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Everything posted by xntrikcat
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6c 4d jc j.2c 2d land 214d 6c 6d slightly delayed 63214c (laser hits) 214d These gimmicky setups force block on neutral tech and catch people offguard at times. 214d can be hitconfirmed for damage and more oki. I haven't tested it extensively though. You guys think these are worth using?
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I don't know if anyone else has experimented with this, but following the cross under, you can do a flashy combo on certain characters. Got it to work pretty consistently on Ragna and Tao so far. You have to input 63214c as soon as you can after 214d. Because chars have different falling hitboxes, it's either hard or impossible on a lot of the cast. Looks cool though ^^a ~3c 2b 5c 6c 5d 662b (cross under) 2b 3c 2b 5c 6c 214d 63214c (fully charged) 66b 66a 2c j.c j.2c
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Hey K2, I played you the other day, really nice Rachel ._.
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Good points, though I find that when an anxious Tager tries to sledge 6d 4d 214d, they end up getting hit by the tail end of the 4d stein exploding. Tagers shouldn't be stupid enough to sledge while fullscreen, but bad players tend to fall for it plenty. I suppose it's just an annoying tactic vs. scrubs. I don't have any problem running away from a Tager w/o spark volt, so losing steins isn't a big deal... as long as he doesn't have volt meter I can spam D for a long time while making him respect my 5c. I find that making him block a 214d is a better opening for a rush in than 236d. Either way is fine, I just think that throwing out 6d 4d 214d is decent at keeping him guessing whether he should block or sledge. If he blocks, I get a primer and a free jump in, and if he sledges wrong he eats a combo into oki.
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Why is using 214d liberally vs tager bad? When you're fullscreen and do 6d 4d 214d it seems to be pretty safe... and nets around 3k w/ hitconfirm. What else would you use the stein for if not for exploding?
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I'm pretty new at mu and admittedly terrible, but it seems that 663b pickups are somewhat height dependent. For example, I have a much easier time doing throw -> 663b 6a j.2c 663b 5c 6c -> oki than say 2b 3c 2b 6a j.2c 663b 6a. Also, tall hitboxes (hazama, jin, noel, litch?) tend to be easier than the others.
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After AA 6a CH you should hitconfirm it to IAD -> delayed j.c -> 6c -> j.d etc. Easier said than done though >.<
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I've been testing that CR oki stuff... it really rapes scrubs, and makes people rage so hard.... Multiple "you D spammer" hatemails just today lol
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Some good info in the CR oki thread DT. I know I've been on the receiving end of that gimmick and it's fairly retarded when you don't expect it. It IS gimmicky and the payout is low, imo, but that's all we can do with Noel I fear. Tager board is innovating the char because 1. people actually play Tager; and 2. Magnetism is a huge bank of gimmicky setups. CR is just THAT limiting, unfortunately. We should get a new guide though, because it is horribly outdated and is just silly. (Pick Litch! Pick Bang!... Although not necessarily untrue, it's good for whining, not so good for presenting information.)
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Halcyone......... main: Makoto sub: Noel, Mu WHAT IS DIS
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Can someone tell me a situation where you consciously use 2d to cross up an opponent? It happens occasionally, but without intention. I'd love to abuse the shit out of 2d to its full potential, but don't know when & where
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Abuse the shit out of the new optic barrel. There is no reason to rush a tager. If you overcommit, you're just asking to be reversal grabbed into gadget finger resets or nasty tech traps. Camp out Tager with optic barrel and vary your jump-ins. Jumping is still the safest way of approaching Tager, which is stupid but is true. Watch out for spark volts and sledge rc 2b attempts. Anticipate jump cancels after you block his 6a. Don't try to mindlessly anti air him with 6a. If you get too predictable you'll eat his j.2c CH. Block first, make him guess. I believe you can IB the j.2c and punish with 5a 6a etc. 5D isn't "bad" for this matchup, but it's definitely not to be spammed. Try to 5D his 5D, 5C, or sledge. You'll need to be a psychic though, but so does he with Atomic Collider. I don't think this matchup is as bad as everyone makes it sound, it's probably 6-4 in tager's favor at worst.
