crimsonstardust
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[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
Ok I'll try some of this stuff out, also kind of answers my own on going question of how to keep pressure on people cause I never see to be good at opening people up, gave me some ideas I can apply to other characters too. I didn't know hakumen can combo of off Tsubaki with Hotaru, I'll look into that as well, thanks a lot. -
I think you can, if I remember right the change list mentions the angled dashes happen if you hold down or up during it.
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Well a smart Tager player will know the spacing on that move and will go through it with and hit you as well. Some might beat it out with sparkball if they have that ready.
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Thats a very tough question to answer, one I'm still struggling with myself. Full screen Sonic Sabers are ok to toss, I say ok cause this still requires you to make your opponents get antsy and try to air dash at you or jump at you and play a fireball anti air game, I mostly do this in normal mode and if the situation calls, GA mode also. 5B is her main poking tool but some characters can low profile it (characters that come to mind are Hakumen and Makoto), your gonna have to get used to stance canceling a lot with 236C cause that's the best one to do it with. Its hard to keep people to respect her hover dash pressures cause literally any button can swat her out of it, like I am not kidding how bad a naked hover dash is. There are ways to make it work a little better, you can whiff jb. jc or air throw to make her land a little faster and using air throw will catch people trying to chicken block. I've also learned to try and not hover dash a whole lot as well, walking is actually under used with her and this will be a better alternative at times to move around, a little risky to use but I've had success slipping in 3C to try and get away from some situations, use this sparingly as it is not safe, try to punish with it if you can cause it'll net you a fatal counter. Stance cancel has its uses too, you can use it to attempt hover dash mix ups again but you will get caught by mashing so helps to mix in things like 6C or if you feel ballsy 3C for frame trapping, 6C is pretty safe on block but I'm not sure how it fairs against someone instant blocking it. I don't know the exact numbers, but someone will be able to tell you, basically 66 jC (GA mode) is as fast as most average overheads in this game (I think its somewhere between 21-23 frames) and jB is about 18 or so. If your setting pressure in normal mode, be used to using 6C a lot for pressure and practice stance canceling so you don't accidentally get 623C cause that is pretty slow stance cancel wise, 6C is pretty good to frame trap with also cause that's a fatal counter also and with the right combo you can net a full stock. Hopefully the struggles as we Izayoi players have will be worth it when the patch drops here, its hard for me personally to tell cause there isn't enough footage to go on. /: Don't give up, she really is a hard character to play, I've struggled a lot with her cause its hard to get people to respect her pressure cause I play a number of other characters and its much easier for me to get people to respect them, I still stick with Izayoi in the end cause I just love her design and I'm still hoping to slip in a Gundam joke somewhere. d:
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[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
So basically you use the hop to scare them into not pressing buttons cause they think a hotaru might come out? -
Generally you don't want to use the teleports that often, the D one is ok to use cause you can use a sonic saber to cover the approach. There are times you can use it offensively like your opponent is respecting you to much but generally you used them mostly for combos, you can use the C version to keep some moves safe but it can be punished so I don't suggest it. There are some match ups that might call for using them to avoid attacks or position yourself in a certain spot but not many matches needed it nor is is needed to do, like an example might be you use it preemptively to avoid C normals from Amane to get closer or something like that. Teleports are really not safe as a whole don't get in the habit of using it. D teleports can open up all sorts of interesting ways to get in but again this also depends on you and your opponent, you can do stuff like GA hover dash into teleport D, or use it against someone that's getting zoning happy. The upcoming patch the cost of it will be cheaper and you'll have access to doing it off of ground D sonic saber also so you can force a mix up or two. There are some cases where you can use D teleport to throw people but you have to look where they are on the screen too, if your opponent is at jump height or higher she will track them to the air so be wary of that when you use it.
