them block 46D > 236D in the corner(pretty easy to make them do) and you can RC > IAD j.B/C and you'll cross them over to the corner, it's super ambiguous and hard to see. Easy to confirm and combo off of as long as you land the j.B/C properly as well but of course, it's rather resource intensive so it's one to hold in your pocket for a rainy day when you need to break out something they've never seen before. Hope that clears things up, Kiba and is useful to some of you.
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5B > 6C gatling isn't the worst thing in the world since if you expect them to try to mash out of it, you can just delay a 5C for a frame trap to fish for counter hits and I don't need to tell you how damaging 5C CH > 6C etc etc combos can be. Still, it's generally a bad gatling unless you're playing against someone that's not familiar with the match up and are not expecting the jump cancel after blocked 6C (this is back in with the upcoming patch, right?). People autopilot 5BB all the time but it's usually better to just throw out 5B in neutral and react to the the hit/block/CH after it lands. With how shitty 5BB forward momentum is now, even a hit 5B doesn't guarantee the 5BB will hit.
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So when are the 1.1 changes coming to consoles? Is there a set date yet?
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If I had a charge for every time I got thrown out of j.236x or j.214x, I wouldn't need Mugen.
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Wow these avatars are huge now. I like the one I've got now but unless I can get a larger source of the picture used for it, I doubt I'll replace it.
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I don't know about you guys but 46C screwed me up a fair few times when I blocked a DP and tried to punish with 6CC > etc etc and got a 46C instead so I would prefer backwards DP or HCF just fine.
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I would like a cupcake. And maybe some strawberry ice cream.
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5C© is also a great frame trap as well and gatlings directly into 6CC just like 5C CH does. Tsu has a lot of strong frame trap options so it's good to know a handful of them to mix them in to your pressure strings to make mashing seem unreasonable.
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GGs to all the people I played in the lobby today. Getting that two week rust took awhile but it's mostly off now. Shoutouts to Tao and Bullet player since I got some good match up experience against them especially.
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Maybe you used blade super to beat his FoG after he activated(which didn't work) and remembered incorrectly?
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[BBCP] FT10s - Season 3.1 - Sat. 1/11/2014
BatousaiJ replied to LegendaryRath's topic in BlazBlue Online Play
I want axis's booty in this. -
Oh and I forgot to mention, since we're talking 6B stuff, a 1 charge Mugen combo off 6BB starter gives you a hefty 5k ish damage combo. 6BB > Mugen 1 charge > 46D > 236D > 214D > 22D(charged)> dash 6CC > 236C > 214B > 22B -4972 damage You can do the same off a 5CC which results in a nice 5.2k damage but the distance needs to be the closest possible and the 46D timing is more strict. The good thing about 6BB is the forward momentum that will have you stepping into the proper range to get that 46D continuation going. On that note of actually landing that naked 6BB, one of my favorite setup is off a 236D reset where I would do something like 5BB > 5CC > 236D > 5BB > |Reset opportunity| > 6BB > Mugen. When I alternate from using 5BB > |6A|6BB|delayed 2BB| in that instance, I find I'm able to catch many people off guard. You can do the same thing by trying to reset them right after 236D like 5BB > 5CC > 236D > 6A/6BB/Command Grab/Throw but in that instance, they have the option to not tech into block state to negate the mixup potential. If they do tech at the earliest, they won't even have time to throw out a 5A jab or anything and even getting a DP out is pretty strict. Unless they see it coming and are mashing something out hardcore during that small window.
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I've been talking about that 6B continuation for AGES but ok, haha. At least they're in the list now.
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I've gotten very, very little experience with this match up so far as he seems a little weaker than he was in extend. He seems to have some new bugs and moves but the same philosophy of rush him down and don't let him breathe still applies. His super is the only reversal he has so if has no meter, go wild and if he does, just be prepared to bait it if you think the time is right. Any notable normals/bugs we should be looking out for that changes the match up in any significant way?
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The biggest series of guessing games in all of BBCP in this match up for both sides. First things to know are her options and to recognize her two stances. One is her normal stance and the other is when he has the aura above her head. Her moveset and options change as well. For example, her one and only real reversal option is here overhead blade super but that's actually not available to her (from what I can tell) in her normal, non-aura stance. So basically, if you're in there and she's out of stance, you can just pressure for free without any kind of DP option. The worst she'll do is counter assault but that's also very baitable. In her aura stance, her ground blade thing changes from one that goes full screen to one that stays in one place for a while and a lot of Nu players will try to use that on your wake up to keep you locked down as they approach you for a free low or overhead mix up. If you see them coming close and throwing buttons out as that blade oki begins, you can DP out without issue given you're quick on the trigger with it and if they do wonky timing, you can also roll out of it for free but there's a bit of risk involved in that. You can catch her backdash with a nice meaty 5B but oftetimes, 5B(B) will whiff on second hit allowing time for her to recover and try to jump out so keep your gatlings in check in midscreen. Nu is a zoner and like all zoners, the players will often to roll out after knockdown so always keep that in mind and prepare to deal with rolls with whatever option you're most familiar with. Really, learning to deal with rolls is such a crucial element in BB that you should practice in training mode how to pick people up when they try to forward roll on midscreen. Outside of that, it's all about getting close and you do that by being patient and gambling at the right moments to figure out if she's going to 5D/2D/6D and then using the right moves. You can dive bomb with j.214x since Nu players aren't used to dealing with that angle but obviously, if they block you or if it whiffs, you're in for a bad time so I recommend that as a straight tactic after gaining some meter to RC on block or if you're feeling confident. Be prepared to IB all her C moves and thank her for the free meter and don't worry about getting free charges in neutral. Just get close and never let her go and with or without charges, you'll kill her without much fuss. The vast majority of Nu players are all offense and shitty defense so even if takes work getting in, know that it's yours to lose when you do.
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Oh good, it's a known problem. The list is more extensive than I thought. Using 2B would kill a lot of the damage and at that point, I'm not sure if I can justify the meter use for that little bit of damage gain. I'll just try to make 5©C more consistent somehow. Edit: Oh ya, I forgot to mention that another prime opportunity for popping Mugen that I don't see enough people do is after 6BB hit. You can go directly into 46D > 236D after that and even a 2 charge mugen will net well over 5k ending with ground knockdown for continued set up. Mugen combos that can start with 46D > 236D get special notice since they tend to put out the most damage. The list of prime times to pop Mugen (2 charges or more) include 6A > 5CC > 6B || 5C/5B CH > 6C || 6C || 6BB While 5CC is a good starter with excellent proration, landing 46D > 236D on it is extremely tight and also very distance dependent, much more so than the other ones I've mentioned above. Still, you can still get excellent damage off of it with 623D > j.236D > j.214D > 6C > 46D > 236D > etc etc
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I also like using a bit of meter to extend damage for j.C > 5CC > 22D and continue with 6C > CT > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B. It won't work with j.CC, however. Also, speaking of that combo, there are characters that won't get picked up by 5C after CT but will get picked up by 5©C but the timing is a bit odd and I haven't been able to get it to work 100% of the time. The 5CC has to come out immediately after the CT it looks like but mashing doesn't actually guarantee that in this instance. As an example, try 5CC > 22D > 6C > CT > 5©C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B on Bullet or whatever that dude that look's like chick's name is (it escapes me at the moment). There are more characters where this is the case too, like Platinum too, I think?
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YOU SHOULD KNOW WHAT TO DO
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Woo, that's a juicy bit of info. I'll have to try that out. Thanks Keebs~