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RurouniLoneWolf

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Everything posted by RurouniLoneWolf

  1. Some new shaky cam footage of Es that popped up recently. There was some interesting experiments in terms of combo routes and pressure. I'll have to give it another look when I have time. https://www.youtube.com/watch?v=OTMm8u0WSP8
  2. I'm swinging by this Friday. I'll be bringing my PS3 for DFCI casuals, maybe Persona or BB depending on how things turn out. Also, my LGP conveniently arrived Monday so I'm going to start trying to run and record side exhibitions on my station whenever I go to locals. Trying to keep it small this week since I'll be testing the LGP. So mini-Exhibition #1, DFCI/Persona/BB casuals will be arcade style/King of the Hill. Winner stays, Loser has to get up and hold that until it's his turn in the rotation again. I miss JP arcades so I thought I'd bring the JP arcade experience to me ^,^ Oh yeah, there will be a black forest cake at the station. Why will there be a black forest cake at the station? It's a long story that would involve me ranting so lets just leave it at I get a craving for black forest cake around this time of year and it must be satisfied!!! And since I'm there running exhibitions and I've got a cake, why not turn this into a fun little event? And that's why exhibition #2 will be the first and last Rurouni cake meet and greet! Tada! Come play a match with me at the station and win yourself a slice of black forest cake! And finally, if I get time, I might try and run a Tamashii 11 set this week (Info here). We'll see how time goes. That's all I wanted to say. Rurouni signing out.
  3. Oh wow, that's a pretty good idea Myoro! That's something I definitely want to experiment with when the game drops. Hmmm, I'm thinking an extra round start option for jump back j.D might be good too since it'll put the j.D crest in an even better strategic position than IABD j.D but it might be a bit more risky to do. Another thing I've been thinking of experimenting with these last few days is round start super jump back. I kind of dismissed it as having too little value when I first thought about round start options but it does give you some nice options when you're falling back down like a downward angled Breunor to hinder approaches, air dash j.B/j.C to intercept both air and ground approaches, etc.
  4. Hmmm, you think so? At the moment, I think Bors and Breunor have a nice relationship that compliments using Bors in neutral. The threat of Breunor and meeting approaches with Es' normals will force opponents to move carefully in neutral when there's space between us and should give us enough time to get a Bors buff, every now and then. As for Bors in blockstrings, I feel like Bors' total duration isn't so bad that doing max range 3C > Bors puts you in any real danger against opponents with less reach but it could be my imagination. Though now that I'm thinking about it more in depth, I wonder just how negative max spaced 3C is on block. It might be fine to just not cancel into anything on a blocked Round Start 3C. tk Breunor could be pretty useful. Because of its size, I think the air to air version should be enough to hinder both ground approaches and approaches from the air at roughly air dash height. Super jumps from the right distance should be able to get around both though. And of course, we'll have to be careful of character specific options. The biggest concern is how air Breunor's recovery works. If it works like Jin's ice projectile, we're good. But it's hard to imagine they didn't give it a very noteworthy amount of landing recovery considering its size and utility...then again, it wouldn't be the first time ASW did something that didn't really make much sense balance wise >.>
  5. hmmmmm, since we still got about 2 months until Es' Release, why don't we start trying to flesh out her gameplan since we've got enough info to have a general feel for the character. I'll compile what we come up with into guides that'll be a work in progress. So what's everyone thinking about round start options? IABD and Backdash seem like good options. It'll give us a comfortable amount of space to get a Bors buff or start using Breunor projectiles to hinder approaches and get the opponent to move the way we want them to. Also, in the case of IABD, throwing out a falling j.B at the end can be a good way to tag people out of chasing after you. Slim pickings so far for grounded round start pokes. Need to see more of Es' 5B and 2B before I can evaluate their usefulness. 3C seems nice on hit since it can combo into Mordred at max spacing but the real problem is on block. I'm thinking against characters with more limited reach, 3C > Bors might not be too bad though on block. The invuln onsome of Es' D normals is another interesting option we might be able to make use of but needs testing. Being able to invuln through round start pokes with 5D could be useful in some matchups. In terms of air approaches at round start, I'm thinking jump back > air dash j.C. The jump back > air dash instead of an IAD should allow us to get somewhat good spacing on the j.C. I'm a bit worried about having enough block/hit stun to land and continue the combo/pressure from just j.C but I think it should be fine with Es' arcing air dash.
  6. Well since this is also inactive, I'll leave this here. I originally made it on a request from feedback on the Kagura guides but it should be useful here too. Might improve and use this format more in the future. CF Kagura Video Guide https://www.evernote.com/shard/s624/sh/5c00e7dd-3fae-40af-8a12-98a61d69f758/b091884653c825ef2f4853cda2c839d6
  7. This hasn't been updated or psoted in for a while so I'm leaving this here http://www.keeponblaz.in/?character1=ce&version=CF
  8. If you liked that midscreen FC 5C combo, you may also like... Corner FC 5C into j.C Loops. Unfortunately, Matsu dies before you can see the conclusion but I'm sure you can image how it ends FC 5C > dash 5B > jc j.[C] > j.C > land rejump j.[C] > j.C > land rejump j.[C] > j.C > 5CC > 214B > 3C > 236A > 8D Video Example - https://youtu.be/euXUVbFqmQQ?t=951 There's also this cool CH 6B Kill combo I saw that corner carries from midscreen into a double BBL and a taunt, lol. God damn it, Tetsuwo. CH 6B > Microdash 6B > 214C > IAD j.B > j.C > 6A > IAD j.B > j.C > 6A > 236A > microdash 3C > 214C > Microdash 5CDC > 236B > 9D > 3C > 214B > (B Lobelia hits coming down) > 3C > 632146C > 8D > 214B > 632146C > Taunt > 236A Video Example - https://youtu.be/euXUVbFqmQQ?t=352 Requites: 100 meter, Lotus Attached
  9. 7/17/2016 GGXrdRver1.03@Evo2016 『JUNO』 Purepure Jack-O https://www.youtube.com/watch?v=iXt9EUBJE6U
  10. Evo 2016 - Purepure (Labrys) vs DIE-Chan (Rise) Losers Finals (Three Matches) https://youtu.be/FmFmjRecX8M?t=5230 Evo 2016 - Souji (Teddie) vs DIE-chan (Rise) Grand Finals (Only one match) https://youtu.be/FmFmjRecX8M?t=6142
  11. Evernote for easy passing around https://www.evernote.com/shard/s624/sh/03453ae6-e33d-4205-a9c1-d98e17c8f607/3a3aa450e013beb50e7e4abb30e64286 Overview Like many big hitter characters in Blazblue, Kagura doesn't really have many good ways to maintain pressure but he does have a number of tools for opening an opponent up. Tools 5BB/6B Jump Cancelable on block. An important normal for going into the [8]2C instant overhead in the middle of a blockstring 5C Mostly good for trying to catch jump outs Video Example - https://youtu.be/3GvgDVGssPo?t=3175 6C Good for catching people trying to jump out. Video Example 1 - https://youtu.be/lMEpqPPB6-U?t=186 Video Example 2 - https://youtu.be/4W1KKzXY_UI?t=918 5B A standing low. It also seems to have little recovery and can sometimes be a good way to reset pressure 2C Long reaching low Dragon's Blade (2DB) A low mixup from crouching drive stance. If you have 50 meter and you abolsutely need to keep pressure going, you can use 2DB (1) > RC to close the gap between you and your opponent and reset pressure.6A Kagura's command normal overhead. Doesn't gatling into anything and is negative frame advantage on block. Probably best not to use this often or at least without 50 meter.Dragon's Strike (2DA) An overhead mixup from crouching drive stance.Instant Overhead ??? ([8]2C) An Instant Overhead when used