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Everything posted by Manta
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You're probably in that little sweet spot of tech time reduction where the Fatal property means they still hit the ground, but the untech time has still been really reduced. Doesn't that mean if you do the AC whiff they tech right in front of you in they're mashing? Sounds good to me. Otherwise it's a meterless combo that adds two Drive's worth of mag without needing any in the first place. EDIT: Are you sure you can Egadget? That takes longer to use than Bsledge. EDIT2: Combo with B/Egadget adds 42.5 heat FYI. EDIT3: Why yes, I do have a fetish for frame data.
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What state does the Ac leave them in? Techable or in a Bgadgetable state?
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Just looking at the Frame Data, and here's a theoryfighter combo for you to try and abuse the +4 frames of hitstun a 6B fatal gives you: 6B FC (Forces crouch), 5D, 236A, 5B, 5C, 6A, 2C 623C.... Not sure about the sledge >5B link though, might need a 5A to pad the gap or just replace it with 2A. Can't test it myself right now since I'm out of the country. Anyone else want a look?
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You're pretty much forced to mix j.B up with j.2C. Each one stuffs the defense against the other. Unless that defense is inferno divider.
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22 Frames startup, 6 frames active, 27 in recovery with the last seven actually being vulnerable. Probably worth looking up some moves that can be invulnerable or guardpoint in that active time and recover quicker. Blocking is always an option and in theory if the move was dash or jump cancellable, you might be able to block it by Barrier blocking asap.
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Or they could just not tech at all in the air. Then bounce tech whilst holding up.
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Furthermore can you do: 360B, 5B SB, AC, AC MTW TB? or is the AC techable?
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Speaking of 2D RC, In CS1 sometimes you had to do 2D RC walk 6A 2C..... Can you now use 6[A] to pull them in a little bit instead of walking?
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Incidentally, whilst 236B RC is a waste of heat, 2D RC is a fantastic use of it as it's a bigger hit and prorates really well (Well, for tager anyway).
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I'd say airthrow after sparkbolt is kinda obvious for some, why not just keep the bolt and just use Bgedget?
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Go go gadget theoryfighter: Well at the end of a 360B combo going 360B, 2B > 623C x2, 6B > MTW > TB... you're hitting minimum damage on TB anyway, I can't imagine anything other than gadget finger hitting at that point. The proration falls to 9% which is -8F untechable on air hits. You can do 2C 623C after but not 6B, 2C, 623C
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PSN/XBL - Ranked Character Usage / "Popularity"
Manta replied to zeth07's topic in BlazBlue Online Play
Are these numbers global users or specific to one region? -
PSN/XBL - Ranked Character Usage / "Popularity"
Manta replied to zeth07's topic in BlazBlue Online Play
Really? Come to europe then, can't move in ranked for falling over the pesky squirrels. -
PSN/XBL - Ranked Character Usage / "Popularity"
Manta replied to zeth07's topic in BlazBlue Online Play
It's only counting if a player has ever used a character ever in ranked. Most players will try Ragna and jin because they're basic, but that doesn't mean that they're that player's main. Then again, there's a LOT of ranga players online. Makoto too. -
Found a reasonable use for 6A's super armour, if you get an air block with 5C and have them magnetised, you can hold 6A to drag them in and by the time they've recovered you're in super armour state and then go for the hit or mixup off of 6A (which is quite strong, even without jump cancel). You have to try to release 6A early enough to stuff quick lows, but if they're far enough away to begin with, the super armour will eat any reversal they try.
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Hell yes, 5B in the corner followed up with a throw is great. Timing's strict though, you have to match the active frames of the throw with those 3f of landing recovery. And they don't have to air tech.
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Depends on what you mean by falling. If you mean an empty jump then lol, they got thrown. if you mean falling from a hit and bounce teching, then yes, they can DP or just hold up as they tech.
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Matchup seems to have the potential to be seriously against ยต due to that void hakumen makes and the fact he can get in a little faster now with 4C cancels. xD x2 > 236A stills seems good to keep his fat hitbox away.
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You do know me right? I've got a history of trying to call out Mike on every tiny detail possible.
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It's an untechable knockdown too. If they're quite far away you can do 6C > 623C > stuff or 236B > 2B > 2C > 623C instead.
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Other than the fact it isn't. You're just going on what tager actually says when he does the move.
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You play Tager from what I gather, in which case, the only things resembling an air combo is j.C> J.D, J.Axn and J.B/C/D Land 623C. Trick is with other characters is that this isn't MvC therefore there's no hard and fast trick, who would you prefer to know?
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5D wallbounces on CH, but the timing's tight on the 5C > 6A > AC.... followup. 5D could also always be teched out of the stagger, generally the only way you can combo from it is with Asledge. It's mostly used as a pressure tool, since it adds that much needed magnetism and on block or ground hit, tugs them towards you a bit. Tager's overall more balanced now, sacrificing some damage for not having such large gaping holes in his game (just normal sized holes now) and a little more consistency, albeit with a much greater emphasis on command throws for big damage.
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Yeah true, It's more of a throw setup. Also, Whilst we lost 2C 4D, 5A, 5B, 4D still works.
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Not really useful information, but I managed to finish off a Tager through his 6A Super armour (It's only half damage after all). Funny thing was, Tager was still in his 6A Startup pose during the FINISH freeze frame. Confused me somewhat.