So basically, midscreen drive opener will get us 1 drive serie, SR, air combo instead of 2 drive series. That's a way of lowering midscreen damage.
I hope optic barrel will remain usable, loving it currently.
For j.D starter, I use this combo. It does more damage than the one listed on page 1 and is still practical imho:
j.D, d.5C, d.2D, d.6A, d.6C, 214A, 2B, 6C, B+C(whiff), 6C, 5D, d.6B, d.5D, d.5C, 236D (4310)
Make the Z ! If anything, 6123 is still better than 6236.
Though if you wish to take on a fighting game without shortcut inputs, you'll have to be clean on your inputs...
I've read your discussions in the combo thread and come to the conclusion that after silencer sequences I should dash cancel and then 6C instead of trying to do 66C at the right moment.
So 66,6C and not 66C... right ?
And btw, standard online player is oblivious to the beginner symbol on the rooms I create :p Most players I get are ~lvl40 and sometimes I even get lvl50+ Well at least they rarely end up with their full health as I have footsies fondamentals from other FGs and Noel's openings are often painful.
Challenge #7 went ok, #8 made me rage tonight, I'm so bad at this !
- Depending on the timing of 214A,2B Bang techs the following 6C immediately in the air, preventing 22B,22BC from hitting anything (slowly getting this down)
- 22BC,66C gets me dash into *nothing*, (I realize I have to delay 66C, yet fails 50% of times)
- 236A,66C is teched (I fail 100% here).
- Bang sometimes decides to block randomly in the middle of the first drive combo. Reinitializing the level usually gets rid of this behavior for the next few minutes.
/rant off. Sorry about that.
What I'd like to know then (and maybe it has already been explained in this very thread) is how to make sure that, as soon as my opponent drops his combo, I block and he doesn't get the remaining "blue" part.
What I understand from Delrian's post is that
- if I'm being comboed in the air, I can mash A,B (+ direction) to tech as soon as the opponent drops his combo
- if it's on the ground, holding block should make my char block as soon as the opponent drops his combo
OK, I was in the same situation as OP, and I've read the part of your link about teching.
Basically, what I understand from this thread is that, on the ground, one should hold down+back and that gives :
"You will automatically perform a Quick Roll if you do not pick any roll after a certain amount of time (??? frames). "
My questions are:
- does "automatically" mean "as soon as the combo counter becomes blue" ?
- why not performing a "Quick Roll" by mashing A,B earlier ?
- "Neutral Roll" seems a great option, according to the invuln frames. Why not using it (by mashing A,B I suppose) ?
In the 2D combo of the "most practical combos" part of the combo thread, I have trouble on the 236A, 66C, j.D, d.6D, d.6B part. It seems that the d.6B connects too late on a random base. Or is it opponent height ?
It seems I can play with this height by varying the timing of 214A, and the timing of 66C. But then, I risk dropping the combo at these points.
Any advice ?
I am French though I guess I can express myself properly in English as long as I make a little effort. I'm not a native speaker, so I'll make mistakes occasionally...
I really hope for the CS2 update to be announced soon for EU territory !
Thanks for all these answers !
I suppose the whole 6B > 6C > 2C > 3C will be interesting for me until I'm able to hit confirm reliably in this game. Then 6B > 3C will be possible.
I've yet to study the damage scaling in this game, but don't bother explaining it here, I've seen good posts about this. I just need to take some time to read them carefully.
Hello !
I've picked up BB not long ago, after the EU release in fact. I'm still in the process of getting used to the combo system through the challenges (buffering each move during the previous one, instead of linking at the precise end of it).
Question then: how is it that you have to be *dashing into* the opponent to be able to hit 6B, 6C (from challenge 4#2) ? Otherwise 6C whiffs completely... Is dashing a special state for combo starting ?
Isn't is completely unrealistic in a match by the way ?