right. More on this laterThrow Standard throw. Doesn't see as much use as Dragon's Claw but it's still an option to open opponents upDragon's Claw (5DB) Standing Drive stance command grab. Dragon's Blast (5DA) Mainly used to compliment wakeup Dragon's Claw as a mixup. However, Dragon's Blast does guard point against everything but lows and forces Fatal Counter on Counter Hit, making it great in blockstrings as an anti-mashing tool sometimes. Dragon's Mirage (6DB) Left/right mixup from drive stance. Somewhat slow though so it doesn't see much use in higher levels of play.Dragon's Spirit ([4]6A/B) Oki tool. More on this later Dragon's Spirit Oki ([4]6A/B A lot of Kagura's combos end with throwing out Dragon's Spirit for oki. Depending on which version you use, it'll handle different wakeup options The A Version of Dragon's Spirit: - Forces Neutral Techs to block on wakeup - https://youtu.be/kjpPmF3mdRw?t=5661 - Forces Back rolls to block on wakeup - https://youtu.be/kjpPmF3mdRw?t=5103 - Loses to Delay Teching - https://youtu.be/egXaGDlI8UE?t=251 The B Version of Dragon's Spirit: - Forces Delaying Teching to block on wakeup (Might need to push them into it) - https://youtu.be/egXaGDlI8UE?t=710 - Catches forward rolls - https://youtu.be/egXaGDlI8UE?t=797 - Loses to back rolls - https://youtu.be/CD-Z439NnNc?t=250 ...To be honest, Dragon's Spriit oki is kind of hit and miss. Overall, it feels like a bad Rock Paper Scissors game where most of the time, your opponent won't have to block it but they won't get away either. Sometimes they'll block it. Sometimes they'll escape. Unfortunately, Kagura doesn't have many good ways to control an opponent's wakeup options without it so you're going to have to play this game. Dragon Spirit Oki Mixups These mixups aren't specific to Dragon Spirit oki but they are somewhat more effective by Dragon Spirit slightly blocking what you're doing visually. Run Up [8]2C Overhead Video Example - https://youtu.be/egXaGDlI8UE?t=155 Video Example - https://youtu.be/EIPbYw6dJgs?t=271 2A > 5A > Stance Command Grab Video Example - https://youtu.be/3GvgDVGssPo?t=727 Instant Overhead ([8]2C) It doesn't let you convert it into a full combo without rapid canceling it but the damage it does on its own is pretty significant and the knockdown lets you go for more mixup and pressure afterwards. It's a pretty good tool to keep your opponent on their toes and cautious. On block, your pressure will come to an end though so don't get too predictable with it. Run Up IOH [8]2C There's a small trick to pulling this one off. First you enter barrier block with 4AB then slide your stick or your thumb on the dpad up to 7 so you can charge the up direction while staying on the ground. Video Example 1 - https://youtu.be/mb3EzVubWg8?t=370 Video Example 2 - https://youtu.be/L5osuLbrxQE?t=361 Video Example 3 - https://youtu.be/egXaGDlI8UE?t=451 j.B > [8]2C Double Overhead . You charge 8 during the jumping in. https://youtu.be/EIPbYw6dJgs?t=441 j.B > j.A > [8]2C Triple overhead blockstring. You charge 8 during the jumping in. Video Example -https://youtu.be/lMEpqPPB6-U?t=913 2A > 5A > 2B > 6B > IOH [8]2C Taking advantage of 6B's jump cancel to go for an instant overhead Video Example - https://youtu.be/3GvgDVGssPo?t=624 5BB > IOH [8]2C Video Example - https://youtu.be/lMEpqPPB6-U?t=664 2B > 6B > IOH [8]2C Video Example - https://youtu.be/MQHBQaINGQQ?t=368 Pre-canned Blockstrings 2B > 5B Reset Pressure Video Example - https://youtu.be/L5osuLbrxQE?t=289 Run Up 5DB Command Grab Open the opponent up off the bat with a command grab. Good for when you've conditioned opponents not to jump or mash . Video Example - https://youtu.be/3GvgDVGssPo?t=458 2A > microdash 5DB Tick command grab setup Video Example - https://youtu.be/eEuSOGX1A8I?t=200 2B > 5DB Command Grab Video Example - https://youtu.be/egXaGDlI8UE?t=452 2DC (1) > RC > 5DB Command Grab An interesting blockstring that takes advantage of 2DC (1) pulling Kagura forward to go for a command grab mixup after rapid canceling. It costs 50 meter though Video Example - https://youtu.be/eEuSOGX1A8I?t=136 2C > 2DA Overhead Video Example 1 - https://youtu.be/L5osuLbrxQE?t=251 Video Example 2 - https://youtu.be/EIPbYw6dJgs?t=111 5DA > 2DA Overhead Video Example - https://youtu.be/egXaGDlI8UE?t=263 2DA > j.5DA~1 A punish against people trying to punish 2DA on block. Feels like you have to commit to the j.5DA~1 pretty early though Video Example - https://youtu.be/egXaGDlI8UE?t=337 5B > 2B > 6B > 3C Low A blockstring that compliments blockstrings involving 5BB/6B > IOH [8]2C Overhead very well. Video Example - https://youtu.be/egXaGDlI8UE?t=558 Corner Run Up 5DA Compliments 5DB as a means of frame trapping opponents trying to jump out of the command grab when they see you in 5D stance Video Example - https://youtu.be/eEuSOGX1A8I?t=211 Video Example - https://youtu.be/eEuSOGX1A8I?t=443 2A > 6A Overhead Video Example - https://youtu.be/mb3EzVubWg8?t=216 2B > 5B > 3C > 6C > 6DA > 2DA Video Example - https://youtu.be/mb3EzVubWg8?t=373 2A > 5B > 2B > 6B > IAD j.B Video Example - https://youtu.be/L5osuLbrxQE?t=336
  12. Evernote link for easy passing around https://www.evernote.com/shard/s624/sh/d6c14da6-8660-4cb1-bd0f-70c3a99dfa38/f04406b9eaf54818682002ffb70596ba Overall A good chunk of Kagura's neutral game revolves around strategic use of Dragon's Spirit ([4]6A/B). However, Kagura's giant sword isn't just for show either. All his C normals have great reach and are great pokes for playing footsies with Dragon's Spriit ([4]6A/B) As you would expect of a character that was partially designed to be similar to Guile, there's a lot of emphasis on Kagura's version of Sonic Boom, Dragon's Spirit, to play his neutral game. In its most basic application, Dragon's Spirit is great for controlling ground space. The A version of Dragon's spirit now moves faster, goes fullscreen and knocksdown on hit making it great for hindering ground approaches and opponents trying to do stuff on the ground in general. Video Example 1 - https://youtu.be/mb3EzVubWg8?t=69 Video Example 2 - https://youtu.be/suezPBTd5Tg?t=28 However, the true objective of Dragon's Spirit for Kagura is to use it to help him approach. Dragon's Spirit travels at just the right speed to comfortably run behind as cover. By having this advancing projectile approaching the opponent ahead of you, the opponent can't really poke you out of an advance or do much of anything to stop you while they remain on the ground. Video Example 1 - https://youtu.be/3GvgDVGssPo?t=616 Video Example 2 - https://youtu.be/3GvgDVGssPo?t=676 Video Example 3 - https://youtu.be/mb3EzVubWg8?t=302 As you may have already caught on, most opponents will try to jump over Dragon's Spirit to avoid getting locked down by it and allowing Kagura to start pressure. However, this is also part of the plan. While forcing the opponent to take to the air isn't as big of a win as in a game like Street Fighter where you can't air block, it'll severely limit your opponent's options and get them to move in much more predictable ways that you can take advantage of. Here's a few tactics you can use against an opponent trying to jump out of Dragon's Spirit. Sonic Boom + Jump up Air Throw Jump up Air Throw is mostly good against opponents who try to get over Dragon's Spirit in a more passive manner such as double jumping or neutral jumping. Video Example 1 - https://youtu.be/mb3EzVubWg8?t=343 Video Example 2 - https://youtu.be/lMEpqPPB6-U?t=705 Video Example 3 - https://youtu.be/suezPBTd5Tg?t=384 Sonic Boom Jump Up j.A Jump up j.A is mostly good for hitting opponents who'll try and jump over Dragon's Spirit and attack you with a jump in. Video Example 1 - https://youtu.be/mb3EzVubWg8?t=682 Video Example 2 - https://youtu.be/suezPBTd5Tg?t=176 Sonic Boom + 6C Similar function as Jump j.A. The main differences are that 6C's long reach can allow you to outspace jump in attempts comfortably and it'll also lead to bigger damage on hit. However, 6C is also riskier to do. The cases that jump up air throw handles well are the cases that'll make 6C whiff and put them in a good position to punish. Video Example - https://youtu.be/lMEpqPPB6-U?t=580 Footsies Of course, just trying to win the neutral game alone with Dragon's Spirit won't be enough. So, lets go over some ways to play neutral with good movement and