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Everything posted by Manta
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Get a calculator out, you can work it out. Dropping another 8% from another 6B would probably push the first AC into techability, since it's right on the edge as it is. You'd be probably forced to do a 4D 22D finish after the first AC.
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Doesn't change much I imagine, pretty sure you couldn't do 6B, 2C on any grounded opponent. If you could though, you'd probably do something old and busted like 6B > 2C > AC, AC, 6B > 2C > AC, 4D, 22D. Not sure. can't test right now.
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I found that the range you can do it with is greatly influenced if they were magnetised beforehand. If they're not magged and not very close, the 2A or 2C might not connect, so you'd be better off with 6B>6C>AC... If they are, then you're probably okay unless you just catch them with the edge of the 6B (and it's oversized hitbox).
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Thumbsticks make 360s easy. Thumbsticks also make 360s happen when you wanted 236 motions. Blazblue also only uses four buttons anyway, so you shouldn't need a six button pad unless the buttons are much better than a normal pad's. Also I have a cheapass £30 stick, does okay to me.
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Sledge beats out any straight-through shennanigans. if your sledge hits her block, go straight for hammer, only thing she can really do is wait for it to cancel and then hope that hammer doesn't land whilst she's totally vulnerable. Other than that, got nothing.
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Oh, I wasn't still going on about what is/isn't a throw. The discussion I meant was on 6B fatal combos. The combo I suggested was the same as the recent one but didn't include the j.D j.2C after the first collider, but it did discuss how you could B/EGadget but couldn't collider. The conclusion was that was cool to get magnetism mid combo.
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Also happens with the blue style, except with blue instead of orange.
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Didn't we have a similar discussion a few pages back?
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Not much of a reset, wouldn't just going for the damage on the throw work better? Also (Mag, neutral tech) Any long-ass combo.... > 623C, 4D whiff, 360B. This one's nice because if you aren't sure if the combo has gone on long enough, 4D will either let them air tech in front of you (and form the trap), or it will drag them into the ground and let you do 22D.
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Have you tested that? If not I don't believe that would work, the proration would be way too low on the first collider to force a down state. The second one definitely.
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Magnatech wheel for getting that little arse off of your head. 2C actually okay on wakeup for the same purpose. 5C is a very nice spacing tool. Gadget finger followed with 5A spam covers many of Carl's options, including vivace. Otherwise it's block block block and watch those resets as Carl needs them more than ever to actually get good damage. if you see Carl trying to use nirvana to bridge a gap in his blockstring, A-sledge is your friend it also has surprisingly good vertical range. [CSB] Interestingly, I managed to sort of tic nirvana. I was bashing 5A against her and My opponent thought he was safe to make an advance. But 5A > Spark bolt will never hit nirvana, so Carl got hit by instead. [/CSB]
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It behaves closer to a throw that cannot be rejected than a punch that cannot be blocked. It's a throw. And whilst we're being pedantic, the sky isn't always blue and bears don't always shit in woods.
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Hrmm, depends what level you refer to. Learning to use wind at fixed points in set pieces (read: combos and blockstrings) is easy enough. Always knowing how much wind you have without needing to look in order to maximise your combos is harder. Using wind as a precise mobility aide and hindrance is an art.
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No, next time, gadget will finger you.
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Ask as ye shall recieve: 5A, 5B, 41236D, 1080D Legit redbeat that ends in a command throw astral.
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If you hit someone with the bottom of J.C's hit box whilst going up you should be able to do j.c > j.b > j.c > j.d Nothing special. But it's there
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As of CS2, it does have some rather absurd reach due to that pull during its invulnerable time. It'll admit that 720 seems much more scary when you're not used to its vulnerabilities. Panicking will always get you hit with it.
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So at what point does a punish become a stuff? If you hit them before it goes active? If you hit them due to reacting to their move?
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Yes, it is, I even said so myself.
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Personally I've found the most surprising use for 720 is to make use of its absurd pull. If they're magged, you can punish an awful lot of moves that look safe due to distance (Like spike chaser, it pulls her through her own sword wave.).
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The frustration and alienation I was getting at is that when someone reasonably newish goes and plays someone who then proceeds to do a combo, end it in corner oki that makes a reset and does that for a perfect... well it should be obvious why it's frustrating to them. I bring this on myself by playing Tager, but I just had to learn to deal with it. Others are not so patient. This comment applies a lot more to the likes of GG with its zero options when downed (You will get up on this frame and you will eat a meaty move unless you risk a reversal). If anything that makes BB a more complex game in that regard, where you have to think a bit about wakeup options.
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Personally I think that, unless it finishes the round, 360B is a better move to hit someone with than 720. Yes it's less damage, but keeping that 50 heat for a time when you really need a reversal is quite important, plus the fact 720 resets the game to neutral in a way that either 360 doesn't need to. In the case of the 6A tick, I'm not too upset about not being able to 720 it. MTW is still there too, catches reversals much more comically.
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Yeah, a lot of the time you just just have to wait it out, make her think you're respecting her and then blow her up when she starts taking chances. I find 2C to work well against that asteroid vision nonsense.
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That's fine, I can live without a dash. All I want for christmas is a move that compares to ragna's 5B.