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Everything posted by Ctrlaltwtf
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The thing that irritates me most about him is that he has incredible AA...that leads to crap/nothing when you land it. As for his counter, it seems as though it has an actual hitbox right in front of him. If the enemy is not in that specific hitbox when it activates, nothing will happen. So if someone hits you from behind somehow or weird hitboxes during certain DPs it simply won't activate. And it's bad.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
We're on a bit of a hiatus for the winter holidays anyway you aren't missing anything right now. I'd be willing to take you home afterwards and really, riding a bus ain't difficult lol. We've got phones nowadays that make it pretty difficult to get lost. You just wait til you're coming up to the stop you want and you pull the string. You can even just tell the driver where you want off and they'll stop at the right stop (unless they're like complete dicks) I wouldn't make you ride the bus at night though, for the reasons Nemesis specified. Creepy people. -
[CP] Hazama Gameplay Discussion [New members read first post]
Ctrlaltwtf replied to Lich's topic in Archive
Pretty much this, you'll get a feel for it after a while. The most essential bit is not doing C immediately after 66. -
BlazBlue Question Thread - Ask your questions here!
Ctrlaltwtf replied to KayEff's topic in BlazBlue Gameplay
Bursts were changed in CP in that they are incredibly fast now. It's pretty much impossible to react to them like you could in CSE. You can still definitely bait them with prediction though. Overdrive is only possible if they are in neutral, so if you launch them in any way it won't be possible for them to go into OD without first teching. So if you want to go for a Burst bait try to launch/knock down them ASAP and combo them afterwards. Also, OD is invulnerable but it does have actual recovery time. Just because they use it as a reversal doesn't always mean they're always +. It depends on what you poked with when they activated it. -
GGs to players. BGs to Litchi & Bullet.
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Arcade Lobby really is crap. Wish Player Matches were all we had. It lags while PMs don't.
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Pretty much the epitome of Tager vs Zoner play. All the usual rules apply: Don't rambo during neutral. Voltec Charge as much as you can safely Use Spark Bolt to apply magnetism if you can't get a hit. Once magnetized, it becomes dangerous for her to jump. We can 360 her overhead easier now, it has no first hit. However, I think she is considered airborne, so you need to hold it a while. (not sure though) Her low-special (Sickle?) is not gapless on blockstrings. You can use BSledge every time. I think it's safe to do so as well. ^Note that this does not include the backwards version at long range I find the most annoying she can do now is not laser blades but instead her ability to pass through you at long distances now. She used to need to be fairly close in order to do this in CSE. Not anymore. It makes it a lot harder to get her back against a wall. If you have the reflexes though you can punish her with a 360 for doing this.
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This is what I do: BC>J.Gashou>66 5C>6C>66 5C>2C>4D~A>66~2D~D>jCx2>jCx5>j214B - DM: 4016 - +30 Heat Back to wall: BC>Jakou>66 5C>6C>66 5C>2C>4D~A>66~2D~D>jCx1>jCx5>j214B - DM: 4355 - +33 Heat Midscreen: 4B+C>J.Gashou>66 5C>jCx5>66 5C>2C>4D~delay~D>jCx2>jCx5>j214B - DM: 3835 - +26 Heat. Nice and reliable. Midscreen: 4B+C>J.Gashou>66 5C>6C>66 5C>2C>4D~A>jD~delay~D>jCx1>jCx5>j214B - DM: 3985 - +30 Heat. Pretty sure the second 66 5C is character specific.
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GGs Shoutouts to Terumi's 2C not being Hazama's 2C. Shoutouts to Valkenhayn.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
I'd rather just support that documentary thing without worrying about making a vid thing. I just personally don't see it making any real difference. Obviously if you want to do it though I wouldn't mind helping out. I could use the design experience. Also, Shar, what is the bus route # that stops at the end of 3100 E? (The one anyone taking the bus to casuals would want to take) -
I love this combo, it's like a synergy of all the the things about our previous finds combined into one. It's just a pity it only works strictly midscreen. Any farther/closer and the j6D becomes impossible. It's annoying but the corner is, once again, actually a hindrance rather than a help to us lol.
