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Everything posted by SkyKing
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I'm using the Makoto color scheme, and when I click on the Blazblue sub-forum the character sub-forum links are in a huge chunk of orange instead of the black background.
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Teams sounds cool. Now to find some mates, lol...
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Just gotta be careful with the spacing though. There is a chance that you don't get fully behind him and stay in the sandwich if you CA incorrectly, and now your back where you started minus the 50 heat you spent. Still a really good option when it works.
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He must be legendary if even other San Antonio peeps haven't seen him.
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Fubar took all my money already on AE. I'm so free at that game.
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Gimme May Lee, Kasumi, Vanessa, and Whip, then I'll be good.
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DreamCancel is a good place to start. OrochiNagi.com is one that I also check.
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If you are doing 3C by itself, then that's a pretty good one given the starter and situation.
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I'm guessing you meant 2B here. If you can only end it in RB, then I suppose it's fine. I think you can actually land the standard ender here though.
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Her normals are buffed in CS2, so you can actually mount decent pressure. She's got several new gatling options, and her 2A is much faster now. Open up pressure with either 5A, 2A, or 5B. Also, you don't always have to hit, as long as you can gain info on how people like to block, or if they are the types to throw out pokes or reversals against the gaps in the strings. When you do that, you can then apply that info to see if they'll tech throws if they block too much, or go for overheads, or even do an in/out game by cutting strings short and putting a little bit of distance to see what they go for before going back in for more pressure. After all this, you may be able to open them up by mixing in drive starters.
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I really wanted May Lee back, and probably Angel too now that realize that her style is what probably made Noel's style work.
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Just changed the art, buttons, and balltop on my TE. I forgot to place the screw on the bottom-left corner since the nut fell out of place inside the case.
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It depends on what he does after and how close he is to you. I've had 4D beaten out by j.2C cleanly. For the most part I've had it to work, but just be careful not to auto-pilot the read too much.
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Also, his 6A is a decent anti-air with some invuln on it.
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Yes. 2A and 5B are really nice approaching tools now. I like to 2A when both you and your opponent appear to be playing the "fast pokes" game, and 5B can be used all-around for catching Counter Hits and overall just applying pressure with some decent blockstun. As for blockstrings, you don't always have to end them in a heavy hit (5C, 2C, 6B, 3C). It's good to throw some out every now and then, but generally you would blockstring to find info on how the opponent will react after it is over, and if he realizes that it is over. I generally like to stagger 5A/2A or 2B, just to stay safe. Then, you can go into a full blockstring/mix-up.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
SkyKing replied to Tong's topic in Zepp Museum
HNNNNNNNNNGGGG - - - My airthrowing Palette~ Nice job! -
If it's the d.5D > d.5C part, then you have to delay them just a bit. This is universal for everyone.
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I've done it to where you have to delay j.D on your jump or to super j.D to get the right timing for 6D to connect. If you normal jump and j.D as soon as possible, the untech time will run out before you land, so they are able to tech.
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Instead of 6D, they might go into some 6A shenanigans for Primer Breaking and a possible hit-confirm RC combo if they have Heat. 6D isn't nearly as threatening as it was before because it doesn't break now, but you still don't want to be hit by it.
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For this combo, you can replace the j.D(normal jump) > d.5B into this: super jump j.D > d.6D > d.6B > d.5D > d.5C > 236D (5182)(6384 with Fenrir) EDIT: All the damage depends on the amount of 22B's you do, but generally I've gotten around the damage that I listed.
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5B's level got increased, so you can think of it as CS1's 5C. It should work the same since.
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In this case, I found that you may have to do the subsequent 6Cs fast that you would think. I've seen and done combos that have 3 6Cs in a row, so it could be a combination of proration and execution.
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You'll have to worry about proration kicking in in the order that you do the combo. You generally want to have less proration at the very beginning so that you can add more hits, and by that token more damage without affecting the untech time much so that the entire combo redbeats.
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My still revolves around waiting if he will waste nails or not, and if he uses bumpers. If I see bumpers, I like to hover around that placement to see if he want to attack me out of that space and then counter accordingly.
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While the drives can be listed as reversals, they don't do anything on their own and must be activated in order for them to work. DP's generally are things that can do something whether it is activated or not, and has utility outside of just being a reversal. While wake-up Hotaru is generally not advised, it can also be used on people that have predictable jumping/movement patterns and thus can punish them with it.