I'm okay with PC fighters, but just not exclusively PC fighters. Ever try to run a PC tourney? That shit is beyond dumb. Every two games, someone complains about their setup, every three players, there's someone who's stick doesn't work.
I dunno, I don't use drives in neutral unless it's rare 4D/2D/6D to avoid certain attacks. She's got pretty decent normals in 5B and j.C and you can confirm them into combos in a lot of situations.
Neutral with GA mode Izayoi, though. That's so hard. I can do the combos fine, but I can never get a hit. I can move with Morrigan in VSav and I-No in AC, but trying to get a good hit is so hard for me when I'm in GA. I end up having the mobility of Tager.
Oh, sorry for not being clear, it was something like 5C 3C 22B 2B 6C then drive filler into 236D 6C 6B 22. I asked him why he went that combo route when it did hella less damage and he said the oki from SMP 22B was better than regular 22B ender. So I guess it was BS? :v
Okay, so I saw some people go for corner combos with 22B 2B 6C type OTG pickups that looks like a Haida filler instead of 22C. Does the SMP give better oki? Are they just doing outdated combos? I don't actually play BlazBlue and have zero knowledge of BB mechanics so can someone explain the differences between that sort of combo ender and the ones listed in the combo thread?
Do it after 6C. :v All the gimmicks.
It's really just the animation. I don't know why they thought it was a good idea to make it so obvious from the first frame. Like you can say they're the same speed, but you can't tell what Ragna's actually doing until he's halfway done. Same with stuff like Litch's 22f, which is hella ambiguous. Tsubaki's is actually not ambiguous and is hella slow but I can't block it 'cause I'm bad. :v
It's not really a mixup like some other character's overheads 'cause it's really telegraphed. Plus, it's one of the slowest ones. There's no other move she has that looks even slightly like what 6A looks like and it looks that way pretty much from the start. Bullet's is kinda just something to make sure they're paying attention. If you do it when they're expecting another mixup option, though, it's not a bad overhead.
There's no way you're gonna be looking for lows unless you can somehow react to 10f stuff consistently. Unless something is almost always gonna be canceled into a overhead (strings like Haku 6A 6B) or the high is somehow faster than the low (jump ins or Noel drive strings), it's hella risky to block high and react to lows.
There's way more than than "scrub" that I dislike about the translation. I just don't want to bother reading through it again to find stuff that bugs me.
Nah, it's offline. I just forgot that I could hold a button down. It's pretty free now. There should be a guide on buffer tricks so I can be more lazy with my execution.