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Nice find. I feel like we're getting really close to optimal. If only there was a way to include 6A... Here's my tweaked versions: DM: 5531 5B > 5C > 3C > ODC > 66~5C > 6D~A > 66~5C > 2D > J.Gashou > Jakou > 66~5C > 2C > 4D~D > jCx2 > jCx5 > j214B DM: 5811 5C > 3C > ODC > 66~5C > 7~j4D~D >5C > 2D > J.Gashou > Jakou > 66~2C > jCx5 > 5C > 2C > jCx5 > j214B
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FC Jakou Meterless: DM 4670 FC Jakou > 7~j6D~D > 66~6A > 66~5C > 6C > 66~5C > 2C > 4D~D > jCx5 > 66~5C > 2C > 2D~D > jB > jCx2 > jCx5 > j214B 25: DM 5134 FC Jakou > 7~j6D~D > 66~CT > 66~5C > 6C > 66~5C > 2C > 4D~D > jCx5 > 66~5C > 2C > 2D~D > jCx1 > jCx5 > j214B 50: DM 5872 FC Jakou > 66~Houtenjin > J.Zaneiga > 6A > 66~5C > 6C > 66~5C > 2C > 4D~A > 7~j8D~D > jCx1 > jCx5 > j214B For the non-meterless versions, it's possible to do jCx2, even do a jB beforehand, but it causes them to recover almost instantly in midair from Hiren which is a very very very bad idea. Meterless Midscreen 100% OD DM: 5159 5B > 5C > 3C > ODC > 66~5D~A > 4D~A > 66~2D > J.Gashou > Jakou > 66~3C > Jabaki > 66~5C > 2C > jCx2 >djCx5 > j214B DM: 5359 5C > 3C > ODC > 66~5D~A > 4D~A > 66~2D > J.Gashou > Jakou > 66~3C > Jabaki > 66~5C > 2C > jCx2 >djCx5 > j214B DM: 5641 Slightly Closer 5C > 3C > ODC > 66~5D~A > 4D~A > 66~2D > J.Gashou > Jakou > 66~2C > jCx5 > 5C > 2C > sjCx5 > j214B I'm positive there's a more optimal version, but I'm still working on it. Make sure to input the chains as quickly as possible. It still works if you lose OD before the last chain, but it will lose you ~500 damage if you let it drop. This is cuz it can cause some of the hits of Gashou to whiff if you let them go up too high.
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We're probably 'bout to be done anyway lol. Jojo trying to troubleshoot his conn. Nothing's working so far.
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You should ask XDest for Tao matches. Your conn with him is probably pretty good too.
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If you're ever on when I am and our conn is good enough I can give you some Haza matches. My conn was freaking out a couple of days ago but it's finally back to normal so I'd like some long sets.
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Don't fight Tager.
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Did Gashou whiff on it in CSE? Cuz Gashou whiffs on practically everything 2A-height or lower now :/
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Crawling ducks Ressenga, which is one of the dumbest things I've ever seen in my life.
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Your 6A is godlike in this MU.
