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Everything posted by Tari
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Sweep is situationally useful, mostly due to its raw range. I agree with SKD's recommendation. Don't directly challenge Narukami air-to-air, because his air normals are both faster than j.B and can match j.B in range. Air-to-air, Labrys' air normals are more useful for spacing purposes, not for approach. Only use her air normals for air-to-air if you think the Narukami player will do something you can actually beat. Instead, j.B is more useful as an oki or pressure option. As oki, you can safe-jump j.B against Narukami's furious action, seeing as how it's a traditional dragon punch with invulnerability, not guard point or a counter attack. Air-to-ground, you can make call outs against his 2B with aerial guillotines. Air backdash j.B is fairly decent, as well, just for its odd movement and fall timing. If he is choosing to use DPs while you're high in the air, something's pretty wrong. If he's doing it when you're close to the ground, well... you probably shouldn't be that close to the ground with air-to-ground against Naru in neutral. Also worth noting is that Narukami doesn't really enjoy the air-to-ground approach against Labrys very much, either. Her 2B is fairly good at stuffing any sort of raw jump-in from Narukami, so you usually won't see his air-to-ground game thrown out as much until he has persona lockdown going. He does have notably more options than Labrys for air-to-ground, though, so it's still more viable for him to approach that way than it is for Labrys to. Honestly, even in neutral, a lot of the game for Labrys revolves around making correct calls about what the opponent is going to do. Playing a solid spacing game and trying to limit the opponent's options makes this a bit easier, but it's still an annoying game to play.
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As dumb as it may sound, playing Labrys is largely about making good reads and blocking well. If you block effectively and can correctly guess when the opponent will do a move that you can actually beat, you can get yourself out of sticky situations and turn things around. In particular, against Narukami, he usually has to do something unsafe in his blockstring after he uses up his persona moves, so you always have a chance to make a good call. Otherwise, if you can't figure out when to make your move, once you're on the defensive Labrys is pretty much toast. You get one chance in the form of bursting, and another in the form of Guard Cancels, and then you're out of choices. In neutral, the matchup against Narukami isn't terrible. While he has fast normals that can match or beat your normals in range and speed, your options are still quite viable against him. Sweep, j.B, air guillotines to call-out anti-airs, all of that stuff works against him. Once you have pressure, keeping it isn't that difficult against him, either. While his furious action isn't terrible, you can stay out of range of it or beat it out with hard call outs (like an AOA on his wakeup). The only thing you really have to be careful for when he's on the defensive is his Cross Slash, which he only gets in awakening mode. Just remember, your goal in pretty much every match in this game is to not be forced to block. Labrys' defensive options are so terrible that against a large number of the characters, she's just dead once she starts blocking. This is most notable against Chie, where the matchup is arguably unwinnable if Chie plays it correctly.
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
Fair enough. I actually was looking for the post that said when the page was initially updated, but I couldn't find it. Was under the impression it was 4AM, which passed quite a while ago. -
[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
Current time in Japan: 8:56 AM Tuesday, August 6, 2013 (JST) Time in Japan[/code] -
Does setting the dummy to "block everything" and "jump" not work? Never tried it myself, but it sounds like it might work.
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While I've never bothered to check the exact reason why it works, I suspect it's because of when you can cancel into the super when compared against when the opponent actually hits the ground. Since the C super is slower to start up, starting the j.214A/B with them higher in the air relative to you means that you can cancel into the super slightly earlier (relative the opponent hitting the floor) than you would be able to if the opponent were even with you when you started the j.214A/B. If the frame data had been available back when I was figuring that stuff out, I might've actually bothered to look into it more carefully. Not really concerned with it at this point, though, since it has never failed to work for me, lol.
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Some more gimmicky stuff: http://www.youtube.com/watch?v=dL5H4Izp_0E
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
Afaik, there's no name for it. It's just a roman cancel. -
That works? That's interesting. If by making OD last longer, you mean that cancelling the jump cancel startup into OD gives you a full duration OD (non-cancelled), wouldn't that also imply that the OD should have the full 16 frames of invulnerable startup? Seeing as how bursts have 6 frames startup and 2 frames active, unless the opponent is stuck in some sort of insane amount of counterhit hitstop, I'm fairly sure the burst would just whiff through the OD startup. As far as using OD cancel to bait bursts goes, I'm under the impression that if both the defender's burst and the attacker's OD cancel occur as soon as possible, the burst will win. Going by the frame data on the wiki, OD cancel is 1+5 (I'm assuming this means 1 startup, 5 recovery, and not 1 before superflash, etc.), while burst is 6 frames of startup and 2 frames active (ie: hits on frame 6). The attacker will still be in the 1+5 frames of OD cancel and will get hit by the first active frame of the burst.
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I haven't really seen this, do you have any examples?
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It's rarely a reaction, unless the move the other player bursts out of has so much hitstop that the burst takes bloody forever to come out (assuming that even still applies in CP, as I haven't seen a slow burst yet).
