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Everything posted by A.X.I.S.
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Ah no more sleeping the whole fight. Lets be gentlemen and show her whats up. Discuss it! Thread name subject to change. Alrighty Lets talk Rachel, this match up is harder than CS1 by a good deal, Rachel has consistent zoning, she has instant overhead j.A, she has damage, frog has more hits than before, to top that off her wind regen is near CT levels, and she can cancel J.2C into normals. So how do we beat her? Simple step your game up, take a couple of risks and get it done in one go. Problem/Solution: -Frog-Rachel wants you to block it so she can freely mix you up, you can get around this in so many ways! you can sledge it (risky), 3C it (risky) j.B it (kinda safe) or move around to force it to activate and hop away. All these options are assuming she doesn't slap you with a pumpkin or lobelia, choose any of these with discretion, if you can't destroy it then block and IB it, you will need meter, trust me on this. -Pumpkin- Annoying little critter it is, moves real fast and gives Rachel a great way in, you can't do much about this without putting yourself at risk. You can try punish her for approaching with or you can block it, IB her stuff and wait for a punish. (you can sledge through it but its pretty risky.) -Lobelia-Its a problem but not as bad as you think, IB it or sledge through it, watch out for sword iris since its pretty much a follow up to this, in fact watch out for iris in general. Its block stun is big enough for her to set up more lobelia's to iris you with whether its locking you down or part of a combo, you can of course sledge through sword iris, I find it easier to IB it then poke her if she is approaching and not being safe about it. -Air normals-J.A instant overheads when she winds with it, keep a sharp eye for her wind, if she doesn't overhead then react quickly to a low, its a mix up that is not fun. J.2C has humongous block stun but its easy to IB, expect her to follow up with something after it, if she decides to lobelia after j.2C and you IB'd then sledge her, J.C will hit above her in both directions if you are above her then block, do not try to elbow, you will get CH'd. (Ok if she is on the ground then do what you want.) -6A-Anti air and has armor on it, you can j.D it and trade to get magnetism. -Cat chair-Its a reversal and leads to 4k with meter! do no not get hit by cat chair, you can bait it with 5A whiff. Close/Mid Range: Look at what Rachel is doing and react accordingly, punish tech rolls with 360 or 5C since she is fat enough for it. (In fact meaty 5C beats her even on wake up and you can do pick ups on her. 360 if you smell a cat chair or any other reversal. Expect her to CA you, in fact look for it, she dies if she is next to Tager when he has momentum. Long range: [*]Frog summon can eat spark. [*]Pumpkin kills you for pressing buttons or being obvious. Do not get predictable, in fact don't push buttons when pumpkin is around. [*]Hold your spark until she is trying to ground summon or something stupid that should be sparked. [*]2D is decent if you know where to do it. (A lobelia can punish 2D, don't let it discourage you from doing it since the threat of sledge may keep her from doing it.) Extra bits: her jump cancelable ground normals are: 5A, 5B, and 6B. 4B can come from 2B 2 times so watch out for it...deux. You have to take a chance this time to win since Rachel can keep you at bay with her improved wind regen. Don't worry though the match up isn't as stupid as CT. A neat Rachel gimmick is to neutral tech and wind toward you, she can use air normals from this. 5C her if you spot her doing it. Punish bad summons with sledge or spark. She has 4 primers so guard breaking her is easy. Have fun and be smart, she can still lame us out with the time out strat.
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Oh joy she is actually a problem now. Lets talk about it guys. Thread name subject to change.