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[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
That ends up leading to another set of question, so I notice people talk about using hop hotaru at times though I'm not sure why you would use hop over tk hotaru, I know the heights are slightly different but other then that I don't quite get why hop is the preferred way. I see why you would use Hotaru but not quite sure what Tsubaki would be used for, if I remember right it can't lead into combos like it did before or does it have additional effects on counter hit? -
[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
So I'm having trouble understanding what Hakumen can do for pressuring people once you get them in a corner. I'm sure there's something better then using continuous 2A/5As and slipping in a Zantetsu or 6B, cause I have no idea how to keep them from slipping out of the corner. I'm also not sure if 6D is a viable tool with Hakumen, it look really really situational. -
There's something I'm confused about with her new air dash change. So she can air dash twice in GA mode right? So would that mean after a second jump she can still air dash once or is it more of the lines of the first jump has access to two air dashes and the second jump doesn't? Did they change her air dash speed? Cause the footages I've seen with the new air dash being used looks slower then the original one, either that or it looks slow to me cause I'm to used to seeing UMvC3 tri jumps and such being much faster in comparison.
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I probably should of been a little more clear about this (rushed that post...), so I've noticed for the characters I mentioned, doing something like 236B > 214A > 623C doesn't work on those characters for some reason, I've noticed you listed one combo for example, normal mode Throw > (214B) > 236B > 214A > 623C > (214C) > 623B > 214B > 623C, the 623C part doesn't hit the following characters, I dunno if this is a hitbox thing or if I have to input 623C much faster or something. I checked again for the characters I listed just now to see if I was off with my info but doesn't seem like I can hit them when they are grounded off of 236B like that. I tried this off throw in the corner and starting with 236B as well. So for the delayed 623B, would you delay the input or hold it a bit then do 623B? I've tried delaying it a bit but I'm thinking I have maybe delay it more if it is a delayed input?
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I don't think a single video of character changes has been released actually, would be nice cause I want to see how her air dash will be changed.
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Do you know what the move looked like at least? Cause if its the double flash kick looking one I'm pretty sure that can be safe jumped, if it looked like he teleported and attacked from behind that's the counter super.
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Marvel Player struggling to improve
crimsonstardust replied to TopTierTaite's topic in Beginner Mode
I wish I had seen this earlier, I come from a pretty heavy UMvC3 background myself I probably can give you a few pointers as I play BBCP as a main game. I'm sure you know that like in UMvC3 the neutral in these types of games are pretty important, your not gonna be able to cover yourself the same way like you can in UMvC3 if you play a rushdown based game with something like plasma beam covering your approach, your probably used to the meta being touch of death (or at least dealing a lot of damage at once), your gonna have to be more aware of things like positioning and setting up Okis cause their aren't many characters in BBCP that can create lockdowns and force mix ups like in UMvC3. Its going to be very important to know what your character can do as there are no assist to cover weaknesses or strengthen a character's assets, unlike UMvC3, you really have to invest a lot of time to learn a character, a lot more then you would in UMvC3 as a lot of the fundamentals or thought processes of one character do not translate as well to another character, you can take somethings you learned and apply some stuff but the cast in BBCP is so much diverse so the idea of hoping around characters is not a good idea unless your willing to spend time. Based on what your training partner mentioned, you follow a lot of bad habits that UMvC3 players fall victim to, I play Noel well enough to tell you that, yes she has pretty good air throw game but that also requires you to make those right reads as Noel has strong pressure and you need to make people fear pressing buttons, optic barrel is something you can get slapped for using to much, you have to use this sparingly as she is left pretty open if you miss with it, and honestly she has a hard time dealing with strong zoners. Anyway before I get off topic more, the key thing to know is you have to be patient, know when to go in and learn the strengths and cons of your character and know what your options are vs your opponent's options are like in any fighting game. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
From what I understand from playing/trying Epyon recently is mostly being able to cover his approach and as people are trying to get away from it, you take advantage of hitting them while there trying to avoid Epyon. Similarly Epyon can capitalize on mistakes when they try to aim for a back unit. Cheridum is a good one to use just cause how quick the snipes can be plus the shield bits can add another layer of protection to Epyon. I think Zaku Warrior would be pretty good also, it's not as quick at snipes like Cheridum but its a pretty strong back suit to use and the main A attack packs quite a punch. I think someone can provide a better insight on the topic then I can, cause the style I used was like playing a back unit where I take advantage of people kinda forgetting its around and go nuts once the chance comes. -
Im in a rut and require assistance.
