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Everything posted by BatousaiJ
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Nice little helpful videos, Kiba. I'll actually have to practice and add one or two of those command grab setups myself =D.
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I still haven't killed mac mercilessly, over and over again so I'm gonna have to do that sooner than later. What's your PSN, chump?
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You did some neat things with Bullet where it just kept going... and going... and going. I didn't really know where it would end since I'm not familiar with her combo paths so even if you didn't learn anything playing me, I learned a lot playing you so thanks =D. I'm seriously lacking match up experience against the new characters so I'll be sure to hunt players down that play them.
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GGs to Ishi who I may have broken. There were some close ones here and there, shouldn't feel too bad honestly. Maybe next time. I'm done for the night. I still didn't see you on my friend list though so I don't know what's going on with that.
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Weird. I add someone and it doesn't have the "pending for friend request thing". Is my list full again or is this something new?
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Neat. Your Terumi any good? I have yet to play one in CP.
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Sure, I'll play anyone with a good connection that isn't a total jerkwad =D. I didn't know he had an air buster until I saw you do it so I had to try all the 360s in the air to see which button it was. I like how we basically impromptu combos and just throw shit out to see if it'll work and when it does, it's amazing. That's the best thing about Tager mirrors, it's mostly mind games and actual combos take a back seat. Kudos to you for landing burst bait charge to command grab first. I tried that against some dude but the burst seems to come out too quick and it knocked me back anyway. Good to see it still works. Also, map that taunt button, son. YOU NEED IT. p.s What does his OD do? I don't even know!
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GGs to toan for our awesome Batou and Toan's Excellent Tager Adventures Mach 2. There's something so much fun about our Tager mirrors, We can try some Ragna and Tsubaki next time. Off for now.
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Anyone east coast wanna netplay for a little bit?
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GGs to random Ragna/Nu player. I learned a few Ragna combos watching you and got to play as him for a bit so that's good.
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Jesus, playing offline extensively has destroyed whatever little adjustment I made to netplay previously. My DS 4 kept desyncing during the match which might have something to do with the wire so I'll have to look into that. Regardless, GGs to Tao, Litchi, Ragna and Jin players. I'll have to grab some actual matches vs Minoru when our net is more stable.
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Many Kokonoe players seem fairly content in letting me get charges as they setup shop more or less but once she set the pace, it was difficult to take the advantage unless I managed to land a 46D > 236D or something. Her neutral game is pretty scary with annoying normals like j.2C/2A/3C/6A and more. That's not even considering gravity/traps in the mix so in neutral, she seems to have quite the advantage. If memory serves, her only options of trying to get out outside of super reversal is her teleport which we can gatling to hit for free and her back dash which we can do the same to. I'm thinking this might be a scenario where going in from moment one and never letting go might be the best option?
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236A > 214D combo works. So does 236A > 214B > 22D charged. 214D ends with ground series and the 22D charged ends with air series. Both doing about 2.7k ish. Not bad, but not great. DP whiff off the 5©C seems too far to hit so no charge will most likely be just the 236A > 214B > 22B which will reset them or hopefully have them sent to the corner for some reason fun since you started at mid screen.
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I did some testing just now to that effect and my findings are as such- Both 2BB and 5CC works to catch it at midscreen albeit unreliably as they can sometimes just back dash again before the second hit makes contact or do something else. 2BB is tougher to hit from what I tried but it can gatling into 2(B)B > 5B on hit. Overall, I would say that 5CC is the better of the two from what I tested as a slight delay on the 5CC seems to catch it during its 3 active frames and then you can combo into 236A > etc etc. 236B can work but at that distance too but, it has a much greater chance to drop than 236A. I would like a good 1 and no charge combo off such a far hit 5©C but outside of corners it's hard to do significant damage with that starter at that distance.
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Catching back dashes in the corner is a piece of cake for Tsubaki with all her gatlings on whiff, I was talking specifically about midscreen. I mentioned the orb to cover neutral because contrary to his big size, he can get around on the ground rather swiftly so I wouldn't want people overly relying on neutral charging thinking that they were safe.
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Some stuff about the match up that I learned at NEC- You can't meaty 5B his wake up back dash as he'll get away cleanly. Get used to approaching his back dash like you would Ara's where you have to dash into him if you anticipate a back dash on wake up and then put out a slightly delayed 5B to catch him meaty while he's recovering. You can also 22B/D his DP at mid to max range and it won't hurt you and will simply whiff over him but you'll recover, much, much quicker than him so you can punish him with just about everything. Keep a close eye on his attempts to cross you over for a continuation and begin pressing your A button the moment he disappears and you should be able to catch him. Just remember if he does it while he's in your face, he'll be too far away after cross up to hit with 5/2A so adjust accordingly. Good Azarael players can simply time their forward dash invincibility to go through orbs from what I noticed so it's not as helpful as you think and they can close the distance very quickly on the ground with a variety of moves that gives him forward momentum both normal and special along with his dash. So in that way, he feels a bit harder to zone out and get free neutral charge from compared to say, Kagura or something.