pokes. dash > super jump falling j.C For when you need to cover ground really quickly. The dash momentum will allow you to catapult yourself to the other side of the screen with a super jump and come down on an opponent with j.C's wide hitbox. Video Example - https://youtu.be/3GvgDVGssPo?t=456 Jump Forward Barrier > falling j.C Good for whiff punishing up close. Jump over ground pokes with jump forward barrier and then punish them on the way back down with falling j.C Video Example - https://youtu.be/CD-Z439NnNc?t=266 Jump Back j.C Because of j.C's wide hitbox, jump back j.C can be a good defensive tactic to hit an opponent trying to approach you both from the air or the ground Video Example 1 - https://youtu.be/wQ9-5WAwW9I?t=218 Video Example 2 - https://youtu.be/4W1KKzXY_UI?t=803 5C Has great horizontal reach and it's startup has been shortened a bit in CF to make it more effective as a poking tool. Additionally, if you have 50 meter, this is a poke that can lead to some pretty good damage. Like most ground pokes, you need to be cautious of your opponent trying to jump barrier over it to whiff punish though. Video Example 1 - https://youtu.be/mb3EzVubWg8?t=783 Video Example 2 - https://youtu.be/suezPBTd5Tg?t=282 Video Example 3 - https://youtu.be/EIPbYw6dJgs?t=239 2C Similar to its standing counterpart, 2C has great horizontal reach and can lead to great damage if you have 50 meter. 2C's main benefit as a poke over is that you can do it from a downback position in neutral, allowing you to charge Dragon's Spirit ([4]6A/B) and Dragon's Ascent ([2]8B/C) in case you need them. However, 2C is even more vulnerable to whiffing as a result of an opponent jumping because of how low it hits to the ground. So 5C tends to be a somewhat safer to poke with. Video Example 1 - https://youtu.be/3GvgDVGssPo?t=758 Video Example 2 - https://youtu.be/EIPbYw6dJgs?t=554 Jump Stance (j.D) Not as frequently used outside of vs Zoners matchups but j.D can be useful sometimes in neutral. The direction of Kagura j.D's descent can be changed by player input and can be used to mess up an opponent's spacing while putting yourself in a strategic position in some cases. Additionally, j.D stops Kagura's falling momentum so sometimes a good way to mess up your opponent's calculated spacing is to temporarily go into jump stance and then cancel it when you're ready. Video Example - https://youtu.be/lMEpqPPB6-U?t=801 Video Example - https://youtu.be/egXaGDlI8UE?t=442 Video Example - https://youtu.be/EIPbYw6dJgs?t=597 Stalling jump momentum Example - https://youtu.be/egXaGDlI8UE?t=782 Dealing with Zoning Zoning can be rough against a character like Kagura with slow movement but he still has his ways of dealing with it. The most important thing of all though is to not get impatient when up against a character with good zoning tools. Good movement Because of Kagura's slow run speed, approaching from the ground using just good movement probably won't get you too far. Instead, you'll want to make good use of stuff such as dash > super jump forward Barrier and jump forward barrier to cover ground quickly and safely Dash super jump forward barrier Example - https://youtu.be/eEuSOGX1A8I?t=193 Jump forward barrier Example - https://youtu.be/eEuSOGX1A8I?t=236 Sky Dragon's Strike (6DC) In terms of character specific tools, Kagura also has Sky Dragon's Strike (6DC), which has armor against projectiles. On counter hit, it will wall bounce the opponent to be picked up for a full combo. You can also use it from air stance as well to work it seamlessly into your natural movement in this match and cover more ground. Be careful though. Whiffing this entirely against a zoning character can be a disaster sometimes. Video Example 1 - https://youtu.be/eEuSOGX1A8I?t=69 Video Example 2 - https://youtu.be/eEuSOGX1A8I?t=102 Dragon's Spirit B ([4]6B) Another good useful option is the B version of Dragon's Spirit. If you can find a big enough opportunity to throw it out, Dragon's Spirit B has a high enough projectile level to cancel out other projectiles and keep going, creating an opportunity to approach behind it. Do note that it's limited in how far it can travel. So it'll get you part of the way to close the gap with the opponent but you'll have to travel that last bit of distance on your own if they retreat. Video Example - https://youtu.be/L5osuLbrxQE?t=190 Dealing with Air Approaches Dragon's Ascent B ( [2]8B ) 1f invuln, great vertical and horizontal reach and can be converted into a full combo on hit are allreasons why the B version of Dragon's Ascent is great for beating jump ins. However, since this is a DP, you definitely want to use this mostly in situations where the opponent needs to commit to their jump in to avoid risks of it being blocked Video Example 1 - https://youtu.be/lMEpqPPB6-U?t=804 Video Example 2 - https://youtu.be/suezPBTd5Tg?t=364 Video Example 3 - https://youtu.be/MQHBQaINGQQ?t=226 Video Example 4 - https://youtu.be/gSjsX4vYeaA?t=76 5A While 5A doesn't have the invuln of a typical anti-air, 5A is fast, has good horizontal reach for a jab and hits higher up than you'd expect a standing jab to because of the upward angle Kagura pokes it out at. In situations where you don't have a down charge ready to use the B version of Dragon's Ascent and the opponent is directly above you, consider using a quick 5A to anti-air your opponent 6C 6C's massive hitbox makes it great for dealing with air approaches and the rewards on counter hit make it well worth going for. However, it's start up is somewhat slow. It has no real head invuln compared to other grounded normals you'd usually use to stop an air approach too. You have to choose when to use this wisely. You preferably want to use this in situations where you can take advantage of 6C's massive reach the most since this is also the spacing where it's easier to throw out 6C without getting hit out of it. Video Example - https://youtu.be/gSjsX4vYeaA?t=50 Video Example - https://youtu.be/gSjsX4vYeaA?t=170 Video Example - https://youtu.be/CD-Z439NnNc?t=104 Video Example - https://youtu.be/EIPbYw6dJgs?t=679 Round Start Super jump forward Barrier Good option to chase after opponents that'll try to retreat at round start. Video Example - https://youtu.be/3GvgDVGssPo?t=428 Super jump back > Barrier Retreat. Super jump back gives you a lot of freedom in being able to react to the ongoing situation compared to other options. Video Example - https://youtu.be/lMEpqPPB6-U?t=233 Jump Forward Barrier Fish for a whiff punish on a round start poke Video Example - https://youtu.be/lMEpqPPB6-U?t=869 Neutral Jump barrier Fish for a whiff punish without giving up ground Video Example - https://youtu.be/3GvgDVGssPo?t=612 Down Back > Observe A good passive option to go for at round start. It'll put you in a good position to react to jump ins with an AA [2]8B and more importantly, it lets you see what sort of things your opponent likes to do at round start. Video Example 1 - https://youtu.be/3GvgDVGssPo?t=692 Video Example 2 - https://youtu.be/mb3EzVubWg8?t=49 IAD j.B > j.A Go on the offensive with a jump in. j.B's hitbox isn't anything special though so be weary of getting anti-aired if you're being too predictable. Video Example - https://youtu.be/mb3EzVubWg8?t=395 5C 5C is a good option because its long reach will allow you to reach your opponent at round start. Just don't get too predictable with it since opponents can jump forward barrier to make it whiff and put themselves in a good position to whiff punish it. Video Example 1 - https://youtu.be/3GvgDVGssPo?t=2853 Video Example 2 - https://youtu.be/L5osuLbrxQE?t=104 Video Example 3 - https://youtu.be/eEuSOGX1A8I?t=170 2C Good round start poke for similar reasons as 5C plus the benefits of 2C over 5C mentioned earlier in the guide Video Example 1 - https://youtu.be/CD-Z439NnNc?t=20 Video Example 2 - https://youtu.be/EIPbYw6dJgs?t=396 6C A good round start option since its wide hitbox will shut down air approaches and people who slightly hesitated with their ground approach. Video Example 1 - https://youtu.be/mb3EzVubWg8?t=358 Video Example 2 - https://youtu.be/lMEpqPPB6-U?t=35 Video Example 3 - https://youtu.be/CD-Z439NnNc?t=167 However, it does lose to Round Start pokes so be careful Video Example - https://youtu.be/lMEpqPPB6-U?t=650
