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Everything posted by Zero000
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the hakumen matchup now is basically "how are your fundamentals, hope you have them" 6a any jump in attempt that hakumen does. slowly get into his 4c range by jumping over them or run up and barrier block right away. Once you get into 5b range, play footsies with 5b. If it hits, do a combo. Offense is slightly risky since his D's are all amped up, his jump d is crazy anti air now since Ragna's air moves are all pretty slow. But i guess for offense, slow moves such as 6b, 6d, 3c, dead spike kind of prevent him from doing his counters. Not quite sure on how the frames work on Hakumen's Ds Speaking of deadspike, deadspike counts as a projectile i think. I'm not sure what happens when ragna does deadspike point blank, I guess i'll try it out in CT and see what happens. But at a distance (it doesn't need to be far), hakumen will just do the same thing he does with other projectiles after he does a drive. He might be punishable, not too sure. If he does the counter super, rapid and quickly super jump to the sky I forgot what is punishable since his pokes have a lot of better recovery now. But ragna's 5c is even faster so that is also a good move to use. Just slowly bully him into the corner and constantly apply pressure with 5b and spacing (pretty much every matchup with ragna now)
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:> HEY FINAL ULTIMA can you clean up the matchmaking threads by making new threads for CS and labeling the old ones with CT?
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cool, guess i'll be there
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Oh yeah. I forgot. Deadspike (meaty or whatever) where the very tip of DS will hit is amazing. It's really hard to avoid and some people can't reversal it since you're so far away
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Deadspike meaty is like the most telegraphed move, hope you have the balls to do it or confident that the other person sucks.
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BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
Teams are fun buddy -
I guess 6b knocks them back down, but you probably can't jump cancel that right away. I guess if you really really want the neutral game right after, sure go for it. (I never tried it)
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6B is self explanatory. Uh 3c is a bit slower and you can actually see it come out. But it's great oki on Jin unless he does C/D DP, it goes under his A/B DPs and counter super. I don't use it enough I guess, since you can jump cancel it/do 6D mixups. I generally don't like it since you start at the end of a blockstring with 3c (and the startup is slightly telegraphed)
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Why that worked is because he started his combo from 3c 5d. Basically for the untechable time for the double BE to work depends on how many hits you put in before. I still haven't figured out the specifics of it, but generally if you start your combo with alot of hits, you're better off not doing the double and going for the oki afterwards. hmm i feel like writing stuff So the matters of double BE. You build a ton of meter, at the cost of losing your oki (but you guys should be used to it since all of Ragna's combos ended in DID knockdown). But in that situation linked by Ladon (BE 5d hell's fang no followup) leaves them in the air. That usually doesn't work after double BE (i think) but he started from 3c. Shrug, here's a oki list blahblahblah hell's fang + followup: pushes them to the corner where you want them to be. Neutral game 22c: old 22c oki setups. puts them in a shitty position and it's hard for them to reversal. they jump back, you can do GH (also covers overhead) or air grab. also can do 6b, 2b, 2a, or bait something. BE no knockdown beforehand: 5d hell'sfang+follow up see first, 5d DID for damage/meter and to make sure they can't tech out, 5d CS for damage no knockdown BE 3c: hoo boy this is a biggie. you get a real knockdown (fuck DID knockdown from the old game) and you're right in front of them at the cost of damage and meter. You can hold jump so you can do a high low mixup (j.b or land then 2b). Or bait something. Hell, you can even do something like j.b GH to be a dick. You can also stay on the ground and do 22c to see if they teched or not since they might be trying to be clever by not teching early (see 22c). If they tech early, you just whiff 22c or 2c both are pretty fast moves so you're back at the neutral game, but you're also in front of their face. I guess you can throw in a throw in there as well if you feel like it (throws are good now) DP knockdowns: Just like CT, you can do falling j.b/j.c? to catch them rolling. If they're in the corner, you can do a air backdash and a J.c to try to keep them in the corner. anything that makes them air tech (GH followup, BE 5d hell's fang, etc etc etc): They're in the air and you're on the ground, 6a is pretty good since they have to block it. People can attack back or dash away, so keep that in mind. Not usually the greatest situation to put a guy in, but you take what you get sometimes. That's a small list that got, let's get some more ideas going oh yeah, you can also use 5d as a meaty move. but people can react to that (don't whiff it)
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Hmm. Hell's fang (whiff) into follow up is still great to catch people trying to run away
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what the fuck Taiwan Blazblue???
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BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
I'm gonna be gone then. Welp no more BB tourneys for me ken you suck go find another partner -
Hmm a revival of this thread. After playing this new game for about 1.5 months now, there's pretty much no need for this stuff anymore A shame really, a solid Ragna is scary as is
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bulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhypebulidhype
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hmmmmm. that's pretty damn close to the tier list i made up, cept i put rags lower and hazama higher oh yeah, arakune would move up too
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BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
WELP. regardless i'm still coming up that weekend. (fuckyall) -
BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
Welp, just remembered that I bought a concert ticket on the 12th in NY. I guess I'll be back -
it was too long. i was about to fall asleep while playing initial d or dj max techinica too bad that game is too fun
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BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
oh yeah. who ever thought 3/5 was a good idea. go kill yourself -
BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
fuck "fuck Ragna" fuck litchi but yeah. GGs to all. I'll see if I can come up again for the next tourney -
you know those boxes of fruit do cost a good amount of money
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shit HEATH bars? that wasn't my shit
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EAST COAST THROWDOWN 2 - RUN IT BACK - May 22-23 - EAST COAST MAJOR!
Zero000 replied to SweetJohnnyCage's topic in Archive
hahahahahahaha -
Uh. Make sure you dash up for 5d so you can get close to land 22c. DO NOT mash 22c because you will cancel 5d (1 hit) and make 22c whiff. Just wait till both hits of 5d hit and press 22c. It's pretty lenient. If you want to, you can practice this in CT. Just move to the corner and do 3c 5d 22c.
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BBCS: 3 v 3 PT III. "Fuck, yo' autopilot B.O having ass"
Zero000 replied to Mr.Biscuits's topic in Archive
I'd come up again for that