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qq I am gonna body the Noel mod tomorrow cheer me on. Seriously lets talk about why Noel is a terrible character. Lets discuss it here! Thread name subject to change. Oh Noel Noel Noel how have you risen up the ranks of being annoying still. Lets talk about what you want to do as far as objectives go. In CS1 our job was to troll Noel and make her feel like life is meaningless. In CS2 your job is to make her play really stupid so you can punish her with 6A super armor and our lol Tager tactics. This match up is pretty much who randoms who first, Tager's randoming Noel isn't as rewarding in damage but you get some perks to it...like it being Noel and when Tager has her in her clutches she has to throw out drive and hopes it wins. Problem/Solution -Noel running in-You can 360A her run in's for free momentum, use it sparingly. -5B-Yes 5B is greater than all of our pokes again but it doesn't mean we are out of options, IB it and if she thinks she can run for the stagger you 5A it. -5A/2A stagger- Block, just block it, she is gonna go into something else soon, prepare to react to the overhead...and do not get hit by muzzle filter!(command grab that only catches people standing.) in other words only stand to react to the overhead because I swear if you get hit by muzzle filter you will eat 4.5k into the corner. -J.4D-Really fast(10F) cross up low, it has no invul so you can 2C it, she uses this to beat 720, worst it can be tiger knee'd and it leads to 5k or so on CH, whatever you do block low and punish drive accordingly. -Optic barrel- This move is way faster, you can still sledge through it, Just IB it and advance forward. I found sledge follow up to be useful if I am a bit too far out of sledges range...only do it if you successfully sledged through optic barrel, even then becareful she may have enough time to block it. Close/Mid range Do your Tager thing and magnetize her fast, 5A whiff confirm a drive. (Most of her drives will get CH'd by the 5A.) Do not be obvious about throws, 2D will net her 5k midscreen. when you magnetize her do not wrecklessly use 6A, j.4D will cross you up and drive 6C will cut through the super armor. 360B>walk 2B>collider>B/Egadget works on her, capitalize on the damage. If she has meter do not use moves with a lot of recovery without caution, her CA allows her to get behind us. When being pressured don't press buttons. Staggers you want to 360 to beat is 2C>dash in and 5B>dash in, 5A/2AxN dash in will get you CH'd. Long range. Walk towards her until she feels scared enough to come in, 2A/2C works at stuffing her jumps. [*]2C will more than likely stuff j.4D if she tries to do it coming in. (stupid mind you but it beats 360/720 thus her playing stupid.) [*]Optic barrel is annoying, IB it and walk into range. This match up feels closer to CT, do not get hit by drives or you will feel that damage. 5B having a great hitbox means you have to be close to stuff it with 5A/5B. Be incredibly random but not stupid, you want Noel to feel like she has to press D and once you do that its about your punish. 5A mash will beat your wake up options without meter. Don't backdash Noel stupidly, 5AxN beats it and makes you eat 2K for it. Don't get cornered because then she doesn't have to dash in to use the higher level staggers. If you want a IB 720 on the ground then here you go. IB 2B and you can 720 2B>2B, 2B>2C, 2B>5C. Ok I will change some stuff soon.
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Be incredibly random and punish stupidity. There thats the match up! Happy now? Oh wait your not!? Lets discuss why mirrors are cool. Thread name subject to change.
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Troll versus troll here! Ok lets seriously talk about how to reverse troll this munchkin. Thread name subject to change.
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Oh boy looks like we get to play cat and mouse but the mouse weigh well over 500 pounds. (us) Lets talk about how we should persevere! Lets discuss it! Thread name subject to change.
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Ok when did werewolves get to be in anime? Lets talk about how we should abuse this elderly fool. Thread name subject to change.
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Lets discuss why being sandwiched is a bad idea. Lets talk about this! Thread name subject to change.
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Pick a different character! Not exceptable? Masochist! Lets talk about this match up and discuss it like classy gentlemen. Thread name subject to change.
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Oh god squirrels. Play solid don't get hit the usual. We need more info! lets fill it up. Thread name subject to change.
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As usual lets fill this up with plentiful amounts of info. Name subject to change.