  13. Thanks for the movelist Tokkan! lol, wow. Her XBlaze color being herself is hilarious. That was a nice touch by ASW. Some things I noticed from the Dengeki event footage: - Saw a command normal Overhead where she uses the broadsword as a support and does an upward heel kick - j.C, j.2B are both looking like potential air combo ender material. Bors is also looking like a good ground combo ender as well. - Interesting uses of Gawain RC for mixups. Curious to see how this develops - Projectiles definitely good at controling space in neutral. Feels like either the A or B ground version can be good for reseting pressure as well - Because doing Mordred's followup is optional, it seems there are two variations of its Bors enhancement. If you do the followup, it does the followup crest that launches like we've seen up until now but if you don't do the followup, the followup crest will be an even bigger version of the first Mordred slash's crest. Hard to tell what the usefulness of the non followup enhanced version is currently but it might be useful in the corner. Hard to say. They might've not been low enough to the ground to pick it up. Es was pretty low to the ground in the trailer when she did it. EDIT: Also, Current Es colors for those interested
  14. Does 6B really reach that far up? I haven't really seen it in CF footage. They might've quietly changed its hitbox in CF or maybe Ronitta and Shikkoku just haven't been making much use of the vertical reach. I'll look into it in training mode at console release and update the dealing with air approaches portion of the guide if it really does still have that crazy vertical reach. On the topic of using j.C in neutral against Jin, I wouldn't say Celica's j.C isn't an option. While Jin j.C can theoretically beat Celica j.C 100%, it's not going to beat it in practice most of the time because it requires Jin to be in a good position to counter poke j.C and/or be able to react to what Celica,is doing in time with j.C, which is usually not going to be the case if you are optimizing your spacing and movement with Celica to get the most out of your j.Cs. As a result, you'll find when you watch matches of Shikkoku and Ronitta fighting Fenrich or Jins in general, they don't necessarily try to avoid using j.C any more than usual. They just make sure to be more careful with their spacing and movement. Example 1 - https://youtu.be/4lOjYdmzhJE?t=531 Example 2 - https://youtu.be/4lOjYdmzhJE?t=681 Example 3 - https://youtu.be/EbafCpwR7UA?t=1766
  15. Evernote link for easy passing around: https://www.evernote.com/shard/s624/sh/a19939c2-cf5e-4ca1-a1e5-f847236a7cc1/e82f83dd70ec20bc15d98d5920a42860 Overview With a variety of good pokes, standard movement options and a basic fireball, Celica is a simple character that plays her neutral game as you would expect someone with her well rounded toolset. The key to victory in her neutral game is careful movement, well spaced pokes and strategic use of her fireball to both cover approaches and control ground space. Murakumo Backdash + IABD Much like Murakumo unit characters, Celica has a backdash that covers a lot of ground quickly. Primarily, it's great for creating space between you and your opponent to start your fireball game with Arc Griller. However, it's also desirable for footsies as well. You don't want to be too close because j.C is going to be your main poking tool. Creating space with backdash or IABD will give you a lot more flexibility in properly spacing j.C for an approach. j.C Celica's best poke. It has great horizontal reach. While it is lacking in vertical reach on its own, adding falling momentum to it from the end of an air dash or falling down from a jump forward can give it a bit more vertical reach than it would normally have on its own. Using it when falling back down to the ground will also make it harder to whiff punish or put yourself in a bad position because the space that j.C will hit in makes it hard for opponents to maneuver around to put themselves in a good whiff punish position. As a C normal, it has great hitstun/blockstun as well, making it easy to convert into a combo on hit or start pressure on block. However, you need to make sure that j.C is well spaced while falling momentum will give it some vertical reach, it's still easily countered with most AAs if you don't properly space it horizontally. Here's a few examples of well spaced IAD j.C jump ins to get in Video Example 1 - https://youtu.be/5AhkMJOc3UA?t=1562 Video Example 2 - https://youtu.be/Ozq8EjobCfU?t=694 Because of how good falling j.C is as a poke, a common tactic is neutral jump or back jump > falling j.C to both fish to whiff punish people and poke people out of advances. On block, there should be enough blockstun to cover an advance as well. Video Example 1 - https://youtu.be/4-A5ejITJuI?t=274 Video Example 2 - https://youtu.be/t5wTHEhGGG8?t=221 Video Example 3 - https://youtu.be/t5wTHEhGGG8?t=346 Video Example 4 - https://youtu.be/nIVoA8_93LQ?t=2646 Ground Pokes While Celica's ground pokes aren't as good as j.C in terms of your options on block and safety in throwing them out, they still have good range and can be great pokes. Dash 5B Standard ground poke. Decent reach but loses to jumping Video Example 1 - https://youtu.be/kud4oqJFnew?t=1651 Video Example 2 - https://youtu.be/t5wTHEhGGG8?t=2501 Backdash 5B This can be a great tactic because of how quickly Celica's backdash pulls her back quickly, which is great for both getting a well spaced 5B poke and making an opponent's poke whiff. Video Example - https://youtu.be/4-A5ejITJuI?t=979 Dash 2B Has about the same reach as 5B but can open up an opponent low Video Example - https://youtu.be/nIVoA8_93LQ?t=1725 2D Sometimes a great low hitting poke. The biggest pros to 2D compared to 2B is that hits further out than 3C and more importantly, it can be cancelled into other drive normals on whiff, which can be useful for getting out of bad situations or putting yourself in a better one. Video Example 1 - https://youtu.be/t5wTHEhGGG8?t=2367 Video Example 2 - https://youtu.be/ADRnZCooZvM?t=5279 Arc Griller (236B) Celica's fireball. Like most fireballs, Celica's Arc Griller is good at controlling ground space. Because of its slow travel speed, it can also be good for covering an approach. On hit, the fireball knocks the opponent down, giving you time to run up and start pressure. Video Example 1 - https://youtu.be/kud4oqJFnew?t=1653 Video Example 2 - https://youtu.be/3sIHajsIbe0?t=579 Video Example 3 - https://youtu.be/Ozq8EjobCfU?t=32 Video Example 4 - https://youtu.be/Ozq8EjobCfU?t=132 Video Example 5 - https://youtu.be/Ozq8EjobCfU?t=368 Video Example 6 - https://youtu.be/jjgzZsz_mBU?t=421 However, like any fireball, you have to always be weary of opponents jumping over it. So make sure to not get too predictable with Arc Griller and to space them well to minimize the chances of getting punished for a poor one. Poor 236B example - https://youtu.be/jjgzZsz_mBU?t=958 j.D Because of its hitbox and the guard point that has been added to Celica's drive normals, j.D can be a great way to safely bring yourself back down to the ground when you find yourself directly above an opponent and are worried about getting anti-aired. Video Example 1 - https://youtu.be/Ozq8EjobCfU?t=763 Video Example 2 - https://youtu.be/Ozq8EjobCfU?t=811 Video Example 3 - https://youtu.be/Ozq8EjobCfU?t=1030 Video Example 4 -https://youtu.be/jjgzZsz_mBU?t=482 Pic Confit > RC This is really a tactic you probably only want to go for very rarely but its still a tool in her toolbox so I'll highlight it. For this to work, the dive kick needs to be well spaced both vertically and horizontally. If you can get both of these right and manage to connect the dive kick with the opponent, you can rapid cancel it to start pressure. There are two very notable down sides to attempting this tactic. Because of the angle that Celica's divekick takes, you usually need about double jump or super jump height to get the vertical spacing right for this. As a result, an opponent can have an idea of when to expect this tactic and take appropriate measures. The second down side is that if you mispace Pic Confit and you whiff, your opponent can react and whiff punish it if they're in a good position to do so. Good Divekick 1 - https://youtu.be/Ozq8EjobCfU?t=377 Good Divekick 2 - https://youtu.be/K-s19aXysD4?t=13731 