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[CP] Tager vs Tao: I really don't like catgirls now
Ctrlaltwtf replied to A.X.I.S.'s topic in Archive
GP is bizarrely effective at countering quite a few of her neutral options. I'm getting a lot of situational use out of it against XDest. Especially if she tries to 6C you out of a jump (something Tao often does against Tager cuz Tager can't AD or double jump). You can predict a 2D anti-air with 360C, but it's very finnicky. So with GP beating 6A and 6C, and the potential to predict 2D with 360C, you have some strange approach options via the air. It's usually risky for Tao to jump once she's been magnetized. And 45 spark bolt now is an option for forcing her to stay on the ground once it is charged. (she can still avoid it with crawling, obviously, but now she can't safely jump). Her j4D is an option for avoiding 45 spark bolt though. All-in-all spark bolt is more useful as a threat rather than through actual use. This entire matchup is basically you under pressure and guessing what Tao's about to do next. There's virtually no A2A at all it's entirely either you trying to approach or you being pressured by endless Tao stuff. Thankfully Tao has to land a whole bunch of confirms on us to get our lifebar down to 0 while we only have to guess right a couple of times to win. Tao's pressure is pretty intense, but there are a lot of chances to guess for a punish in it. There's frame traps everywhere, which is always a risk against Tager. Things go very badly for Tao if you get just one good guess. As XDest says, Tao can't afford to pressure you for too long. The longer she pressures, the more chances you get to get lucky and destroy her momentum. Overdrive is a great new tool for Tager that helps him destroy characters like Tao who rely on that Burst to get them out of trouble and save the round. GF > RC > OD > pressure is a great way of making Tao insanely scared. If you land another combo'able hit afterwards it's usually the end of Tao's chance of winning that round. Tao almost entirely relies on CHs to combo off 6C and D midscreen. So if you jump in and just block or don't input attacks, she may hit you but won't actually get a combo (need a real Tao main to confirm this though) Jumping and blocking is overall a pretty safe way to approach. Her bowling ball is annoying as fuck this time around. it hits multiple times and doesn't get killed by sledge. Once again, Spark Bolt is a threat that deters her from using this though. Your "guessing" tools: Air jB - Reasonably effective at smacking her out of stuff GP - Counters 6A and 6C, also catches her out of a lot of her D moves. j360C - Counters 2D on prediction, not too reliable It is possible to IB a 2D, then use 360C. Only up high though. This is also unreliable though. Ground 5A/2A - Whenever she attempts to do anything that isn't super fast. i.e. 6B 360A - Punishes 236C if you IB 6C beforehand or anything else. Also reverses a bunch of frame gap stuff on IB. This is a good, classic threat to her pressure. This sometimes doesn't work due to Kaka Clan Voodoo magic (see below) 5C - You can use this whenever you'd usually 360, as a hard read for jumping. AC obviously works too 2C - Whenever she goes for an air cross-up, usually with jC or jB 720 - Should be obvious 5D - This one can catch her if she tries to backdash out of an air string. Voltec Charge - Your indispensable tool for Burst Baits. 6A is utterly worthless in this MU. Don't even bother. Both 5D and 6A get ducked by crawling. p.s. I.... -
Nearly identical to all the previous games. Whoever goes second on anything wins. Having the opponent magnetized and not being magnetized yourself gives you a big advantage. Use GF if you enjoy intentionally handicapping yourself. There's one major difference: j2C It's a Fatal Counter now that leads to great damage, and it's the perfect callout for 360/720. It's a powerful tool in this mirror. If you're willing to risk trying to read a 360 with another 360, you may as well just use j2C instead. This, in turn, leads to the inevitable mixup and guessing that your opponent is thinking the exact same thing, and using tk360C/2C/AC as a hard read instead. This was sort of a thing in CSE, but now it's a legitimate threat so there will be lots of yomi involved around this in CP.
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GGs lime. Internet just completely died randomly lol
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Belated ggs to snazzymuffin. Forgot to mention it before I had to head to work. Was really fun to play a set like that. Our conn is really solid when mine's being agreeable.
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Zaneiga or Gashou? Why not Both? - Midscreen DM: 6731 5C > Houtenjin > J.Zaneiga > 66.2D* > J.Gashou** > 623D > 66.5C > 2C > jCx2 > jCx5 > j214B *This microdash is practically non-existent. Do not let him dash forward very far at all. The Zaneiga before it should be meaty but it's not super necessary. I highly recommend you input the 2D as 66.3D It becomes a lot easier if you do it this way. **Allow the Jakatsu to go completely forward Significantly Easier (recommended) DM: 6716 5C > Houtenjin > J.Zaneiga > 66.5C > 4D > J.Gashou > 623D > 66.5C > 2C > jCx2 > sjCx5 > j214B Protip for the 66.5C: Just pretend you're doing 66.5C > 6C. It's nearly the same timing.