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This is harder than CS1 but we crouching beats A and B DP. Picture CT Jin but not as bad...that is this match up. More info soon. Thread name is subject to change. Hey Remember in BB: CT when Jin did whatever he wanted because it was safe? Do you like getting hit by lol wake up DP's and Whatever he wants to air dashxN? You say you do? Good because this match has just turned back into CT. Lets gear up and show him what happens if we get our big hands on him! Problems solution: -2D-Great mid range projectile poke that leads to damage and pushes us closer to the corner if we get hit. Sledge it, Block it, iB it etc etc. -Dragon punches-I love getting smacked by Jin! Expect A and B Dp's when he runs in or used as a AA tool, C DP when he wakes up or he is trying to yomi punish a grab attempt, and D DP solely as something to throw out on wake up. You can beat them all with back dash, you can duck A and B DP when you are on the ground, expect him to do a DP off unsafe enders like 3C and 6C, if he is smart he will do ice blade after, if you are smarter you will IB those specific moves and sledge him for being unsafe. -Air A B, and D ice blades- If he is high in the air when he does A and B Ice blade he can recover fast enough to air dash afterward, lucky for us his j.B and C air normals lose to backdash punish for free, D ice blades punishes obvious AA attempts and back dash, you can sledge D blades on reaction if you want or IB them and 720 Jin if he is close enough. -6A-Jin's overhead, block it he is -4, it becomes a frame trap if you get hit by it, he can't combo without CH or RC. -Jin tricks-Jin has pleny of annoying tricks so lets talk about them shall we? IAD cross up ice blades: Hold back, this will NEVER truly cross you up...sadly I still fall for this too. 3C>D ice blades: Evil little trick here, he can do some nasty stuff, the good news is you can back dash to beat the mix up. The mix up is of course is empty jump 2B, empty jump grab, jump air dash>air stuff, and IAD ice blades. 6D>D ice blades: The 6D resets you while you are in the air and you fall into the D ice blades, have fun guessing correct on the mix up. dash in 6B: This one is made to mess with your reaction, normally if someone runs up to you they throw you right? So what happens if Jin does 6B? you whiff the throw and you eat 4k+ mid screen/corner for your troubles. If Jin runs up on you, then 5A or REACT to the throw. Close/Mid Range: 5A him to convince him that the ground is not the way to go. Bait his DP's with back dash or Just ducking, we can't 5D punish D DP anymore so you have to use a different punish. 2A/2C obvious jumps. Don't get caught in the corner, its really bad when you're in the corner...so don't get put there. 2B>gadget works on him. 360A goes through A, B, and D DP's but the timing varies. After gadget it's in our favor! only 2 Dp's work and you can bait C with 5A whiff. Long Range: Charge spark, IB ice blades, expect him to approach and react properly. Use spark on stupid as usual. Expect him to run to mid range and use 2D. Don't jump in too much. Match is bad but doable. Just keep Jin in check and always look out for a DP. Don't let him get close to you for free and once you hit land a good hit wrap it up and get the round out of the way quickly, Jin is a step up from Ragna in difficulty but its nothing we haven't dealt with.
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Its the song that never ends! it just goes on and on my friend! Yeah Lets work together on this one, the only Lambda I have in my community is me so I only got netplay stuff. haven't done this in CS2 yet. Name subject to change.
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Hate this match up even more. I'll have a right up on it ASAP. Just to let you know its pretty stupid...more than CS1 but less than CT. Name of thread subject to change. Oh god the invasion is here again and now we have it stupid. Problem/Solution -J.B-This move by itself is the biggest freaking nuisance in this match up, your AA's are situational here in so many ways so lets discuss when and where you can AA. If he is directly above you and he is high you 2C, if he is in front of you then Collider, if he falls from a medium height then you can but not always backdash 360 him. -j.D-Dumb move you can sledge it but you probably shouldn't in some situations...say when he is close to the ground? At least not B sledge...be safe jump over it or VTC it. -6D-He does this after a combo or after setting his stuff up, sorry but its worse than CS1, the place it goes is in a place that ruins us...just have to deal with it. -2C- Always be aware of this move...always! its fast and it leads to 100% curse on CH, block it and burster him for it. -5C- Primary AA for Arakune, leads to curse on FC, just do yourself a favor and don't High jump C trying to catch him, don't elbow because it has 5-25F head invul, make it whiff if you can. -Curse mix up- Oh god I have to talk about this in so much detail...lets do this! To understand how to block curse mix up you have to understand Arakune gatlings so lets discuss it. 2A is his low, it gatlings into 2B and 2C, 2C has 100p1 so block low and react to overheads. 6A is his primary overhead and he can gatling into 6B or jump cancel it, yes an overhead that jump cancels on block...fantastic character right!? Now you might ask what does it jump cancel into? rising j.C which again has 100p1. Fun yet? Now lets say these moves special cancel into teleports. Do you guys like cross ups? I do! I do! 6C can cross you up at point blank and its a 3 stage overhead. 6C>5C>2C any of these can cross you up point blank. But the killer for you is the vast number of frame traps he has if you try to mash something out. Guess right for 14 seconds and you should come out in some peace. -F oh G- Sledge this or block low during super flash! DO NOT JUMP LORD HELP YOU IF YOU JUMP! Close/Mid Range: Ara will come down doing J.B, block it and block low 5A gatlings into 2A and if it hits he gets curse meter. If you are on the offensive then don't let him go! do not let him run! 2D is hella bad in this match up and your best poke is honestly 5A or 360...seriously its that retarded, 360 works when Ara mashes. Long Range: Get in medium range and fast, you cannot beat him in zoning, not even spark will help you. VTC to get around D's or sledge badly judged ones. This match up sucks but you need to be on your A game and look for a slip up to win. Get good blocking real fast so even if he curses you it won't be a auto win. Trust me I did this match a lot and it will NEVER be easy.