Poor Divekick - https://youtu.be/Ozq8EjobCfU?t=983 Dealing with Air Approaches 6B Celica's Anti Air. It doesn't have much vertical range but it does have a decent amount of horizontal range. Video Example 1 - https://youtu.be/5AhkMJOc3UA?t=68 Video Example 2 - https://youtu.be/nIVoA8_93LQ?t=2592 Video Example 3 - https://youtu.be/nIVoA8_93LQ?t=2951 Jump up j.C Against players further out, Celica's j.C is good to stop air approaches because of its great horizontal reach. Converting it into a combo will depend on height, whether you scored a counter hit and how prepared you are to hitconfirm it but just being able to comfortably stop an approach is already a good enough reward on its own. Video Example 1 - https://youtu.be/Ozq8EjobCfU?t=252 Video Example 2 - https://youtu.be/Ozq8EjobCfU?t=758 Video Example 3 - https://youtu.be/jjgzZsz_mBU?t=303 Video Example 4 - https://youtu.be/t5wTHEhGGG8?t=2369 Video Example 5 - https://youtu.be/t5wTHEhGGG8?t=2423 Video Example 6 - https://youtu.be/K-s19aXysD4?t=13726 Video Example 7 - https://youtu.be/nIVoA8_93LQ?t=2879 Video Example 8 - https://youtu.be/nIVoA8_93LQ?t=3188 Jump up j.A > j.B > j.C While it doesn't have the range of j.C, j.A is quicker and is more likely to hit people out of stuff at closer ranges. Video Example 1 - https://youtu.be/Ozq8EjobCfU?t=1436 Video Example 2 - https://youtu.be/Ozq8EjobCfU?t=1861 Round Start Time to go over round start options now that we've covered everything else. Back dash As mentioned earlier, backdash is good for creating space for fireball and to make it easier to properly space Celica's better pokes so no surprises that it's a frequent round start option. Video Example - https://youtu.be/3qXuZBGNpY0?t=3128 Video Example - https://youtu.be/jjgzZsz_mBU?t=506 Backdash > Arc Griller (236B) Slight variation on just back dashing. Take the time it takes to finish backdashing to confirm the situation and decide whether you should throw out a fireball or not Video Example 1 - https://youtu.be/5AhkMJOc3UA?t=10 Video Example 2 - https://youtu.be/jjgzZsz_mBU?t=11 5B When deciding on your round start options, be sure to take into account the opponent you're fighting against. A round start 5B poke is not a bad option to go for against characters who have weaker round start ground pokes in comparison to Celica. Video Example - https://youtu.be/5AhkMJOc3UA?t=90 Dash 2B Good for similar reasons as the round start 5B option above. 2B has the added bonus of being able to open people up low who are trying to stand block pokes in neutral. Video Example - https://youtu.be/ADRnZCooZvM?t=5184 2D Good for similar reasons as Dash 2B but 2D has the added bonus of being able to cancel into other drive normals, even on whiff and gives it a bit more freedom. Video Example 1 - https://youtu.be/3qXuZBGNpY0?t=3187 Video Example 2 - https://youtu.be/ADRnZCooZvM?t=5308 Walk back > Observe Sometimes it's best to play it safe and just patiently see what the opponent does. Depending on what they do, you might be able to react with an AA 6B to stop a jump in or poke/backdash poke an opponent out of an approach from the ground Video Example 1 - https://youtu.be/5AhkMJOc3UA?t=1536 Video Example 2 - https://youtu.be/4-A5ejITJuI?t=259 Superjump back A slightly less commital way to make space between you and your opponent at round start. Unlike instant air backdashes and backdashes, you'll still have air options to use during the movement that you can use to respond to what's happening on the screen. Video Example 1 - https://youtu.be/4-A5ejITJuI?t=596 Video Example 2 - https://youtu.be/Ozq8EjobCfU?t=328 Jump back > air dash (j.B >) j.C For when you want to go for a jump in at round start. The jump back will help you properly space the j.B/C. Video Example 1 - https://youtu.be/Ozq8EjobCfU?t=181 Video Example 2 - https://youtu.be/Ozq8EjobCfU?t=1119 Jump Up j.A Good for hitting an opponent out of a jump in at round start Video Example - https://youtu.be/jjgzZsz_mBU?t=319
  16. So Gawain for the Hexaslash special and Galahad for the super. Nice. I like these names. I especially like Galahad. Yeah, it seems like 3C > Mordred is going to be the main ground combo ender without Bors buff. Hard to ballpark the actual frames for Bors total recovery but I'd say it does feel decently fast, though a bit closer to 24-26 frames than 20-22. Now that I've seen Es is air dash from a neutral situation, I can understand what ASW meant by the arc trajectory. It's not really like a UNIEL air dash because UNIEL air dashes usually make you arc upward as well. The best way to describe Es is air dash is that it's similar to a regular air dash in the first half of its animation but in the second half of the animation, it starts to arc downward, making it great for jump ins like ASW mentioned in earlier Famitsu articles. Also, in this gameplay trailer we got to see 2D? being charged this time. So at the very least both 5D and 2D can be charged. This is pretty interesting. I wonder if it's just there to further improve her frame trap game along with her Crest Arts or if the charged versions of her drive normals have buffs like an increase in their attack level or increasing the damage of the crest art or buffing the Crest Arts in some other matter. Pretty interesting.
  17. To be honest, I mostly plan to just use Rachel, Nine and Es. Mostly just Rachel and Nine though but depends on how much I end up liking Es and Nine after playing them for an extended period of time. Some Bullet here and there but I'm not particularly happy with her in CF so I'm going to be playing her pretty much just for fun when I don't feel like playing one of the first three chraracters. Some Hibiki for fun as well because I like the concept of his drive. But I've made/am going to make guides for a lot of CF characters so we can all start CF off on the right note so if you were looking for a specific character, stay tuned or feel free to DM or tweet me about what character you would like to see guides for and I'll see what I can do.
  18. Evernote link for easy passing around https://www.evernote.com/shard/s624/sh/251a21ae-f15f-4891-b847-1e3d451da79e/674d18c50843bb6219d562e8575fa378 Overview Hibiki is a character that combines standard mixup and pressure options with a few tricky character specific options. These two set of options tend to naturally compliment one another when you vary your pressure in just the right way. When you've conditioned your opponent to expect more standard mixups and pressure resets, Hibiki's more tricky tools might catch them off guard. When your opponent is on the lookout for his more tricky tools, standard mixups and pressure resets can have an easier time opening up opponents. Tools 4B Main overhead mixup. j.C Mostly used for safejumps but when combined with DP > RC, it becomes a pretty good quick overhead. Resso (236A~B) An overhead from Hibiki's command leap forward. It'll cross up when used at closer spacings. Because it's a special, it can be canceled into from a lot of things but if it's blocked, his pressure comes to an end immediately 3C Low mixup. Mostly good for when you've been pushed out far enough that the opponent might start considering jumping out of pressure. Throw Standard throw 6A Good for resetting pressure because it's + on block but the fact that it doesn't vacuum or move you forward makes it difficult to capitalize on the + frames anywhere but in the corner 5D Good to catch people trying to jump out. 6D Good for resetting pressure against opponents expecting 5D. Hikoyokujin Ten (214A) Sometimes good for an Overhead mixup when you've been pushed out of a blockstring too far. Not typically used much though. Hikoyokujin Chi (214B) Sometimes good for a Low mixup when you've been pushed out of a blockstring too far to continue pressure. Not typically used much though. Hizansho Kai (214D) A good for left/right mixups that you can throw into your blockstrings. It is punishable on block though so it's best to use this when you have 50 meter to Rapid Cancel it in the event that you don't open the opponent up with it. j.C Safe Jump Hibiki has a safe jump from his Hizansho (214C) combo enders. It's pretty much as simple as doing a well timed jump forward j.C. Midscreen j.C safe jump from 214C Video Example 1 - https://youtu.be/5IRZ_oTRH-g?t=122 Video Example 2 - https://youtu.be/9mYD33FYItU?t=977 