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Everything posted by FatalCounter
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Kiba, I watced your video; GG. I swear I played you this summer holiday. I am pretty sure I sent you a message and you answered me back. Play offline is so great. I need a BB training partner but my brother is too lazy for this. NVM we have some similarities in the playstyle - 22A for punishing any player getting in while I am charging. Thid is my main tool vs Ragna and Tager. - 236B for closing the gap after a 22X. - 236X RC > ... only for resetting the pressure. - 214D for punishing any random move made by the opponent. And some differences. - You love rushdown!!!! Yes Tsubaki is a rushdown character but guy take some breath because Tsubaki moves are not that great and it is is easy to get punished. You are pretty good at rushing down but you get punished many times. For me after some rushdown on characters with DP, I prefer to do 5B or 6C> AID back charging a bit on ground. This gives me some space, give the space to my opponent to take some risks getting in and can bait random DPs, who knows? - I saw you missed some AID after AA or a bad 2CC positioning. This happened to me several times. Now I never use the AID in these cases, I simply prefer jCC slowly and it works pretty well and I don't need to j back then AD forward. - I love to move a lot when I play her, pretty like Kuresu. I think he inspired me. Unlike me, you prefer to move slower but focusing on where your opponent is. Overall, you are really good and this is the first time I have seen your matches. Maybe all the Tsubaki players here have this level. It means we are all great, lol. -
Merry Christmas Everyone and don't get too fabulous though!
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
7 This could be a solution but you get almost the same damage I get with the 2 BnB I posted before ~3,9k or less. The jD>jC is interesting becuse you get 1 charge during the combo. Anyway, Thanks guys and MERRY CHRISTMAS TO EVERYONE OVERHERE!!! -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
You are right but you get what? 0.5 charge max, and I think you are sacrifying a lot of damage though. If only I was at home, I would have test all this. I only have some trouble after the jD > jC, I can't do it consistenly especially online. Something I prefer to do is just pressing 5B > 5CC (but does not work on small characters) instead of the dash 5C, and the damage is affected. I hate missing a combo and when it is a BnB, I feel like I am a Scrub and you can hear something like "I am so bad". lol. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Thx guys, ~3,6 is good for the ground ender. Errol, why do you do 5c>6cc>22d in the corner given that you can't max charge 22D. 22D P2 is lower than 214D P2. NVM, what is your BnB and How much do you get after that? In the corner, I usually do 5C> 6CC>214D>2CC>AID...ground ender and this give me ~3,9k or this one when I don't want to take any risk 5C>6CC>jC>djCC>j214D>5C(w)C>2CC>22C>(66 needed only for small characters) 5C>2C>CAB or CBB ~3,9 too. I think Mugen combos in BBCP can be used for doing the maximum death combo, since you can decide, if necessary, to block your opponent burst with your overdrive. This can be called "You gonna die after this and you can't do anything about it" lol. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
with 50% heat gauge, I usually do the first combo you mentionned. You're right but sometimes it is easier for me to do 5C > 6CC. and I think it is not that great since 6C has P2 90. BTW how much do you get after the whole combo 5C CH > 6C > 214D ....... ? I can't test it right now. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Same thing, I think some Hakumen players are just lab mouses; they block too much and love to press some D (the ultimate defense hein? I will break it with 22D) This is what I love to do as all Tsubaki players. - Give up my 22A/B/C ender (after a 214A/B/C on standing opponents) for a 22D max charged. Now they tend to jump or mash cr AAA - Do 5/2A > 5BB > 5CC > 214A > 22D, I don't know why but people love to punish my 214A as soon as possible since it is only -7 on block. So I end up with a Counter and a good combo. apart from the old mixups we have with unblockable, I think we found many ways to set it up. Something I hate the most about BB is that some good combos are character specific, I generally use combos that work on everyone or least 95% of the cast. for example 5C > 6CC > 214D doesn't work on everyone (Jin, Carl....). without charge I usually do 5C > 6CC > jC > djBCC > j236C > j214C; about 3170 damage With a charge I prefer to do (midscreen of course), 5C > 6CC > straight jC > diagonal jBC > j236D > j214B (wiffs) > 2B > 2C (another C can be added if close enough) > CCB, CAB or CBB for changing the side. 3517 or ~3650 damage (if another C added). This combo works on everyone except Tager and It is easy to do. It is flashy and beautiful to watch. another one is 5C > 6CC > sjBC wait a bit > djBC > j236D > j214B(w) > 6C (or 66 > 2B > 2C) > CCB, CAB or CBB. ~3560 damage. Personnaly I prefer the first one, can you test these combos and tell me what you think about. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
It is not like it is only him using too much DPs, On videos (Yanutsu Access Singles) posted on Pktazn channel, even this tsubaki player (maybe Wara) usse a lot her DP. It even beats the Taokaka Berserker Rage (referring to Wolverine, lol) Super that has some invincibility. http://www.youtube.com/watch?v=dEWI1KiD130&list=UUJC5rXAfIrTMuoBY3qJjBdA&index=15 http://www.youtube.com/watch?v=wSRLcnZ1xBc&list=UUJC5rXAfIrTMuoBY3qJjBdA&index=14 At least he is more consistent with the jB > jC > jD cancel > jB > jC..... than the last time. -
I don't understand all things about birthplaces or anything related in BB. Some examples. - Jin Kisaragi (a true japanese name) born in England (understandable, I suppose) and his brother birthplace is somehow unknown, yeaaah!!! - Carl Clover ( a real anglosaxon name) but born in Austria and with all his specials and Supers in Italian. I believe that in Austria, people actually speak german, isn't it? Super!!!! - Valkhenhyan R. Hellsing (an authentic german name) with a real german accent and some of his moves in german, you guess where he could come from? No, you can't know, it is so hard to find it out!!!!! Sometimes Arcsys need to do as Capcom, a short understandible story for a fighting game rather than a long story that sometimes doesn't make any sense with those Far East Dramas. People looking for any reason to hate each other and fight. It is beautiful at the beginning but then it becomes boring.
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OMG they closed Jourdal channel!!!!! -All his D moves are projectiles, I saw Azrael absorbing them with his special. -Far away all his C moves except the 3C doesn't have hurtbox, On some videos even the burst couldn't hit Amane. BTW Kokujin Yukikaze don't block Amane, he can move even if Haku or Jin are performing the counter after being touched by a 5C, 2C, j5C and j2C . -236c and j236C are definitely punishable. According to the unofficial proration data I have, 236C is -8 and j236 is -9 on block. -All his C moves are drive and special cancellable. for example; 2C > 5D works but not a true blockstring. Edit, I am sorry but even if I love the character, I don't have all the names of his specials in mind yet. Maybe 623C is air-blockable but not sure though.
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I also want to thank you Toasty!!!! Happy for the clarification about high and mid attacks. You know what I come from Capcom universe, I only begin to play BB in 2010. Great mod. BTW, Given that you are also playing as Relius, if you have some new tech please share them with me.
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Mid attacks hitting low? I never knew that. In all capcom fighting games guides I have, mid attacks mean that they are overhead and you have to block them standing. Maybe in Blazblue guides it is different. Are you sure? I checked out the SF4 guide, they said high attacks are standing attacks that be blocked standing or crouching while Mid attacks have to be blocked only standing. And they added all jump attacks and overheads are mid attacks. NVM but I am pretty sure about this though.
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You saw that!!! He was like day 1 Amane, maybe a new Amane player.
