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VR-Raiden

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Everything posted by VR-Raiden

  1. So I've heard, I would be happy with just having the game to play offline with people on my PS3 though.
  2. I see, so I guess you are closer to Charlottesville. I think a few guys that are here for college right now live in Charlottesville normally. Most of us (including me) are in the area due to college. You're more than welcome to come to one of our gatherings some time, we post about those in the SRK thread. Also if you want to get some BB games in on PSN, we can add eachother and play sometime.
  3. Hey there, glad you asked. We actually have quite a few players spread around Blacksburg/Roanoke/Radford. Most of our players post over at SRK in our thread there: http://shoryuken.com/f19/virginia-tech-roanoke-thread-56883/. We play a wide variety of games, and have quite a few BB players. None of us actually own MBAA but some played MBAC some when that came out way back. Where are you exactly?
  4. Yeah those would be optimal for sure. Just saying in case you don't hit confirm to cancel into other stuff, 5B still connects even if you wait for the CH 5B to fully recover (don't remember if anything better does), that's what's different about it being a CH. but I guess it being CH would also give you more time to cancel into something better, so the fact that it is CH helps whether you cancel into stuff or not.
  5. I dunno about the first one, 2D doesn't combo to HF. Do you mean 2D, 5C, HF? As for CH 5B, I tried stuff with it a while back but don't remember finding anything too useful. If I recall correctly, it combos to GH which could get you a bit more damage on a far hit than 5B, 5C, HF. Up close, nothing was better than just going into 3C or whatever you would do on normal hit. If you land an air CH 5B, you have time to do another 5B into combo.
  6. I posted those in post #21 of this thread, along with whatever other starters you can do it from, but I suppose they weren't added to the first post because I didn't exactly type them all out. I didn't include character specifics on that last one though, I assumed it worked on everyone but I guess not.
  7. I was inspired by something I saw in a vid to look into punishing Ragna for doing GH when he has meter to RC it if blocked. Taken from the vid, if you instant block the attack before GH (for example, IB 5C from 5B>5C>GH) and dash 2A/2B, you dash underneath the GH, preventing him from RCing it for safety. Midscreen you can catch his landing recovery with a quick 5B, if you're in the corner you can do more painful things to him. Something else I found that you can do is right before the GH hits you, do 3C. Ragna's hitbox lowers enough at the start of 3C to dodge the GH and you land a CH into a painful combo. 3C CH (air hit) > 5D (DC) > 5B (2C if closer) > 5D (DC) > j.B > j.C (JC) > j.C > BE > 6DD > BE > ID(D) ~4200dmg. Hurts a lot more than a ID combo. You don't need to instant block the attack before the GH for this either. You have to do 3C a bit before the GH would hit you, the timing is pretty strict. Obviously both of these take some good reaction and anticipation. You can also get CH 6A if you do 6A right after he starts GH. 3C method gives a little more time to react though.
  8. I've been trying to do that 6A (HJC) > j.D (JC) > j.C > BE for midscreen double BE combos myself, I can get it to work from all the usual starters except 5B > 3C > 5D(DC). Seems like it doesn't work if you use 5D(DC), the last j.C misses. Correct me if I'm wrong.
  9. Will be there for BB and GG!
  10. But you can do more damage off a 5B without even using any meter one example (taken from first post): 5B, 3C, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4010
  11. A friend here wants to learn Millia, are there any tutorial vids out there for her?
  12. j.B is also good if they keep flying around and you're in the air. It's active for a long time and has a big hitbox, so it can catch her easier than other air normals. And remember 6A destroys her for dashing in at you when you're grounded.
  13. Ok thanks. From trying it myself just now, as far as corner double BE, it seems like you just need to delay the 6D ever so slightly.
  14. So what's the solution to getting double BE combos on Mu? I don't remember where this was answered before, but it should be said again in here anyway.
  15. On the topic of ID>214D ender in the corner, I've actually tried air backdashing/double jumping to reposition in matches more lately and it's rarely turned out well. I didn't notice this until now, but there's this strangely long landing recovery after you do either of these, no matter what you do (unless you want to RC or go into an air special). I don't know what causes it, other than that's just the way it is after ID. but it prevents you from comboing after even a j.C (as it's already been said), and seems to put you at huge disadvantage if they block. There's a noticeably long crouch animation he has to do when he lands.
  16. Oh that's true actually, I tested it before and didn't get it to work but tried again just now. If you do the backdash late enough it will avoid it entirely.
  17. About that annoying 6C of his: 6C takes a primer and is +6 on block. Which means it's still +1 on instant block. You want to react to, and avoid this move. If he does anything into 6C, you can ID, CS, or BK to avoid it. If he's far away, it will clash with the first hit of ID. If neither cancel into anything, you score a CH with the 2nd hit. If you cancel into another ID, you get a CH. I couldn't find anything he could do to avoid being hit by ID from that clash other than RC and block, so when you see that clash you can just mash out ID's. CS beats it clean at any range. BK avoids it but he recovers fast enough that you can't get a punish. If you instant blocked the attack before 6C, you can CH 5A him out of it. Note he can't cancel into 6C from any lows. In general it seems like IB'ing is really important if you don't want to be stuck in pressure all day (no way). IB'ing his 5C probably helps a lot in this match, creates an opening to ID for anything he can do. Special punishes: 236C (overhead uppercut) is -10, you can get a free 5B but it's a pretty far hit, so you won't be getting a mean punish unless you dash into it. Ground super, if you instant block the last hit it's an easy dash FC 2C combo. Normal blocking, he leaves counter hit state by the time you get to him, but you can still get 2C into pain. Air super, easy dash FC 2C punish. Also, watch out for instant overhead j.C after blocking a 5B.
  18. I've only played this match a few times so far. One thing I noticed is if he does 5C > 6C, and you try to Inferno Divider© the 6C, it will actually clash at the first hit, so weird stuff can happen there. I'll try stuff and add more later.
  19. Personally, I thought the dpad was crap on it. but I've seen people say they like it, so i dunno. If you're gonna buy that you might as well just buy a stick though.
  20. When I didn't have my 360 stick and had to use that damned pad, I used analog. Had much better success with it than the dpad.
  21. I'm all for this. If people just pick Auto for stage, which is the default, it would never come up anyway.
  22. Oh oops, you're probably right On that topic, I really don't like HF on hit without follow up either, for reasons including what Seifuuku posted. Plenty characters destroy him at that range, even with the +1 advantage.
  23. If you take a look at the frame data, looking in the Frame adv. column http://dustloop.com/guides/bbcs/frameData/ragna.html you can see HF is -4 on block. That means it's slight disadvantage on block. Nothing that I know of is faster than 5 frames so it's not punishable, unless they instant block. Then it becomes -9 and so becomes highly punishable. -4 frame advantage means you recover 4 frames after they get out of block stun. So if for example, after one Ragna does HF and the other Ragna blocks, they both do 2A the exact moment they're able. The one who blocked the HF would land a counterhit because he was able to get the 2A out 4 frames before the Ragna that did the HF. If something is even, or 0, on block then you recover the same time the opponent gets out of block stun.
  24. I can't guarantee a CRT but I can bring my PS3 with BBCS and PS2 with GGAC. Are we doing AC+ or regular AC? I should be able to bring either.
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