Corner j.C safe jump from 214C Video Example 1 - https://youtu.be/5IRZ_oTRH-g?t=84 The safe jump can also catch roll techs because of the extreme horizontal reach on j.C so in general, Hibiki's j.C safejump option is a good way of beating most wakeup options. Video Example 1 - https://youtu.be/5IRZ_oTRH-g?t=436 Video Example 2 - https://youtu.be/dWkM62DwQxM?t=4968 However, the safe jump can lose to delay teching so be careful. Video Example - https://www.youtube.com/watch?v=GXmhfQkI09U#t=5m07s j.2/3D oki This is an interesting use of j.2/3D that Nezu has been using in recent match videos. On your opponent's wakeup, you jump up with Hibiki and do either j.2D or j.3D. Depending on which variation you use and how low, you can fast fall and do a low/throw or recover from j.2D and do a falling j.B/C Overhead j.2D > j.C > Overhead - https://youtu.be/kjpPmF3mdRw?t=200 j.3D fast fall > 2B low - https://youtu.be/in724dpt65w?t=1202 j.3D fast fall > Throw - https://youtu.be/1g55m4PS5Hk?t=2164 However, it seems like this oki loses to rolling on wakeup though and possibly other options. It probably works best in the corner where there are less places to run. j.3D oki losing to rolling - https://youtu.be/CpGAFcgZ0fg?t=1055 Alternatives to the safe jump An alternative to doing safe jump j.C is doing dash 2B to catch no techs. This can be especially good against opponents who start trying to delay tech after your Hizansho (214C) enders so they can dodge the safe jump and still be able to do a reversal on wakeup. Video Example - https://youtu.be/5IRZ_oTRH-g?t=3828 Video Example - https://youtu.be/CpGAFcgZ0fg?t=1588 Video Example - https://youtu.be/1g55m4PS5Hk?t=1577 A slight variation on 2B to catch no techs is cross under 2BB oki mixup where you dash 2BB under the opponent as they neutral tech. You need to be close and have a a good read on when the opponent will neutral tech to get the timing right though Video Example - https://youtu.be/dWkM62DwQxM?t=4926 Video Example - https://youtu.be/dWkM62DwQxM?t=4002 Video Example - https://youtu.be/S1dG0cyvbnI?t=682 Another interesting alternative is using 5D or 6D to chase techs. This can be good midscreen if you're suspecting an opponent to try and back roll out but it does leave you with less options on block compared to dash 2B and the safe jump Video Example - https://youtu.be/LTFf0BTkdGs?t=4363 Pre-Canned Blockstrings Blockstrings I saw Fenrich, Nezu and Kubo use while I was writing this guide for you to practice. I wrote additional notes for blockstrings that I felt could use some extra info but some I felt were straightforward so I didn't write anything. Wakeup 4B Go straight for an overhead. It can catch people off guard but it's also very vulnerable to getting punished by delay teching. Video Example - https://youtu.be/5IRZ_oTRH-g?t=1106 5A > 2A > 4B Overhead Video Example - https://youtu.be/5IRZ_oTRH-g?t=81 5A> 5A > 4B Overhead Video Example - https://youtu.be/S1dG0cyvbnI?t=612 5A > 4B Video Example - https://youtu.be/5IRZ_oTRH-g?t=1134 2A > 236AB Cross up Overhead Best to use when you have 50 meter to RC to keep yourself safe. Video Example - https://youtu.be/9mYD33FYItU?t=982 j.C > 236AB Cross up Overhead Take advantage of the opponent expecting you to go into your ground pressure after having your safe jump blocked by going for another overhead right away. Video Example - https://youtu.be/9mYD33FYItU?t=1045 DP > RC j.C Overhead Requires 50 meter but this mixup is a pretty good one. It takes advantage of the fact that DP makes you airborne to go for a very quick overhead by Rapid Canceling it's first hit. Video Example - https://youtu.be/5IRZ_oTRH-g?t=1352 Video Example - https://youtu.be/PatkpWA40Wk?t=717 2A > 2BB > 3C > 214B Low A good low mixup to go for from time to time after being pushed out too far to continue pressure. Video Example - https://youtu.be/9mYD33FYItU?t=965 X > 6D > Reset Pressure After being pushed out a safe distance, use Hibiki's drive to catch the opponent off guard and reset your pressure. Works best if you used 5D to try and catch the opponent jumping out of pressure before. 5D Example to catch jump outs - https://youtu.be/PatkpWA40Wk?t=199 6D Example to reset pressure - https://youtu.be/in724dpt65w?t=1032 5A > 5BB > 214D Slip in Hiyokujin Utsuro (214D) during your blockstring for a left/right mixup. As said before, this is pretty unsafe on block so make sure you have 50 meter ready to RC in case your opponent blocks it. In this video example, this was a particularly good time to do it because Nezu had just previously used 214C in his blockstring. Video Example - https://youtu.be/in724dpt65w?t=1323 Corner 2BB > 6A > Reset Pressure microdash 5B Take advantage of 6A being + to reset pressure. Mostly good only in the corner when the pushback from the blockstring leading up to it is minimal. This blockstring involved microdash 5B to catch a jump out but if you don't think your opponent is going to jump out, you can dash a bit closer and reset pressure with 5A or 2A to give yourself more options for your blockstring. Video Example - https://youtu.be/1g55m4PS5Hk?t=1583 Overdrive Raid and Exceed Accel As you all may already know, Exceed Accel can be a troublesome reversal to deal with because of its inability to punished on block. However, there are still options for dealing with it. Hibiki's way of dealing with it is a variation of the general option of jumping over it. If you suspect that an opponent is going to try and use Exceed Accel, you can use 236AB to dodge and punish it 236AB beating Exceed Accel - https://youtu.be/1g55m4PS5Hk?t=1591
  19. Evernote link for easy passing around https://www.evernote.com/shard/s624/sh/197d6521-ce76-491e-9a02-09ccdca746ce/06dbd0f810bf0744136aaa07ae905ad8 Overview Hibiki is a somewhat of a tricky character to play in neutral because most of his normals aren't well suited for poking and playing footsies. However, the reach and utility on his j.C makes up for the shortcomings of the rest of his normals when you combine it with good movement. In addition, Hibiki's double chase drive has a lot of good utility to give him some tricky ways to play neutral. j.C, the solution to all of your problems j.C is pretty much the heart of Hibiki's neutral game. Where a lot of his other normals don't have much reach, j.C has amazing reach in both directions and as a C normal has lots of blockstun/hitstun. So while a lot of Hibiki's other normals won't be of much use, j.C can handle a lot of stuff on its own when you combine it with good movement. Jump Ins When well spaced, j.C is great as a jump in against grounded opponents. It's different from your typical jump in though in the sense that j.C doesn't have the vertical reach you'd usually expect and want from a jump in. Instead, you'll have to aim to space your j.C to take advantage of it's huge horizontal reach. Well spaced air dash Jump in j.C Video Example 1 - https://youtu.be/5IRZ_oTRH-g?t=68 Video Example 2 - https://youtu.be/5IRZ_oTRH-g?t=464 Video Example 3 - https://youtu.be/5IRZ_oTRH-g?t=936 Video Example 4 - https://youtu.be/5IRZ_oTRH-g?t=1344 Alternatively, well spaced falling j.C can also be great when you're doing less committal movement in neutral like jumping forward, double jumping forward, jump forward then double jump back, etc. Well spaced falling j.C Video Example 1 - https://youtu.be/5IRZ_oTRH-g?t=400 Video Example 2 - https://youtu.be/cdLSHJvU2Rc?t=3897 Video Example 3 - https://youtu.be/5IRZ_oTRH-g?t=1574 Air to Airs Against airborne opponents, j.C is great as an air to air poke because of its reach. If you counter hit an opponent low enough, there'll be more than enough untech time to land and convert into a full combo by using 2C to juggle them. Video Example 1 - https://youtu.be/cdLSHJvU2Rc?t=3792 Video Example 2 - https://youtu.be/dWkM62DwQxM?t=4184 Video Example 3 - https://youtu.be/dWkM62DwQxM?t=4614 Whiff Punishing Another key tactic with j.C is to use it for whiff punishes. As mentioned earlier, Hibiki's ground normals don't really have much reach so trying to outpoke an opponent up close is out of the question. Instead, you should aim to make them whiff ground pokes by doing stuff like forward or neutral jump barrier and then punish their whiffed normal or special with j.C on the way back down. Video Example - https://youtu.be/dWkM62DwQxM?t=4148 Video