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Lets get this show on the road. I'll update this post when I can. Name subject to change. Lets Talk buck up and do this shall we! Problem/Solution -5B- Ragna's go to poke leads to good damage, has nice range and it comes out in 8F IE hella fast and hella dangerous BUT it extends his hitbox meaning we can 360A through it, if its poorly spaced 5A it, becareful backdashing it, he has stupid active frames on it. -6B/GH overhead- This is the main reason you think the match is hard or why you lose. 6B in most places can be 360/720'd, MTW if you read it right but if you are scared just block it. GH is risky and the reward isn't worth it unless CH'd or RC'd, You can actually 360A/720 through GH or you can backdash punish it, heck if you block GH you can still 360 assuming he doesn't do the floow up and if he does the follow up then make sure you block it...make him feel pain. -Note- If you need more info on where to expect 6B then look at the next post I made in this thread. -5C>2C- Pfft IB the 5C to make it unsafe, IB the 2C to make anything he does after 360/720 punish, if he makes 2C whiff then spark him for having his 5C IB'd. -Deadspike- Breaks primers and +3 not really a thread because Tager can beat his +3 360A or AA if he jumps, under normal circumstance if you see deadspike you should sledge it, you can be as late as you want with it too. -Inferno Divider- Bait it punish it, you can whiff a 5A to make him want to do it. punish with 360B or 5C>6A>2C>collider>whatevers. Close/Mid Range Be patient and take your time, Ragna's pokes will auto stuff yours if he spaces them well, but don't ever play passive, let him know you are not afraid to hit him for doing stuff. 2D is good way in if Ragna is waiting for you to mess up or isn't moving around at this range. You can AA Ragna with 2A/2C and sometimes collider. Becareful tossing out 5D at this range, Ragna can auto punish if you whiff. 6A super armors through DP, 6A is useful in this match, just cancel it into 4D to keep yourself from being ID'd. 2C is +1 always IB it to wing it to your advantage you can pretty much 360/720 or AC anything he does after you IB it. Long Range [*]He can't do anything here but you can VTC and get your spark. This match up is far easier than CS1. Just react to the overheads and play smart and Ragna will have to be creative to pull a win on us. The match up feels 5.5-4.5 in his favor because of his longer ranged faster pokes and mobility. Don't get discouraged! This is one of our easier match ups...once you block overheads.
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I am in shock dude...I should take that link and add it to the combo thread. Also if you guys haven't fought Arakune yet then your gonna have so much fun. I...AM...NOT....LYING! Well fuck this game...if you main Tager put on your troll face because your chances of winning goes up when you troll. Edit: I want to say I love you guys and I hope you enjoy the year of the "Give 0 fucks".
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Lets see! 360B>walk 2B stuff gives free oki and with mag leads to a easy 6k. with 100 heat 360A leads to unburstable death if you have their health low enough. 6A is godly for trolling and it makes for a pretty damn good troll meaty, I used it to beat Ara mash lol. Some of his combos are hype. 5C>6A is pimp status. Burst system makes people desperate to not get guard crushed...yeah thats it. T_T
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Support the scene we have scrubs too! Also fun things to gab at for everyone: 6B FC is useless! try to break 3k with it I dare you. Tager's damage makes me rage. 360>walk 2B is still hard as balls. Arakune is even more annoying than before. IB nerf hurts us in amazing ways.
