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Everything posted by Tari
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Her neutral game largely relies on defensive spacing and trying to find a chance to approach without getting stuffed. When that opportunity arises, you go in and start pressuring as hard as you can, hah. Every tool has uses in certain matchups, but her only universally used neutral tools are j.B, 5A, 2A, and 2B. The rest, including 22x and 5C, are more character specific. Doesn't make them any less important, though. Don't forget air throw and ground throw are pretty gdlk, by the by, especially near the corners.
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Great work on the thread. Might want to mention that Yosuke's install super also makes some of his unsafe moves special cancelable that we could normally punish on block (most notably, mirage slash), though.
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Very nice find, Steel. Have to add that if you use B Guillo > OMC, you can actually fuzzy every character in the game, Labrys/S. Labrys and Teddie included. Rather nice, as it's the only real way to fuzzy those characters if you don't include chaining j.A into j.B at ridiculously precise heights. Mind you, on those really short characters, it's not a very fast mixup.
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Depends on height, and the CH happened more often than expected. But yeah, I meant the CH, lol. edit: also, holy crud, I tried playing some BB today. I forgot where the C button was.
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The fact that all those high damage combos require 4 wind to start and 150 meter (triple lily, lol) means that you'll basically never land those in a real game, even if they aren't troll posts. Also, I'm really going to miss 4B. It was actually my preferred overhead. Even though j.A is so much better, I just enjoyed using 4B.
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Didn't even have to RC it in CSEX half the time. xD
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They did BI-B against a fully cornered Akihiko.
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For corner 2C loops, I use when the opponent is about to start falling back down (when their sprite turns upside down) as a reference for when I can do the next 2C. And I've seen PS3 players get that slowdown bug as well, so it's not just 360. I haven't gotten it myself, but it does seem to be a training mode specific thing. Probably the same sort of issue that causes Blazblue to crash if your reset positions in training mode too many times under certain circumstances. It's with BI-A, actually. BI-B whiffs unless Akihiko is backed into a corner or is spaced at full screen from you.
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You can buffer the super input during super flashes. If you do something like a meaty 2A and the opponent does a wakeup super, you can basically always punish with Beast super by inputting it during the super flash. The only exceptions are things like Kanji's throw super, which is active by the time the super flash occurs. In a straight super vs super fight, if you input ours during the super flash of the opponent's move, in most cases it will win, as the majority of supers don't have invuln for the full duration of the super. I haven't tested against things like Aigis' shield super, though.
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It beats most stuff in terms of invuln duration, yes. That said, because it's super armor, a lot of things can stagger it for long enough for the opponent to recover and block. For example, Teddie's j.A.
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I recall people saying the bat stun was very short somewhere, but I could be wrong. I'm hoping that the reason the stun ended was because Rachel got hit immediately or something, but it probably isn't.
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@Uri: Ah, good to know that's still legit. @Moy: Yeah, either a choice of where to go or some invuln or something. Interesting on the hammer, though. 5D basically only existed for guard crush to begin with, so it's actually nice if it just straight up guard crushes now, hah.
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5AA can be burst safe. You can just hold back after you hit them with it. Air combos are good for burst baiting, super cancelling works as a burst bait, as well as DP-cancelling (though this is most applicable in Tsurugi combos). Spending the 50 meter for an OMC is fine, too. You honestly shouldn't be too concerned about how to bait bursts. Burning 50 meter to beat a burst if it'll get you the kill is still worthwhile. Otherwise, it's not something to be too focused on. For the most part, burst baits in this game are more about making good reads than reactions or burst safe setups.
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Can't test, but I'm fairly sure 2C does not connect. 2B is strong, especially if you're fighting against Chie (check out the Chie specific ground bounce combos), but you can also go into 5A > 2C > FC B+D loops if you had a fatal counter red axe starter or 5AA > 5AA etc. if you had a normal hit yellow or red axe starter. j.214B makes people bounce under two situations: 1) Enough falling momentum when hitting the opponent high in the air. Must not connect with the first hit of air guillotine. 2) If you happen to fall from high enough and hit a grounded opponent. In some cases, this height is as low as the top of a normal jump. It's guaranteed to ground bounce if you superjump or double jump, though. The first case is the way you would probably want to combo it, though that typically requires red axe and often starts from an All-Out Attack.
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6B wallbounces in the corner? Pretty neat. j.D > 5C... what does that mean, exactly? Not quite understanding that one.
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Yeah, it's just worth noting that if you think he'll do it, you do have safe oki options that aren't "block". Too bad it loses to his actual DP. :|
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Oh, it's rc-able now? Thank God. xD I'm totally going to spam that counter for the hell of it, by the way. It's going to be my new taunt animation. I hope she's actually invuln for a bit off the teleport or something, or things like Inferno Divider would just blow her up instantly, lol.
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Wakeup whirlwind doesn't catch meaty 2A, iirc. Might want to test that to be sure, but it's not exactly the fastest reversal move. Most supers don't catch meaty 2A.
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I should clarify. She can't jump cancel on block. On hit, she still can (otherwise it'd be pretty damn useless, lol).
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S. Lab's DP isn't as shitty as ours, but it's still pretty damn shitty. If she starts it and you hit it with anything at all, just cancel into DP and you'll win. She can't charge hers like we can, so she can't attempt to bait DP cancels (even if that's a horrible idea in an of itself). Also, though it's not really that important, remember that she also can't jump cancel 2B. Her 2B and 5B are gatlings into each other, though.
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Oh, true enough. Wasn't paying attention to his signature, whoops.
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It's probably not possible. That said, you should remember that almost every move in this game has repeat proration, so try replacing at least one of those 5As with a 2A and see what happens. Most likely you have to end with 2A > 2B > hj.B > j.214B > etc.
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For Labrys' red axe combos, at the least, a lot of them use similar combo paths and have the same variable enders, so it's possible to list the loops and enders either as separate parts or as shortened/abbreviated combo parts. Using a random fancy combo as an example...: Combo fillers: FC Loop: ...dash 5A > 2C > FC B+D... FC Loop Enders: ...2A > 2B > hj.B > j.214B (> 236236C/D) - optimal ender for most max FC loop combos ...2A > 2B > 2C > 214B (> 236236C/D) - midscreen ender if combo is less prorated (fewer FC loops performed) ...2A > 2B > hj.BB > j.C > j.214B (> 236236C/D) - corner ender if combo is less prorated (fewer FC loops performed) Combos: (red axe, start midscreen) j.A > j.214A (2 hits) > OMC > 5B > 2C > FC B+D > FC Loop * 1-2 > FC Loop Ender 1-3 If starting fully cornered, combo changes to ...FC B+D > dash 5AA > 2C > FC B+D > FC Loop Ender 2 If starting from j.214A instead of j.A, you can only do one FC loop. FC Loop Ender 2 is most optimal in that situation. ... Badly written example, but I think you guys get what I'm trying to say. >< Labrys mirrors are very momentum based. Whoever gets going tends to win. There are very few reversals of momentum, but they do happen every now and then, and when they do, it tends to shift dramatically in the other players favour suddenly.
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No, your combo is more optimal there. It can be ended with C or D super. I couldn't remember how many hits you could land after the 2C.
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Forgot to post this here. http://www.youtube.com/watch?v=tUSPhjA38kg Labrys 'CMV' - 'Secret Police'