Example - https://youtu.be/dWkM62DwQxM?t=4210 Video Example - https://youtu.be/dWkM62DwQxM?t=4674 Video Example - https://youtu.be/dWkM62DwQxM?t=4922 Video Example - https://youtu.be/5IRZ_oTRH-g?t=423 Video Example - https://youtu.be/5IRZ_oTRH-g?t=1248 Covering a retreat If you need to retreat, doing stuff like jump back j.C or IABD j.C can catch people trying to chase after you. 3C Other than his amazing j.C, Hibiki's 3C can also be a great poking tool. While it's range isn't as great as j.C, it's ability to convert into some pretty damaging combos when combined with OD or RC is very noteworthy and will definitely make the opponent very cautious of getting hit by it. Video Example - https://youtu.be/5IRZ_oTRH-g?t=690 Kage Bunshin no Jutsu! - Hibiki's Double Chase Drive Like a good chunk of characters in Blazblue, Hibiki's drive is also a key part of helping him play the neutral game. Ground Drives On the ground, 5D is a great option to use sometimes as if it were a typical fireball. It'll hinder approaches from the ground against rushdown characters and zone out characters with less mobility. Just be careful not to get too predictable with it and to space it well. It isn't particularly hard to jump over 5D and punish it at closer ranges. Video Example 1 - https://youtu.be/CpGAFcgZ0fg?t=1486 Video Example 2 - https://youtu.be/9mYD33FYItU?t=951 Video Example 3 - https://youtu.be/_jKMqJDbldk?t=920 In a somewhat special case, 5D zoning can be a good option against dolls like Nirvana and Ignis to chip away at their doll specific health Video Example - https://youtu.be/in724dpt65w?t=951 After using 5D and 2D to control space a few times and you've made the opponent somewhat cautious, you can start trying to slip in a 6D or 3D while they're cautious. This will allow you to close the gap between you and your opponent and get pressure started. Video Example - https://youtu.be/9mYD33FYItU?t=1088 Air Drives In the air, Hibiki's drives are also good at controlling space. In particular, j.2D can be good at preventing approaches from the ground when you space it out right. When you've spaced it especially good, you can still j.C on the way down to protect yourself from an opponent trying to approach after the clone from j.2D is gone. Video Example - https://youtu.be/1g55m4PS5Hk?t=1618 Covering yourself with j.C Example - https://youtu.be/dWkM62DwQxM?t=4138 As an added bonus, j.2/3D can be great at dealing with anti-airs because of the way it halts your falling momentum in the case of j.2D. In the case of j.3D, it can delay or speed up your fall to mess up your opponent's timing for their Anti Air. Video Example - https://youtu.be/CpGAFcgZ0fg?t=1078 Alternatively, in situaitons where you are directly above an opponent where j.2D and j.3D won't hit, you can use j.6/3D to attempt to escape getting anti-aired. j.3D Video Example 1 - https://youtu.be/1g55m4PS5Hk?t=1654 j.3D Video Example 2 - https://youtu.be/jjgzZsz_mBU?t=190 j.6D Video Example 3 - https://youtu.be/cdLSHJvU2Rc?t=3779 214A, 214B, 214A~D Similar to using 5D to control space but this is much more about scare tactics than actually controlling the space with something that'll hit. You mostly use 214A~D to create the illusion that you might be coming forward with an overhead or a low and make the opponent cautious of approaching. After a few bluffs, you can try and slip in an actual 214A and 214B to catch them not respecting the possibility that you aren't bluffing. While a good tactic, it shouldn't be used as much as the above tactics mostly because on whiff, 214A and 214B leaves you wide open. Not sure what it leaves you at on block yet though. Dealing with Air Approaches 2C Hibiki's anti air. It doesn't have much vertical reach but it does shrink Hibiki's hurtbox down below its hitbox. Video Example - https://youtu.be/5IRZ_oTRH-g?t=1305 Video Example -https://youtu.be/kjpPmF3mdRw?t=313 Video Example - https://youtu.be/S1dG0cyvbnI?t=914 Jump forward j.A Jump up j.A can be a good way to deal with air approaches in situations where 2C just won't reach or the opponent just doesn't have to commit to his jump in and can bait Anti-airs Video Example - https://youtu.be/5IRZ_oTRH-g?t=615 Video Example - https://youtu.be/dWkM62DwQxM?t=4103 Dealing with Zoning Much like his fellow ninja Bang Shishigami, Hibiki has a few pretty good options against zoning beyond the usual method of just having good movement. 3D Hibiki's 3D is great against zoning because it can dodge projectiles since you go underground and come back up next to the opponent, effectively "teleporting" past the projectile Video Example 1 - https://youtu.be/dWkM62DwQxM?t=4848 Video Example 2 - https://youtu.be/CpGAFcgZ0fg?t=44 Video Example 3 - https://youtu.be/CpGAFcgZ0fg?t=53 Be careful though, opponents can hit you out of it as you're popping out of the ground for the slash though. Video Example - https://youtu.be/dWkM62DwQxM?t=4914 Another thing you need to be careful of is whiffing. Where you'll pop back out of the ground after 3D is decided fairly early so it's possible for things like your opponent backdashing or dashing forward a little to cause you to whiff entirely Video Example - https://youtu.be/CpGAFcgZ0fg?t=46 Oboro Otomi (632146C) While more limited in range compared to 3D and Nue, Oboro Otomi can be quite useful at closer ranges for punishing uses of projectiles, mostly in situations where zoners use a meaty projectile for oki or a projectile to reset pressure from what would normally be a safe spacing. A good example of this is Lambda Sickle Storm (236D) oki. Nue (632146D) A great super for dodging projectiles because it teleports Hibiki above the opponent, which will dodge projectiles, before doing a downward strike, which will punish the recovery of firing said projectile. Video Example - https://youtu.be/dWkM62DwQxM?t=4899 Round Start Walk Back/Stand Still/walk a step forward/Dash barrier brake > Observe Because of Hibiki's lack of good ground pokes, choosing to be passive at round start can be a safe default round start option that doesn't risk you getting outpoked by your opponent and puts you in a good position to react to jump ins. Video Example 1 - https://youtu.be/5IRZ_oTRH-g?t=3335 Video Example 2 - https://youtu.be/kjpPmF3mdRw?t=181 Video Example 3 - https://youtu.be/S1dG0cyvbnI?t=582 Video Example 4 - https://youtu.be/CpGAFcgZ0fg?t=987 Microdash 3C As mentioned earlier in the guide, 3C is Hibiki's next best ground poke because of the damage it can lead to when you have resources. Similarly, microdash 3C can be a great round start option if you have your burst to overdrive cancel it into a big damage combo that'll put at a big life lead from the start. Video Example - https://youtu.be/CpGAFcgZ0fg?t=1042 6D Not a very common round start option but it is good for catching people trying to backdash at round start or just being passive in general. Video Example - https://youtu.be/9mYD33FYItU?t=1022 Jump Forwad Barrier > j.C As you might've suspected from reading the j.C section earlier, this round start option aims to whiff punish attempts to poke Hibiki at round start. Video Example - https://youtu.be/5IRZ_oTRH-g?t=597 Jump Forward Barrier > Jump Back A slight variation on the above round start option. When you jump forward barrier, take this time to confirm the situation. If the opponent decided to be passive, consider jumping back to escape getting anti-aired. If your opponent tried to poke, proceed with the above tactic. Video Example - https://youtu.be/5IRZ_oTRH-g?t=1101 Jump Up j.A A good way to stuff air approaches at round start. Video Example - https://youtu.be/5IRZ_oTRH-g?t=710 IABD > falling j.C Tactical retreat. The j.C is to hit people trying to chase after you. Video Example 1 - https://youtu.be/1g55m4PS5Hk?t=1615 Video Example 2 - https://youtu.be/uuSWbGTIxXo?t=711 Video Example 3 - https://youtu.be/1g55m4PS5Hk?t=1614
  20. Seems like you guys were missing one of these before so now you're getting one. You know the deal. Talk about general gameplay stuff here and respect the forum rules. Also, I've prepared her CF Wiki, Wiki Combos, posted a neutral tips and tricks guide and a mixup, pressure and oki guide so you guys should be all set to go for CF's console launch, give or take a few missing stuff here and there. I'll try and find more combos for the wiki between now and launch.
