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Everything posted by BatousaiJ
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GGs to the Relius player that showed up in my room. Got to test out the DS4 controller for BB and I'm pretty impressed by how well I was able to execute everything just right off the bat. I'll probably keep using it for a while unless something changes. Also, why does no one's icon match up with their main? It's like I see a Arakune icon thinking, "finally, I get to play a Ara in CP!" and then it's like "RAGNA THE BLOODEDGE". Dang it.
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Oh and no offense if you stand in line to play me and then I choose to give the guy I was playing a rematch. It's no slight to anyone, it's just I like playing the same person repeatedly until I get tired of the match up, that's kind of how I learn to try different things in each match.
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GGs to everyone I played in the lobby today. I like the arcade lobby and all but it sure makes people not look around for player matches which I prefer still. Shoutouts to Kagura player for hanging around and showing me some of the match up, always fun to play against a new character for the first time.
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Alright, gonna play for an hour, hour and a half. Anyone East Coast wanna Rusty Casuals? First come first serve~
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That makes a lot more sense.
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CG is Crush Trigger?
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Blade super is great for making people who are not used to the match up do something really stupid. Every time I activate it when they have low life, it's like I can hear them yell "I'M PANICKING!!" and then smash their face into their controller doing all sorts of random stuff and then dying. Also, the most obvious time to bait a dead angle is right as you're dashing towards them and they're in block stun from blade super. I've won a handful of matches baiting that very dead angle out and then finishing them off even though I've only have less than a hundred games played in CP so far. There are some other neat little applications with it but it'll be in the video.
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5C was jump cancelable on hit though. It isn't anymore. I don't like using Mugen outside of confirms usually unless I feel like styling since whatever charge you have and meter for a possibility of opening up your opponent seems a bit steep.
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Ya, I tested it out and it seems impossible to punish off of 5BB/5CC and I would assume 6BB. I just like the prospect of using it after 6C because you're practically in jab range (or so it seems) so it feels like more people will bite and try to punish taking the full damage + ground/air ender. Losing 5C jump cancel makes 6C jump cancel shenanigans more appealing in this iteration.
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The 6C blocked cancel into blade super is actually quite nice and has a lot of practical value if it is unpunishable since they'd have to be mashing pretty hard to get away from 5C > 6C gatling and the blade super will start going at them while they're relatively close to you so you can do some silly mix up stuff. I'll have to test this myself later tonight, very nice find, logic =D. Also, on the scope of safe jumps, what are you guys using and off of what? I've recently started to doing things like this- 5A > 5BB > 5CC > 236A > 214B > j.B (safe jump). I tested it out vs Ragna and it seems to be a legit safe jump with j.B and not so much with j.C in this scenario. It's possible I didn't time the dummy to DP at frame one but it seems pretty good. The problem with 5A/2A starters is that they won't allow for decent DP whiff continuation so it's better off to just go with the ground series but if I want to either keep my opponent in my face either because A. I already have some charge to work with already and don't need the little bit of untechable charge(not even one in this case before you're in danger of getting punished). B. It's a match up where it behooves me to stay on them at all times. I also have a different one in the corner but I would imagine that's a bit more standard. Either way, what are you guys using for safe jump setups?
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Wait, Mac, you have a PS3 and BBCP? You've been on my kill list forever! Come die to me later.
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GGs to Kokonoe/Noel player. Got to test out some stuff and finally got around to using Tager for once so that was fun. Shoutouts to Toan for being a minute late, we'll just get a room together and mash out like 20 games or something later =d.
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Too late!
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Anyone East Coast wanna Rusty Casuals for a bit? =D
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Got a few matches against a variety of Noel players so I'll chime in here a bit. One of the more annoying things about Noel after the 4D buff is how you approach pressuring her when she can option select 4D to beat most of our options and the answer to that is about the same as it was in Extend. We can no longer use 6C to crush all of her D options so you just have to be smart about it and I often find myself doing meaty 2B on Noel's wake up quite often as it will quickly stuff her 4D nonsense.The problem with 2B/2BB starters is that it prorates badly and it's hard to convert a good amount of damage but it's something we just have to deal with. I will also time a meaty 3CC after knock away providing I have the meter to RC or I'm just calling it out flat against a player who abuses it to much. Just remember to time your 3CC and don't mash it as if you cross over on neutral tech, it no longer autocorrects but you should still recover in time to block if timed correctly as long as you don't go for the second hit. I land 3CC FCH often and end up practicing various combo paths off that starter whenever I play against a Noel and it's pretty fun. Also, don't forget that we have 5B > 3CC gatling as well as some Noels like to 4D in midrange where we can't go into 5BB or 5B > 5C since at mid range our only real continuation outside of charge use in that scenario is to 5B > 5D > and continued pressure. So if you go 5B > 3CC while they're starting to try to mash out of pressure with 4D, you'll land a nice FCH. Outside of 4D, her only other real reversal is her DD which you should watch out for when she has the meter. It's not recommended you try to take Noel in the air as while she doesn't have the best air normals in the game, I would say it's a bit better than ours and she can convert for positioning and superior damage compared to what we can get by landing an air to air exchange. Noel also has the option to use her projectile to try to shut down your charge after knock away so play accordingly by keeping charge times short or just long enough to bait the projectile and then dash in for a free hit while she's stuck in animation. 46D > 236D can be interrupted rather easily by her projectile during the 46D animation so time it correctly to remove her option to do so.
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GGs to all the people I played in the lobby today. Nice healthy variety of people I got to play against today I think. I'm still rusty as hell and playing like shit but it's nice to have people that want to play me =D. I hope to make a bit of time every night to play but we'll see how that goes.
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Makes sense. How does Bullet's DP work? It seems like a weird grapple?
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So if a Bullet player is perfectly happy to let you get charge on the other side of the screen while she gets heat levels of her own, who's getting the better of the exchange? Who should be the one to act first? I ran into a Bullet player that did this and although I beat him in the few games I played him, I feel like I might have misplayed in that aspect.
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GGs to Makoto and Bullet player. I think the netcode is slightly better than before, honestly. 3 Bars felt like what a 3 Bar should feel like unlike before when even 4 bar had some significant lag in it.
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While it's clearly apparent that charge canceling is best after 5CC, I highly, highly recommend you also charge cancel often after 5C and 5B(especially) and mix up using all three along with late gatling into 5B(B)/5C© to catch people trying to up-back or mash out a DP. Catching someone off mashing with 5C|blocked|C CH is especially rewarding since you can go directly into 6C/6CC for very nice damage. 5C|blocked|C CH > 6C etc etc including Mugen or just a few charges is excellent damage so it's up to you to keep people honest and holding that block lest they pay the price.
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GGs to DarkRangerEX at the cabinets~ A brethren in "THE STRUGGLE". Also, why are people dodging my invites? This is the weakest I've ever been in BB since the CT days~ Take your shots now and get some free wins~
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Playing Vs Jin as Tsubaki is "THE STRUGGLE". Dealing with his superior normals in neutral and then once I get in, my normals get pushed back with barrier in two gatlings and then he can just jump back for free. Even if I land a 5B, I can't convert because 3 bar feels like 1 bar and it's really tight link for no reason. Why is this netcode such shit? >_< GGs to Jin player and other random dude.
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That's hilarious, that means that all this time I've caught hundreds of opponents on what I thought was "roll recovery", they were just mashing something during what was their block-only state.
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So if you can't punish during the roll, you punish it with a command grab since they're in forced block status. Neat. So there's no period of time where they are unable to block after the rolling animation has ended but only during?