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Epic shoutouts inbound. Shoutouts to my makeshift BBCP team which was borne from "TGS can't get his refund". Still, it was pretty fun and I even got to OCV a team and watched our day 1 Tager player do the same which was hilarious. Shoutouts to Axis for for upgrading our status from Super Dodge Bros to Ultra Super Dodge Bros by having me come up to his room, trash talking for like 10 minutes and then falling asleep when it was his turn to play me. Shoutouts to Jourdal for taking Axis's previous title of Super Dodge Bro and being just as white and chill as I remembered him. Also special mention for having the record loudest chant for his name during his hype match in the BBCP top 4 teams. Shoutouts to Huey for repping that Tsubaki with style and putting in work getting to TOP 4 teams. He's gonna be really scary once he gets more experience playing as her, possible EVO CHAMP TSUBAKI PLAYER?! Shoutouts to C0R for teaching me stuff about Mu match up and working hard doing pools on day one. Shoutouts to all the other players who also taught me a match up as I found myself saying, "this is the first time I played against this character in BBCP" many times. Shoutouts to logichole for being a cool dude and a Tsubaki player who I saw improve quite a bit just in the course of a weekend. Shoutouts to TGS for being a bro and helping me out with this and that during the weekend and cheering for all them (dirty) Noel players. Shoutouts to Kid Viper for some interesting match up and theory crafting stuff in the PNW room. Shoutouts to Cirno for taking more matches off me than I him for a change, he's getting better and I actually need to play this game more! Shoutouts to SKD for being an anime character. Shoutouts to Brice and his pimp ass glasses. Shoutouts to Lich and Kibster for being funny drunks. Shoutouts to Ama and Ludwig for showing off their waifu love in their own ways and being hella white people. Shoutouts to StickBug and others who put in hard work to make the tournaments run as smoothly as they could. Shoutouts to Omni "LL Cool J" for performing well the whole weekend and calling me Jackie Chan which is always hilarious to me. Shoutouts to over dozen more people I met for the first time that I got to chat or play with for a little while. They were new but they were all friendly faces~ Shoutouts to the hotel for being sort of ass in all facets and really made me miss last year's venue. Shoutouts to snow almost getting me killed twice on the long drive home. Lastly, Shoutouts to all the people that I didn't get a chance to meet and/or couldn't make it to NEC this year, you were missed! I went in to NEC having played less than a hundred netplay games to my name and came out feeling good about all the things I learned and some of the stuff I was still able to pull off. Going in really unprepared to a tourney is worrisome since no one wants to embarrass themselves as they don't end up playing the way they know they can but still, I can't say no to hanging out with the fighting game community and it was a great time. P.S. Shoutouts to shoutouts.
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GGs to the half dozen people I played in the Arcade Lobby today. I was playing to get used to the monitor input delay and I ended up running into some good players for some solid matches. I might play more later tonight but I'll see.
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Sure, always happy to help with the guides =d.
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Fixed.
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Blahbidi Blahbidi Blahbidi Blah. Anyway, since I finished up my video, I'm going to go ahead and post up some stuff that didn't make it in there due to whatever reason. Some stuff you guys might already know, some you might not. Lets see, first off, there's a trick to making 236D fake crossover in the corner. Lock them in with a blade super block string, any thing will work and then once they're in blockstun of the blade super, you can 236D and it will do the animation of you crossing to the other side but you'll still be on the same side. The reason this happens is because they're constantly getting pushed back due to blocking the blade super that there won't e room on the other side even if it tries to go there so you can just 5A and trick them into blocking the wrong side. 3CC can be RC'ed for a full 22D charged for very good damage anywhere on the screen(they'll bounce off the wall allowing for 6CC continuation and etc), just as good of damage as you're going to get off the FC version, in fact. The timing is somewhat tight but it's practical and very doable after practice. During the part of the video where I show the various 2BB shenanigans, there was one I was going to put in where they don't tech and you pick them back up in blue beat with 2BB > 2CC. You can end that combo with a hj.C > j.CC > j.214D with proper timing to land in front of them so you can actually make them slide towards you allowing for 6C to combo at that point setting up for even more gimmicks like 6C > blade super and etc. Back throw into Mugen for 6CC continuation is a good bang for your charge/meter as well and so is 6A > 5CC > 6B > Mugen with 2 or more charges and will give you about 4.5k damage and straight ground B series ender with 6A > 5CC > 6B > Mugen > 46D > 236D > 214D > 623D > j.236D > j.214D > 6CC > 236C > 214C > 22B. I like the overhead into mugen because they damage is pretty good for an overhead starter and plus, it makes them get overly worried about that 6A which makes them start mashing buttons after 5B/B which can setup for easy counter hits and etc. You can RC any ground hits of j.C/C > j.214B/C for easy 3.2 k ish damage with a 6CC continuation. The only time you can reliably get corner 6CC off a j.214D hit is on a air to air hit, and it won't work if they were on the ground. That's why the best times to use j.214D as a combo extender is when you get people trying to jump out in the corner and grab them with a 5B or 5C/C and then covert immediately into j.CC > j.214D > 6CC and etc. That's about what I can think of from the top of my head for now but I may add more in the future. If you check out the video and want to ask about something, feel free as I deliberately cut some of those combos short for the sake of brevity and editing.
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I'm so glad it's done. Now I can go to NEC without any regrets =D.
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His 28 DP doesn't require 2 to be charged? I had some issue baiting the DP and blocking it in the air and then letting go of the barrier to early and getting caught out by the continuous hits because I'm not used to how that works. It has an amazing hitbox as well and seems to be relatively hard to punish well due to how long the block stun lasts. As people has pointed out, it kind of reminds me of the Mitsuru DP with more hits. His orb mix up seems fairly solid, the overhead is pretty slow but it seems to be pretty rewarding if he can land it. He has that high, low continuous hit thing which can be followed up along with a quick cross over slash thing which I managed to 236236C as he tried to hit me. The Kagura players I've faced so far have been of low to average skill level so I definitely haven't really seen what he can do but playing neutral, I feel like his movement was sluggish enough to get a good deal of charge before deciding to engage him. I'll try to get a set or two with Omni or something and then chime in again afterwards.
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Ya sure, I see you in the lobby from time to time but I don't like waiting to play people so I just jump in on whatever machine with decent lag that's open~ Not sure if being factual or mean... or both....