  21. This is a thread for the discussion and posting of combos. To find a listing of combos, please visit Kokonoe's wiki page Wiki Combos - http://www.dustloop.com/wiki/index.php/BBCF/Kokonoe/Combos
  22. It's been a long time since this thread has been updated so I'm just going to drop this link here to the BB Video Database filtered to CF Kokonoe matches http://www.keeponblaz.in/?character1=kk&version=CF
  23. Evernote link for easy passing around https://www.evernote.com/shard/s624/sh/b4f77095-3572-431b-9975-a309dbc334a0/415336397ca30fcd36fce56d606a5cc1 Overview For the most part, Kokonoe's mixup, pressure and oki revolve around her interesting toolset. Banishing Ray and fireball not only provide great utility as oki tools but also compliment her basic mixup options to make them much more effective. Tools 5B A good point for variation in your pressure because of its ability to be jump canceled. Because of this, it can also be a good point to reset pressure as well by taking advantage of the fact that your opponent expects you to do so many other things. 6B Overhead j.2C Kokonoe's strongest overhead option. If you do it on an opponent's wakeup, after 5As or jump canceling 5B, it's a pretty fast overhead. However, you'll need 50 meter to Rapid Cancel, a graviton or Banishing ray oki to confirm it into a full combo. j.B Mostly used falling from a 5B jump cancel to reset pressure but it can also be used as an Overhead in certain setups that allow you to go for a low to the ground air dash j.B overhead or empty jump 2B low mixup 2B Go to low mixup option 3C An alternate low mixup option. Mostly used in situations where the opponent thinks you've been pushed too far out to continue pressure and they decide to stand up to either try to jump out of pressure or something else. Throw Standard throw mixup option. Slightly better than other throws because of its subtle animation Banishing Ray A (22A) The A Version of Banishing Ray can be a good blockstring ender but for the most part, it is not typically used. A Banishing Ray Blockstring ender - https://youtu.be/mfeTXorLZEA?t=2363 Banishing Ray B (22B) Great oki tool, especially in the corner. It'll be covered in greater detail later Flame Cage (214A) Great oki tool, especially in the corner. It'll be covered in greater detail later Broken Bunker A (236A) Broken Bunker can be good for catching people trying to jump out of pressure when they think your pressure is over. However, It's mostly good for getting back in after being pushed out far. If you have 50 meter to RC Broken Bunker and you feel like you absolutely need to prevent the opponent from getting back to a neutral situation, consider using Bunker. Video Example - https://youtu.be/4lOjYdmzhJE?t=369 Also, while it doesn't see much use anymore, the new charged Broken Bunker that leaves a timed bomb attached to the opponent can be a good oki tool to use. Planar Haze (22C) When combined with Banishing Ray or fireball oki, Planar Haze can be a good left/right mixup to open people up Banishing Rays oki As an oki tool, Banishing Ray's primary purpose is to serve as a way to lock out an opponent's wakeup options. Activates meaty, is active for a long time and a wide hitbox all make Banishing Ray great for catching roll techs and wakeup reversal attempts. Fireball and 22B oki are pretty reversal safe Video Example - https://youtu.be/PatkpWA40Wk?t=179 For the most part, you should let 22B oki put characters with reversals into blockstun first and then start a blockstring after when it's safe. Video Example - https://youtu.be/mfeTXorLZEA?t=2146 Banishing Ray does have other benefits as an oki tool. The visual of Banishing Ray's activation can obscure what's happening and make it hard to see some mixups. It's also great for allowing you to confirm a j.2C overhead into a full combo since the shock has more than enough hitstun to allow you to recover and pick up the combo Setting it up B Banishing Ray oki is often setup by either ending a combo in 5C and special canceling into 22B. In situations where the combo might've dragged on a bit too long, you can also set up 22B oki after using Broken Bunker as a combo ender. When carrying an opponent to the corner from a combo that started midscreen, this is the oki you should usually expect to get if you had to carry them pretty far. 5C Set up Example - https://youtu.be/PatkpWA40Wk?t=155 Broken Bunker Set up Example - https://youtu.be/PatkpWA40Wk?t=341 Mixups 22B oki > Dash 2A (To Catch delay or no techs) > Throw before 22B goes off A good mixup to open up people bracing themselves for the mixup that might've come during Banishing Ray's blockstun instead. Video Example - https://youtu.be/mfeTXorLZEA?t=230722B oki > raw j.2C Go for a fast j.2C overhead. On hit, you'll be able to convert it into a full combo thanks to the hitstun of Banishing Ray's shock. On block, the blockstun of Banishing Ray's shock will keep you safe and allow you to continue pressure Video Example - https://youtu.be/agfXw8P4RZs?t=2748 dash 6B during 22B oki Take advantage of Banishing Ray making it hard to see what you're doing to go for an overhead mixup. Video Example - https://youtu.be/4lOjYdmzhJE?t=216 22B oki that's not on top of the opponent > 5C > 3C > 214A A blockstring specifically for when you place Banishing Ray down not quite on top of the opponent while they're in the corner. Video Example - https://youtu.be/agfXw8P4RZs?t=2813 Flame Cage (214A) Oki Fireball oki comes in two different varieties. The first variation is fireball oki guided by a graviton. In these cases, fireball oki works pretty similar to Banishing Ray oki and is great for locking out wakeup options. The second variation is fireball oki without a graviton to guide it. This variation focuses more on the fireball as a pressure reset you can use to go for a mixup instead of using it to beat wakeup options. Setting it up The graviton guided version is usually set up only in the corner from an air ender involving j.2D |> j.C > j.214A The version where you use it as a pressure reset isn't used as frequently but when it is used, it's usually done from j.2C air combo ender. Graviton guided set up example - https://youtu.be/agfXw8P4RZs?t=1481 Blockstring extender set up example - https://youtu.be/fJjoP73JCLc?t=3306 Mixups and blockstrings Blockstring to buy time for 214A 2B > 5C > 3C > 236A Video Example - https://youtu.be/PatkpWA40Wk?t=813 Teleport mixup during fireball oki A graviton guided fireball oki specific mixup. Take advantage of the set graviton to go for a left/right mixup Video Example 1 - https://youtu.be/PatkpWA40Wk?t=357 Video example 2 - https://youtu.be/PatkpWA40Wk?t=821 Combining Oki tools Instead of going straight into a mixup from Banishing Ray or a graviton guided fireball oki. you have the option to throw out the oki tool you haven't used yet. While it can be done both ways, going for Banishing Ray oki first and then throwing out the fireball works best because it allows you to get the best of both worlds. The banishing ray will discourage wakeup options while the fireball can be used purely to cover up a mixup. However, it's important to use this only when you've trained your opponent to expect their wakeup options to be baited by the first oki option. 22B and 214A oki + blockstirng into fireball covering an empty jump low mixup Video Example - https://youtu.be/mfeTXorLZEA?t=1473 22B |> Cross Up mixup after air fireball oki ender Video Example - https://youtu.be/mfeTXorLZEA?t=1538 Pre-canned Blockstrings Pre-canned blockstrings that caught my eye while analyzing CF Matoi footage. Just wanted to give people stuff to just hop into training mode and practice. When you start becoming comfortable with the character, you should feel free to start creating your own blockstrings with their own objectives using the tools I presented you earlier as a basis to work with. Microdash 5A > Throw Simple Tick Throw setup Video Example - https://youtu.be/agfXw8P4RZs?t=22515A > 2A > 5B > jc j.2C > RC Blockstring that takes advantage of 5B's jump cancel to go for a fast j.2C Overhead. Video Example - https://youtu.be/agfXw8P4RZs?t=2150 5A > 2A > 5B > jc Barrier Block > falling j.B Complimentary blockstring to trying to reset pressure with a jump cancel. This'll bait reversal attempts or attempts to mash out of a dash pressure reset as well Video Example - https://youtu.be/agfXw8P4RZs?t=2750 Careful, it can lose to crouching mashing in some cases and AAs because of j.B's lack of vertical range Video Example - https://youtu.be/agfXw8P4RZs?t=2828 5A > 2A (x2) > 6B Video Example - https://youtu.be/PatkpWA40Wk?t=160 Video Example - https://youtu.be/PatkpWA40Wk?t=1338 2A > 2A > 5B > IABD 6D Simple blockstring to allow a retreat. Just make sure to not do this predictably. Opponent's can chase after you if they expect it Success Video Example - https://youtu.be/mfeTXorLZEA?t=2104 Failure Video Example - https://youtu.be/mfeTXorLZEA?t=14282C > 3C Mixup Catch opponent's off guard by throwing out a 3C low when they think your blockstring is over. Video Example - https://youtu.be/PatkpWA40Wk?t=1073Overdrive Raid and Exceed Accel When your opponent has a burst, it's a good idea to start using blockstrings that consist mostly of just 5A and 2A stagger pressure in your blockstrings to look out for Overdrive Raids. 5B can also be useful as well since it can be jump canceled.ODR Bait 5A |> microdash 5A |> microdash 2A Video Example - https://youtu.be/agfXw8P4RZs?t=1810Blockstring to bait ODR 5A > 2Ax3 > 5B > Neutral Jump Video Example - https://youtu.be/mfeTXorLZEA?t=1388 Another ODR bait blockstring 5Ax3 > well spaced 2B > 5B > jump cancel into barrier block Video Example - https://youtu.be/agfXw8P4RZs?t=2789
  24. Dumping the 4Gamer movelist article here http://www.4gamer.net/guide/ggxrd/031723053/
  25. Dumping May's Revelator 1.03 changes here to make them easier to find. If you notice any other changes, feel free to leave them here Source Translation - http://pastebin.com/hYWSgCjv Crouching Hurtbox Hurtbox increased upwards 6HS Upon holding the button, it automatically charges to Maximum j.HS Damage increased from 35 to 38 j.D Damage increased from 33 to 35 S Applause for the Victim Wall Stick from dolphin ride decreased by 4F in order to make it equal to other versions
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