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Everything posted by Manta
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Does 236B Make for good spark bolt baiting? With meter to RC if you guess wrong of coruse.
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Yeah, but at the same time, I find them so, so easy just to 2D them. Kinda sucks when they do the A version and get a throw counter though.
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Am I the only person who finds it strange that Akira uses the B-type button layout?
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Sometimes it's worth at least studying some of the more extreme matchups to better beat them when you go up against them, because they have the potential to destroy you if you go in with a standard attack plan. And by extreme, I mean Tager, Carl and possibly Tao. Other people will probably diagree with the specific people. But needless to say, know your enemy.
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Rachel's j.2C notes don't actually list how each attack level is created.
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Has anyone mentioned studying your opponents yet? Aside from the obvious "He's playing lambda so I have to be a bit more in-you-face than usual", there is another layer of knowledge. People who play in tournaments seems to have very distinct quirks and styles, a lot of which is bourne out of the fact that if you play a style that nobody else does, your opponent is less likely to know how to coutner it. I call that a strategy. Conversely, studying your opponent to know how they behave and where their muscle memory lies (e.g. he likes to burstbait in this part of his combo, he tends to use that move as part of his mixup etc etc...). Knowing how to punish your opponent for their ingrained habits is strategy in my book. So the next level of learning is how to make your strategy amourphous as not to be predictable, which in a way is at odds with having muscle memory on your combos. All of this is something you can do before you've even heard "Rebel 1! Action!".
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That only matters for match winning damage, and he was burning 50 heat on non-match winning damage there. IIRC your opponent can't do anything (Including burst) until he's touched the ground after gadget finger, but he's still in a combo state until he does so I fail to see the point. Interesting to see the vast playstyle differences between Gallieo and MikeZ too. The former seems to use a whole lot less anticipation-moves in his game (missing out on a few good opportunities) yet mikeZ appears to love votilic charge baiting stuff (and getting punished for it/dropping an otherwise good combo). Yet they both seem to enjoy significant success.
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Some of that Tager play was just beautiful, some seriously cat-like reactions in there to make some bizzaro combos. He seems to really love doing Gadget finger RC into collider too, Sometimes he does it to combo extend, sometimes he seems to be a psychic collider attempt, or is he just getting the timing wrong?
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It looks like he buffered it during that gadget whiff he did. technically you only need to hit the up directions once to do a minimal 720, must've done it then. 22D 147896321478C? Incidentally, that's actually the only time I've seen Tager get guard crushed.
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I think he just got amazed at a feature that's been sitting in arksys games for years. Whilst we're on the subject of daft questions. How does normal heat gain work during hitting your opponent? I'm guessing it's like GG where it's just a value given to each move, yet the frame data never mentions it.
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Untechable refers to the time your opponent cannot recover for if hit in the air. If hit on the ground, the hitstun is purely related to the attack level, unless stated otherwise. Typo in the Lambda section btw, 4D's first sword may not be blocked low. Also, Cresent sabre is listed as high block only, is this supposed to imply on its own that it is air blockable without a barrier?
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It never fails to surprise me how ingenius some of the cosplayers for BB are. I once thought Hakumen and Lambda were impossible tasks. Although I've yet to see hakumen's 7ft sword used, is it something to do with cosplaying prop rules?
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Quick question, relevant to this matchup. If rachel uses sword iris, does the game check if the lightning bolt overlaps your sword or you first? (projectile shield and all that).
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I hereby dub this combo "The basketball combo". More seriously, I assume that you're supposed to do a 22D mist cancel at the end in order to close in quicker.
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Still looks ridiculous, someone ought to draw a diagram of how big the hitbox on AC is, it's waaaaaaay bigger than his hand would suggest. Potemkin's heat knuckle also had this monster hand syndrome as i recall.
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More of a nice showing off how silly the combos in a Tager mirrormatch can be. Magnetised 360A 2B 623C? What the hell?
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It should, it'll be there on the next post, this is far from done. This 55% thing pops up in the notes for 3C and sledge hammers. Any idea what they mean?
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New and improved translation of the frame data, with thanks to those n the previous posts and whoever originally compiled the CT data. Still incomplete though, may need some empirical evidence of some of the notes. EDIT: Seems pretty small, need some way to get a bigger image.
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Having some serious trouble interpreting the notes section of the frame data. I can see the obvious bits like magnetism length, guard breaker moves and I know which moves cause bounce, slide and force grounding state. But there's other bits I just don't get: 6B does something for 27F, is this some invulnerability of some kind? 6C says something and then 55%, keh? j.C says 13~and then some words, is this talking something specific about that added velocity it gives? j.2C something happens for a whole 60F amongst all that. All the throws mention something about 100%, I'm taking that to mean they always do full damage, regardless of combo (because I know they do) j.B+C mentions something about a range between 60,000 and 280,000 units What is the move listed between the last of the normals and the first special, with - for every attribute except notes? I'll leave it at that for now, there'll be more later.
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Just when I thought the recovery on some of Tager's moves was bad enough, now I know that they're in CH state for most of it. That hurts a lot. Also, am I the only one who thinks 5B and 2B having 100% starting proration is nuts?
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Can I get a little help here? On closer reading, I have no idea what the CH part of the table actually means.
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I don't understand a single symbol of Japanese, however I've pretty much worked out what each coloum means in this table: Name Cancelling (Self cancel, revolver action, Rapid, Jump) Base damage Starting proration Combo proration Acceptable blocking methods (High, low, Air, Air barrier) Attack level Hitbox attributes (Air, Head, Body, Foot or the range of the throws (?)) Startup Frames (variable frames are listed for Tager's charge moves like 360A) Active Frames Recovery Frames Frame advantage on block Counterhit hitstun Untechable time Notes (Invulnerable time, guard breaker propeties, Magnetism length, Magnetism active frames etc etc..) At the bottom of the image there are two more tables. The first describes the magnetism time for the D moves (They're all 6 seconds except for 4D which is 4) and then a table for all of the moves which attract a magnetised opponent. I might get around to tabulating all of this if I get bored. I can only really guess at what the notes say based on the numbers that appear. Interesting to see that 360A actually only has one active frame when you let go of the button. I've attached a preliminary translation of the frae data, I'll add in all the notes when i have more time.
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Pretty much exactly my point, CS will feel more broken once the next one comes out. Every Rachel player will weep tears of joy and lament how bad she was in the past. Tager players... will probably just accept that he's always going to be the underdog.
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It's due to the leading hit, Hakumen's mass death combos have to come from a big counter hit or fatal counter, Arakune's can start from something much more trivial.
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Remember after #Reload coming out how everyone was saying how much better it was and how XX was a piece of shite in comparison. Then the moment Slash was played people instantly turned on #Reload saying how Eddie's lockdown was stupid, Slayer's stun ability was BS etc etc... Let's hope this continues actually, because it'll mean the next BB will be a lot better than CS, which is already quite good for balance for the most part. In b4 "We already know and complain that Arakune's 10k comboes are BS, Rachel is tripe etc etc...."