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[CPEX] Relius Clover Gameplay Discussion
FatalCounter replied to HARD_BREAD's topic in Relius Clover
I think it is easier to open people up with Relius and Ignis active. As Hard_Bread said, you need to know how to use Ignis for Frame traps, pressure and defence too. When you are pressuring Relius best moves are 5B (fast hit confirm), 2B (not that fast but hit low and pretty far) 3C (fast 9F startup, it is jump cancellable even on block). Ignis moves; 6D is her best move, fast can beat lot of characters trying to press during your blockstrings. 2D is good too but it consumes 2k of the Ignis health, at least it lock the opponent down. Don't use it too much though, better use 6D. In the air, you can use j2D (vs a character on ground) or j6D or j8D (to beat your opponent in air). Last thing, learn how to use Ignis efficiently and how to cancel Relius 3C into the jump dash jB > jC (jump wait a bit and then dash jB>jC, pretty close to the ground). After that you will open people so easily. Good luck. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
I remember Konan was not that strong when Extend was released in arcades, but after the console release he just learned some tricks and improved a lot. I think he always needs to adapt to the game to become unbeatable. I am pretty sure he find some answers to his threats. He is just one of the smartest BB players I ever seen. PATIENCE!!!!! -
[CPEX] Relius Clover Gameplay Discussion
FatalCounter replied to HARD_BREAD's topic in Relius Clover
He is definetely way better in CP, he is even considered top tier by some japanese players. He is faster, can do more damage without Ignis compared to Extend and Ignis moves seem faster. Val Tus is faster and tracks the opponent and Val Lanto comes out faster. This is some tier list according to some japanese players posted on Tsubaki Thread. Don't take them too much into account because the game has been released only on 21th November. So it could change later. S+:Jin Tao Hazama S:Hakumen Litchi Valken Relius A+:μ・ Azrael A:Platinum Ragna Carl Nu B:Arakune Bullet Rachel Tsubaki Tager C:Makoto Noel Amane Bang 2. S:Tao Jin Hazama Litchi A:Hakumen Valkenhyne μ Relius Azrael B:Rachel Tsubaki Tager Platinum Ragna Carl Nu Arakune bullet C:Makoto Noel Amane Bang -
You simply did a great job, Thank you so much for all time you put in and all interesting infos you added; If I add some things too, and help a bit. - jB actually hit three times not twice. - 2B doesn't have a decent reach, only 3C have a decent reach. - 2C is actually a low but doesn't sweep (I saw several times a yellow mark when a character was blocking high, so it is definitely a low attack) - j4C doesn't exist. Strange but according to japanese data, there are jC, j6C and j2C. They posted all his movelist and there is no j4C. - j2B, the second hit of jC and j2C hit mid. That means they are all overhead. You can see almost all his moves in this video http://www.youtube.com/watch?v=I3mWDNtFURU . And if you want to check out the reach of his 2B, just watch this video, the last match between Shadow and Hima, http://www.youtube.com/watch?v=0DjnoTEvqzM&list=UU1cefQMPUW2NSmtYdeYTKYw&index=6 He uses his 2B some times after 2A. My email adress is chrisfory@gmail.com
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I already posted it. that wasn't the official one.
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I am disappointed by Arcsys not by people over here. Because if we don't have Amane's proration data, this means Arcsys hasn't released them.
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I am kind of disappointed we don't already have Amane proration or frame data while Azrael thread have all his proration data. I need to know the startup of B and C normals the recovery of his normals and specials moves. Those I posted weren't official and I can't believe his 5B has 11 frames startup, it is pretty fast I think it could be 8, 9 or 10 frames.
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Here we go!! I already have some great infos about him. Let me know when we start so I can give my contribution.
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As I said, It is difficult to rushdown a character with a fast teleport.
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At least she has a Wesker teleport type (214C is really fast and moves her forward, so any gap between hits can be escaped) and a really fast mode change. I don't think she can be rushdown like Amane.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
FatalCounter replied to pktazn's topic in Archive
Finally, Kuresu did ...... > jCC > jD cancel > jB > jCC > j214X. I believe you can do this before the proration is isn't high. I need to know this. During the normal ground combo on standing character, can 214D connect after 236X? I am asking this because in Extend 236A or C > 214D works while 236B > 214D doesn't work. Thx -
Don't call me . Don't make me cry!!!!!!!