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Everything posted by TITANIUM BEAST!!!
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I believe someone mentioned this before (maybe stunedge kyle?), but the thing to remember about TK GH hitting in 12 frames as opposed to regular GH's 20 is that GH is considered active well before the hitbox moves into position to actually hit a grounded opponent. So even though TK GH becomes active earlier, as an overhead on a grounded opponent it hits later than regular GH. That aside, it's still better than regular GH in almost every way.
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Don't play online.
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Nerfs or Buffs each character should recieve, GGAC Edition
TITANIUM BEAST!!! replied to shinquickman's topic in Archive
How much lower should the float on GB be? I'm betting that unless it was a lot lower, you could probably still tack on a standard 2S-5HS -> IAD combo. I agree that giving him better setups off of certain moves would be a good boost, but I dunno if GB is the way to go. It's already a pretty damn good move, giving it more frame advantage would be questionable, even with the supposed nerf of lower float. If the float is too low to follow up, there's a good chance you'd end up making it untechable on normal hit, which would mean free oki with the option of extra damage instead by using meter. Sounds strong. I actually wouldn't mind having Slash version of 5S(f) back because the current version is pretty bunz. Give him back GB trade as well. I'd like lvl1BHB to be advantage on guard, +2 as opposed to -2. Give him a better way to set up people without being so damn reliant on Charge. Too often with Charge you have to make a choice between damage or setup and I think it holds HOS back somewhat. -
CH = counterhit. 4+BC -> Black Onslaught only works if you throw them into the corner. May be character-specific as well. You can also do 6C -> dash cancel -> Black Onslaught. CH 3C -> Black Onslaught
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shrug single elimination I say bring on the update.
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Those are both riskier options, though. Dash in with 3C or 6B for mixups, they're much more flexible.
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Read your opponent and counter. If they do the same thing at match start every time (which a lot of online Arakunes do), then you have options. Most Arakunes I've fought online don't know how to deal with someone who actually knows the matchup, so they autopilot a lot. For example, 9 times out of 10, at match start, the Arak player will do their little highjump back, double jump and then summon a cloud trick. I then do a D Inferno Divider and get a free CH to start the round off (juggle with whatever you want). You can also use air GH as others have mentioned earlier in the thread. This is definitely Ragna's worst matchup, but it's winnable as long as you keep in mind what counters are open to you in what situations. Most important thing is DON'T GET CURSED. If you can avoid getting cursed, the match is really not that bad. Getting cursed is easy though, which is part of why this matchup is so hard. Make sure you have a strategy for dealing with clouds (the one that follows Arakune is probably the hardest one to deal with).
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I like to 6P on Robo's wakeup if he has 50% or more and I suspect the uppercut is coming. The Robo I played locally (ShibuyaX) loved to do uppercut when he had meter since he saw it as a sure thing (if it hits, big damage, if blocked, just RC). Against that, you have to bait it like no tomorrow. You can set up safe jumps to bait his upper on wakeup like anyone else, but the timing is extremely difficult due to the speed of the move (3 frames). Mostly, just be patient in this fight. Anti-air 2HS can be a pain, but he has to do it a little early against HOS's jump, so you can bait it and punish with something big if he doesn't have meter to FRC. Fafnir works very well for this purpose. Gunblaze avoids horsie, but it's a big risk to take so only do it if you're certain. If the Robo is mashing out 5HS during your pressure to stop you, stick occasional instant j.P into your pressure. If you see the 5HS whiff (no FRC), come down with j.HS for a punish combo. If nothing, be prepared to FD in case he tries to uppercut you, then punish his upper. With conditioning, he probably won't try to counter your jumps in this situation, which leaves you free to pressure again after making him block your jumping attack.
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Actually, depending on the setup, you can do the first j.D later in your highjump and the combo will still work. Another advantage of this is that since you're hitting a bit later than normal, you can do the second j.D lower to the ground, which makes certain combos easier since you land and recover earlier from the second j.D.
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If the game works like Guilty Gear, then momentum carries over to all actions, so technically you can extend the range of any move by dashing and then doing it. Although it might just be your imagination.
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WHAT THE FUUUUUUCK I'm gonna try some of that bullshit out.
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I hope that's not the case, it would kill some of my motivation to make C3 tournies. But anyway, none of this has anything to do with combos, so let's drop it for now.
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Slash HOS 5S(f) > AC HOS 5S(f). It didn't have as much range, but it was faster and it was neutral on block (frame advantage if you timed or spaced it right).
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Just to clarify, Slash itself is a good game. Just that Slash HOS sucks, he feels like an incomplete character in that game.
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Slash HOS is so damn dry and boring.
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Interesting. Mind listing some examples?
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That's fine too, the idea is that it forces them to be defensive, thus giving you some initiative. You limit their options somewhat since they can't just mash to hit you back.
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Just use it in strings after you've conditioned the other guy to defend. It gives advantage on guard so you can keep pressuring with your 5B after it's blocked. I suppose if you guess right on someone doing a neutral tech right next to you, you could force them to block a Dead Spike and you'd be closer to pressure them, but I haven't actually tried that yet.
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Quick note, since 2D in Blood Kain is considered a launch instead of a knockdown, you can't 22C after it while you're activated. Not a huge deal but worth noting if you're trying to come up with fancy combos for a vid or something. I came up with some random Hell's Fang loop in BK mode, not practical but funny. Forgot what it was exactly, I'll post it later. It's almost as silly as double Carnage Scissors on Tager.
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Yes it really is. Quick double-tap of forward (you don't need to hold it), then return to neutral and tap B. Pretty easy.
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[CT] Ragna Block Strings and Mix-Ups
TITANIUM BEAST!!! replied to HurricaneDennis's topic in Archive
Mentioned this in my post above, DCing 5D before the 2nd hit connects leaves you at -20. You WILL be punished if your opponent is paying attention, and if they anticipate you're gonna do it, you'll eat a pretty big punish. -
No one cares. Testament is a Gear too. What a homo.
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Noel's 5A is 5F startup, you cannot "punish" Hell's Fang with it (unless you IB, in which case Ragna is at -9). You can poke with 5A and be confident that he won't be able to interrupt you with anything that isn't invincible, but a punish implies that Ragna won't be able to block in time and the 5A is guaranteed.
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[CT] Ragna Block Strings and Mix-Ups
TITANIUM BEAST!!! replied to HurricaneDennis's topic in Archive
-9 means your opponent returns to neutral and is able to act 9 frames before you can. -9 is punishable in BlazBlue, though the situation is important. -
Pretty much, every time I nail a 22C, I yell "NO MORE BABIES!" Fun stuff.
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