crimsonstardust replied to Midnight-Zephyr's topic in Beginner Mode
Well I had similar problems with Jin when I was trying to get used to playing him in this iteration, what kinda helps is to get a few combos down, play some arcade mode or just sit with an AI on in training mode. The idea is really to just get used to the changes in a situations that isn't to stress heavy (or feeling that huge urge to win or whatever) and just to readjust your muscle memory really. I had this problem when I tried to play CP Noel cause everything I knew was really different, though in my case I had some people to play with locally so I did't feel pressured to try and keep my spot in a online lobby or anything like that. As for recording matches, you don't need anything fancy, if you have a smart device just record a replay and just post it up. Oh boy autopiloting is something pretty tough to break really. I came from UMvC3 before I went back to BB (and I was playing BB before UMvC3) and I had a huge problem with just straight up autopiloting, what helped me break that was really just taking a break from the game and trying to change my out look on the game, your mental condition (that means like how tired you feel or your mood and etc) can make an impact on this too, generally the more tired you are (at least from my experience and what I've seen) you generally tend to fall for a pattern you don't realize you put yourself in entering that autopilot mode and it helps to take breaks, getting air, some water and such. -
Im in a rut and require assistance.
crimsonstardust replied to Midnight-Zephyr's topic in Beginner Mode
Well I'm pretty much self taught myself, I've been playing around the same amount of time you have, what I've learned to do a lot is really watch my own replays and tried to see what went wrong, ask questions around the board cause I know there are players that have been in similar situations or are more experienced then I am. Usually from there I might go in training room and practice the situations that I had trouble with and try to see what I could of done or see if I got hit by an online gimmick. Though like a lot of things that require a lot of time, its hard to gauge your own progress cause we are the harshest critic to our self. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
Oh wow really? That kinda stinks, I was hoping it was like the one for Tekken Tag 2 where if you have it downloaded the entire console is set to go cause I've used my alternative PSN account to play online once. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
I'm seeing in the match making thread that some people are posting Japanese PSN accounts, does the online pass only restrict the pass to the one account its used on or as long as its downloaded any account can play online also? -
I'm not really familiar with trans am combos, is there a pratical way for Izayoi to switch back to normal mid combo and keep it going, I would imagine if you can get the 4 stocks back effectively it might not be that bad to use for this update.
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I was looking at some of this earlier, I still don't get what's cancelable on hit for GA 3C, jump cancelable, special cancelable? I like the 6A change, only thing I want to know for it is if someone taps her toes, is it gonna block that also? Hmm I personally don't know if I would use Trans Am just cause of how costly it is, I dunno if some cool tech with it comes up that probably will change my mind on it.
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Based on some crappy use of Google translate, I think just overall Mu's backdash is 2 frames shorter and doesn't dash back as far, either the google translate didn't pick up on Nu's backdash or I missed something cause I don't see anything for her, Izayoi's backdash got buffed though, I think that was to compensate for the fact that GA back dash has no invincibility.
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Really depends, I did that for awhile but I found using jC safe jumps to be much for reliable after a strike fall in terms of meter usage and such. If you know you opponent is a little reversal happy on wake up, then using the D swords oki wouldn't be bad but why do that when you can force a reversal bait and catch their legs with a GA 3C fatal. It's one of those situational things again, cause if your opponent is aware if it they can front roll away from it but most people are to used to just holding a button down to tech without thinking so again its situational.
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Well first thing is to not use it yolo teleports cause that will probably get you killed and you wasted stocks for nothing. Using D swords can be situational (and its gonna be more expensive to use in the up coming patch), if you get it to hit you can force a mix up on your opponent but a lot of times your stocks are going to be used for strike fall combo enders and asteria of of 236C. A lot of people don't like to use D swords as a lock down meaty oki but if you have the stocks to spare and you need that one last mix up its not bad to use then. Things like D teleport is good to use when your opponent is trying to zone you out but again you have to be wary of when to use it. There are combos and such that will let you go back to normal mode of a bit and stock up again real quick and be back in the fight with it, example, corner:GA jC (5B) 5C 236C~D 2C 236B RC~D (Normal mode) 2C 623B 214B (your inputs cross up here) 623C jC D. With a combo like this you get 4 stocks back and have pretty good positioning as well. So the nice short answer: use it mostly for strike falls and asterias, use the other stuff when the situation calls for it.