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Nothing's stopping you from importing it, too. :P
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BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
Yeah, I have the previous semi-transparent poster from the CSE LE, so I don't need another one. That one was also Ragna + Noel, iirc. I think it's still rolled up somewhere in my room, hahaha. If that wallscroll was just the LE box art on a scroll, I'd probably get it. Or a poster of Ragna and Celica, or the six heroes, or pretty much anything more than just Ragna + Noel, since I've already got one. edit: Actually, if it were the six heroes drawn like they are in those flashback/story sequences, I'd probably 100% get it. -
BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
This was just brought to my attention over in the Rachel forums by Rhapsody, but cdjapan is selling the normal LE for BBCP at ~$98 (with fedex shipping, it comes out to around $120). http://www.cdjapan.co.jp/detailview.html?KEY=BLJS-10225 After seeing the prelim wallscroll art, I don't really have a must-have reason to get it, so I'm swapping my order from nippon-yasan to cdjapan for the $40 savings. >< -
Good info. I transferred my order from nippon-yasan to cdjapan, since I didn't really have a need for the poster edition (and I need all the money I can save). As long as I get my Rachel nendo, I'm all good.
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BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
Sorry, should've clarified. I meant that it would be easy to get JP PSN cards online, whereas I have no idea how easy or hard it is to get Asia PSN cards. -
Well, it probably isn't a bad idea to learn the ranges and uses of your normals, to start with. Knowing when and where you can use a move is obviously important for spacing, and directly leads into potentially landing hits and getting combos. Most characters have a few really simple combos you can do while you're working on learning the moveset (Ragna, for example, can always just do 5A > 5B > 5C > 214A > 214D). They aren't optimal, so you obviously want to eventually learn some real combos, but before you can really capitalize on any random hits for damage, you have to be able to actually land those hits. In that same vein, learning what moves can cancel or gatling into other things is pretty useful, too. While that's less about spacing and neutral, knowing how to continue your pressure or safely end your pressure is pretty important. Ragna's 3C sweep being jump cancellable, for example, is very useful, but isn't something people might normally think would be jump cancellable. Aside from that, movement is fairly important as well. Many characters in BB have additional movement options available to them aside from just the standard jump, double-jump, and air dash: Taokaka can use her drives for movement, Rachel can use wind, Bang has an extra air dash, etc. Learning what options you have available to you when you're moving around is also pretty fundamental. After you're comfortable with the character's movement options and moveset, then move on to practicing mixups and combos and whatnot. That's my two cents on it, anyway. Take it with a grain of salt. :P edit: also worth pointing out that I'm assuming you have some people you can play with, because practicing your moveset and movement in the void that is training mode is only so useful. VS CPU helps a little, but that also only goes so far.
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BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
It's not too difficult to get accounts for those PSN regions. That said, the Asia region is usually a little slower than the JP region on DLC releases, and it might be a bit harder to get Asia-region PSN cards (unless the Asia PSN store accepts foreign credit cards or something, in which case that problem is moot). Once you have the DLC, you should be able to swap to your American account and continue using it. If the DLC is on your PS3 and the Asia/JP account is tied to that PS3, you can use the DLC on any other account on that PS3. And the onion is great! It's gonna be a long time before I change avatars. :D Yeah, I'm a little curious about that, myself. The ebten listing for the BBCP LE doesn't mention Famitsu at all. In fact, it's listed as the ebten edition, so who knows. -
BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
I was just looking at the Famitsu website and it has "Chronophantasma Famitsu DX Pack" listed as "Sold on Enterbrain's shopping site: ebten.jp". There's a chance that the ebten version is just the Famitsu version anyway and that the proxy/middlemen sites are listing it as ebten edition just because it's sold on that website. It's worth pointing out that there's only one limited edition sold on the ebten site, so there can't be both an ebten and a Famitsu version there. -
Lol, those are all like sad versions of CSE fatal combos. I'm hoping the video was made to troll people.
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I don't know many people (if any) who can hit-confirm that for the fuzzy, honestly. Since j.B only has 13 frames of blockstun, you basically have no time to confirm the TK Swallow > j.B before having to commit to the rising j.B, lol...
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BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
Play-Asia is accepting pre-orders on the LE again, though the price is fairly high. http://www.play-asia.com/blazblue-chrono-phantasma-limited-edition-paOS-13-71-bp-49-en-70-6h6l.html Shipping is of course cheaper than the Famitsu edition (since there's no wall scroll), but the item itself is only $10 less. :| -
http://www.play-asia.com/blazblue-chrono-phantasma-limited-edition-paOS-13-71-bp-49-en-70-6h6l.html Normal LE is up for pre-order again, though the price is fairly high. Shipping cost is about half of the Famitsu edition, though.
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BlazBlue Question Thread - Ask your questions here!
Tari replied to KayEff's topic in BlazBlue Gameplay
Ah, yeah, one of the reasons I'm going with them is because I'm using a cheaper shipping method. I don't mind waiting two or three weeks for my stuff to arrive, haha. If you use the fastest shipping method, you'll still save money, but it won't be quite as much. -
Yeah, I was pretty confused when he didn't show a non-crossup j.D. Hopefully it works that way, lol.