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Everything posted by Raptor
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Regarding said player, he proceeded to kick my ass in the GG tourney afterwards T_T Anyway, thanks for the input. I am noticing however that it is kind of hard to actually try breaking my own rhythm (as in I always use the overhead during my blockstrings) to find new ways of getting damage, especially outside of training.
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It's MB/AH3 this week. Next tourney 2 weeks from now is GG/BB.
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Here are some vids from my last tourney that I would like looked at and critiqued. http://www.youtube.com/watch?v=R9hAjfeBVwc&feature=related http://www.youtube.com/watch?v=16ixtOT1hRE&feature=related http://www.youtube.com/watch?v=7HsOvcZI2QQ&feature=related http://www.youtube.com/watch?v=cKpVVPz5zsg&feature=related http://www.youtube.com/watch?v=JeQaXKyiZFA&feature=related To defend myself here, this is the first time I used an arcade stick since January, so expect to see some weird inputs like 3C instead of 6C. For my drive combos on midscreen, I used the CS1 version of it since I didn't know the new ones. Since then I have found better combos for more damage.
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I think I left my PS2 controller at FFA? Confirm/deny? I'll check anyway at Thursday casuals.
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The tournament for BB/GG at FFA I believe is at 5:00pm.
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Playing against my cousin who mains Taokaka, I've learned that this can be an annoying fight. I find myself getting CH'd or stuck blocking due to how fast many of her normals are. Some normals that give me a hard time as Noel: 1) Her slide (extremely fast and hard to react to) Noel's 2D COULD possibly whiff over if you're too close, otherwise it should beat it clean. 2) 5C (this has a very high hit box) 3) j.C 4) 6A (either beats Noel's jump-ins clean or trade) Things that helped: 1) 6A 2) 2D and 4D 3) I have yet to find anything else worth noting.
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I have a replay saved in my D-Card. What do I do next?
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What could you say about the playstyle that should be recommended for this match-up? Aggressive when up close or passive when far?
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CH 5B can be followed by 3C if I'm not mistakened. On normal hit you can continue combo with 2B, 5C (RC to 6A for combo), or 2C (recommended as this move gives frame advantage). If crouching, a following 5C to 3C will lead to combos. You can also try going for overheads like 6B or 5C>6B, but it's risky.
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5B is a very good poke.
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Matchup Ranking: ?? R-1 and Buppa both consider this 5.5/4.5 in Noel's favor Recommended Playstyle: Passive aggressive (ground approach preferable) With Jin's range, the presence of a DP, and ability to do good damage off of CH/Freeze, you have to be careful on how you approach him. Noel will do her best work right in his face. General Strategy: As mentioned above, Noel will want to be up close and personal when fighting Jin. He has many ways to pressure you from a distance. Find holes in his offense to get closer to him and do your stuff. It is advisable to not go air-to-air with Jin thanks to the ungodly range of j.C, but your air-to-air normals can beat his if you are very close to him. Know what his DP options are (see "Has a DP" section below). Baited DP = $$$$. Your Best Tools(For This Matchup): Has A DP?: Plenty. 623A - Has no invincibility, but is very fast in start-up and recovery. 623B - Pretty much the opposite of the above. Slow but has invincibility on start-up. Can be followed up in corner. 623C - A large number of invincible frames on start-up. Leaves him in crouching state, so punish accordingly. (Unlike Ragna's Inferno Divider, this DP has a pretty short horizontal range) Has A DP With Heat?: Plenty as well. 623D - Two-part DP. Will likely outprioritize anything thrown at him. Unblockable if 2nd part is charged. Needs only 25 heat to use. (Horrible recovery after 2nd part, punish accordingly) 632146D - Ice Arrow Super will also likely outprioritize anything thrown at him. VERY PUNISHABLE. Things To Look Out For: 5B- Two-part kick. The 2nd hit of Jin's 5B has a neat vacuum effect (will only occur if he uses this move very close to his opponent). He will either set this up for tick throws or continue his offensive pressure. Your 2A can poke him out of it on IB. For the newer players that will spam Ice Cars (214A/B/C), just block and punish. HIS METER, WATCH FOR IT. AT 25 HEAT HE CAN: j.236D (tri Ice Blades) - This move has many uses for him. It can make his jump-ins safer, force you to block on wake-up, and of course keep you away from him. You get hit by this move, he does damage. 623D - See "Has a DP" section. AT 50 HEAT: 6A - That one near-useless overhead of his that can't cancel into anything afterwards.....is now a very dangerous tool as he can now do 6A>RC>BNB. This combo will hurt alot.