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Its no biggie, I didn't do it all by myself though, I had quite a few people help me make this. Oh you live in MI too! Heres a thread you should get yourself into. http://www.dustloop.com/forums/showthread.php?11457-The-Michigan-Thread-25-Sayonara-BlazBlue-CS1.
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That is not an option select. After gadget you can do a normal grab faster than a 360. Not only that it has less recovery so on whiff you have time to block. Not to mention if you can make the throw purple thus beating mash or them thinking they can autopilot jump/backdash out. It's quite simple really. Even I do it my fair share.
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Its not an option select its just guessing. If you do the throw as fast you can it will be purple and it will probably succeed. Still purple grabs are not really good.
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Gold bursting a gold burst for 720 is completely legit, I won matches like that.
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LOL Thats Kouji I believe. I am gonna ask someone to verify it for me but I believe its Kouji. He's that regions strongest Tager now but he doesn't get on camera much. Guess he doesn't want to be recorded. Darn it might just be Galileo...which doesn't help because him and Kouji uses the same colors. Strangely the characters for Gali's litchi doesn't match his Tager from what I can tell. Edit: Noel and Hazama updated. Edit: Again yeah my source says its Gali, he is just screwing around. I really wanted Kouji to be in there, his Tager is so pimp.
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The extra pull on D moves are good or bad depending on your playstyle and the match up itself. For me it will help quite a bit seeing how I use 5D as poke just outside of mid range on some folks. Anyways I am gonna do match ups like this when I make the threads. Expect them made tomorrow or Wendsday. Not the real match up summary but will be the format I use: Ragna: Like the previous games Ragna is tough one to beat but you can normally give him some trouble once you get in and do your grapple stuff, bait ID and do as much damage as you can, even with the damage nerf 3 good combos will still take him out. So lets break down how you should play this match up and we are at it I'll talk about things you can do to make Ragna players pull their head. Things to look out for! Problems/solution. 5B is a good poke from Ragna and his most common starter, expect to see this whenever he is running in you can poke it with 5A if he starts the match with it, you can also 360A it. 5C is Ragna's slower but longer ranged poke, sadly your only answer is IB or jump over it. j.C this poke is a serious problem at some distances, you can't collider it or 2C it but you can IB it and punish Ragna if he wants to continue pressure on the ground. 6B is Ragna's go to overhead, blocking consistently will make the match up really hard for Ragna so do it! If he can't land this then his chances of doing something risky skyrockets. Deadspike? sledge it or IB it so he is closer to you when you want to punish. Gauntlet Hades is an overhead and its easy to spot backdash or block it so Ragna can kill himself. ID can be backdashed now and 6A kills it if you chose to do it, usually you want to bait and punish. Close/Mid range Walk in or 2D, 6A will stuff a jump. When in 5B range don't try to beat it unless you read it, you are gonna get CH'd. 5C as stated before can be hopped over, don't try to beat it you won't beat it. Basic Ragna blockstring will be 5B>5C>2C>stuff or 5B>2B>5C>2C>stuff. 2C is +1 which is safe, IB it so its not safe anymore. Expect a GH after a C attack because dumb Ragna's do it, against good Ragna's react to it with standing up and block or backdash it. Do not let him get the health lead, he can and will sit on it. J.D is a decent poke but don't do it too much, 6A will tag your extended hitbox. j.2C beats 6A if he is trying to flow chart it. (IE he does it because you jumped and didn't bother timing it, only works if you did high jump j.2C otherwise you get tagged.) Spark is good to use at this range, save it for the mind games. Long Range [*]Get into mid ranged fast. [*]Don't use spark here he can avoid it, save your spark for mid range. [*]Ragna doesn't have anything but time here so expect him to approach if you have the health lead. Summary, once you get down blocking his overheads you force Ragna to get creative and hit you out of random stuff, its ok though it takes time to crack a Ragna since different players have different DP habits. Take your time in this fight since there isn't always a chance to catch him. Note IB 5C or 2C if he does it close ranged, this makes the match up 100x easier for us and 100x harder for him. This is a rough draft so tell me what you guys think. I want to shrink it down a bit more for the real thing.