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Matchup Ranking: GOOD NEUTRAL GAME, GREAT DAMAGE, OK RESETS vs. GOOD NEUTRAL GAME, GOOD DAMAGE, AMAZING RESETS Recommended Playstyle: A mix of keep away and aggressive You DO NOT want to find your self in-between Carl and Nirvana. However, Carl himself will be hard pressed to get out of pressure once he's on the defensive without 50 meter. Making the kid block also makes him unable to use his robotic sis. In other words, you shut down Carl, you also shut down Nirvana. General Strategy: Carl Clover has the ambition of growing up like GG's Eddie. Combined with Nirvana, he has insane reset and unblockable potential, making his offense pretty damn scary. His defensive options aren't so great however, especially without Nirvana. He also has the HP of a little kid. 9500. You have at your disposal a character that can unleash monstrous damage to her opponents, averaging around 3k-4k of damage midscreen and 5k-6k with meter on corner. You do the math on how much your guns really bring the hurt to this shota. Do whatever it takes to get in on the kid and start wailing on him for reasons stated above, but be wary of where Nirvana is. You would want to stay away from the space between him and his life-sized action figure. If you have to block, do so in Carl's direction. You will block both his and the doll's attacks no matter which side it is at. Your Best Tools(For This Matchup): 6A: Aside from him using j.2C RIGHT at top of your head, his jump-ins aren't really anything to write home about. 6A beats his jump-ins clean. 2D: This will mostly beat all of Carl's ground normals except 6A. You land this twice into a combo, he dies. B/C Optic Barrel: Potshots from afar will keep Carl at bay. This can also annoy Carl enough to approach you a faster way....leaving Nirvana behind. Has A DP?: Nope Has A DP With Heat?: Gear Super. Unreliable in general due to startup. However, it is hard to punish due to both his proximity to the gear itself and to the fact that the gear stays there regardless of Carl getting hit. NIRVANA CAN STILL MOVE DURING GEAR SUPER. Things To Look Out For: 236A/B (Vivace) - Command Dash that has some invulnerability. Carl will pass through you depending on distance. Your opponent will use this for mixup and as a positioning tool to get you between him and Nirvana. The A version doesn't have foot-invulnerability during the animation, but so far your 2B is the only normal fast enough to catch him. j.2C - This move is a threatening cross-up when used with an IAD. Using Alle gretto (214C) with this move will enable him to land on the ground instead of bouncing off you on block/hit, allowing Carl to continue his pressure. I suggest to not bother to 6A this as most Carl players will use this move outside of your 6A's ideal angle. 6A - Very good anti-air, but like Noel's 6A, very bad recovery on whiff
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Will the (6A>6C>22B)xN loop work on most if not all the cast. I tried it out on Tao and Hazama (max 3 reps on both) already before losing the game for the weekend, therefore I am unable to test it out. Would you also recommend using this loop in the first place?
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You have to input 6C right as the dash animation finishes. Otherwise you can't do anything once you dash cancel.
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Works well with 6A also. This also allows you to make them guess if youre going to airthrow after they tech the 6A.
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Was wondering why regular Haida wasnt working on Bang. Going to memorize all this.
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Are the guys at FFA considering getting a CS2 upgrade (if you have one of those )? http://www.arcade-game-sales.com/news/blazblue-continuum-shift/277.html
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Where is this gathering at Riverside anyway? I might go to FFA at Friday to make up for missing Thursday casuals.
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How's the recording gear working out?
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You are not alone in that area.
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Just to add, while her normals are pretty lackluster compared to others, they are still an important part of her gameplay that you shouldn't ignore.
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I should be there unless something comes up.
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I might be able to go, but I'll be arriving late. Is there any Chevron in the area?
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Anybody going to be there today? Was saddened to find nobody last Thursday.
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I will in a bit.