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That match vs. Lamda is like a textbook excerpt on how to footsie. Pretty damn nice, though I think the lamda player was intimidated the entire match and didn't throw out enough kensei
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An additional loop vs. Ragna Airthrow 2b 6c bc 6c (delay) 22c 66c 22c 66c j.c 236c (4315) Against Bang (These are extremely easy and useful) 3c 22c (slight delay) 66c 22b 22c 66c 22b 22c 66c (right away) 22c j.c 236c (4623) add 6b for 3900 damage. 214a 2b 6c (slight delay) 22b 22c 66c 22b 22c 66c j.c 236c (4590) The same combo works after an airthrow and it nets 4425 damage. Against Tao 214a 2b 6c bc 6c (delayed) 22c 66c 22c 66c j.c 236c (4413) Airthrow 2b 6c (slight delay) 22b 22c 66c 22c j.c 236c (4131) (6c before j.c is hard to connect, if not impossible) Generally I find it tough to loop Tao, for some reason she techs earlier and gets launched farther after 22b 22c =/ Against Arakune Airthrow 2b 6c (very slight delay) 22b 22c 66c 22c 66c j.c 236c (4362) 214a 2b 6c (very slight delay) 22b 22c 66c 22c 66c j.c 236c (4449) vs Arakune I feel like I'm missing a tick of 236c or j.c somewhere, and I just can't superjump mid-haida to save my life. These are definitely lower damage than the ones on Tager/Haku/Jin and trade oki for a few hundred more damage, but they're pretty easy to execute. I'm going to use them for style points only ^^
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My quest to find stupid combos continue, and this time it's a Ragna specific one. 6a 6c j.c(1) j.d 28d 6c 22c 66c 22c j.c 236c (3742) Edit: Does not work if 6a is CH -_- I haven't got it to work on any other character. Ragna is the only character that I've found who drops at the perfect distance after the 28d. If you add anything before 6a though, say j.c 5a, the combo doesn't work. You probably have to cut out the last 22c and just go for 2d 28d or j.c 236c. As far as I know I think this is the only combo that starts w/ 6a that can lead to semi-haida loop. ...I know, nobody cares about CT anymore, I'm just so bored waiting for CS T_T
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There are many versions of midscreen haida on Jin. Based on how far you were when 3c hit, you can do: (Point blank) 3c 22c (walk forward slightly) 6c (delayed) 22c 66c 22b 22c 66c 22c 66c j.c 236c (4.7k) (Point blank) 3c 22bc 22c [66c 22b 22c]x2 66c 2d 28d (5k) (Close-medium range) 3c 22c 66c bc 6c 22b 22c 66c (delayed) 22c 66c j.c 236c (4.7k) (medium-far) 3c 22c 66c 22b 22c 66c (delayed) 22c 66c j.c 236c (4.7k) Then off of 214a, you can do 214a 2b 6c bc 6c (slightly delayed) 22b 22c 66c 22c 66c j.c 236c (4.4k) Many of these work on Ragna/Noel/Bang too, but the timing is slightly different.
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NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
xntrikcat replied to Otakuchin's topic in Offline Community
Thanks to animeboston switching the tourney start time at the last minute I got screwed out of a spot... but I had fun commentating ^^ Hopefully it'll be better organized next year, and we'll have a better balanced game as well. -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
xntrikcat replied to Otakuchin's topic in Offline Community
GGs to those who showed up to AB. Tomorrow's for the big bucks! -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
xntrikcat replied to Otakuchin's topic in Offline Community
Ooh finally a tourney I can attend... though I wonder if anyone's gonna play bb... I wish I was any good at sf4 or tekken in times like this -
I'm not trying to guess what exactly will change in CS tier per se, but I'm more interested in knowing how drastic the tiers changed, and how drastic tier changes in CS might be. And according to what Spirit Juice posted, it looks like the tier list pretty much stayed the same, save for slight readjustments (Bang, Jin, Ragna, Tao and Hakumen), with one major exception being Carl, who got moved up drastically thanks to the clap loop. I guess it'd be pretty safe to conclude, then, that the CS tier list will see even less drastic changes, considering people are more familiar with the general system and the limitations of each character. (Not like we didn't know that already, but I like having an idea how things have changed)
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As a relatively late comer to bb, I got a quick question about how people's perception of bbct's tier/ balance has evolved. What did the tier list look like when the game first came out? I know that Carl was considered kinda weak while Tager and Hakumen seemed stronger than we think of them today... Any other chars that rose up or moved down in the tier list? I'm hoping to gauge what realistic adjustments we can expect in the CS tier list by looking at what happened in CT.
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NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
xntrikcat replied to Otakuchin's topic in Offline Community
Yeah, thanks for hosting ID. Everyone should play some BBCS when it comes out! (Even you GG players!!) -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
xntrikcat replied to Otakuchin's topic in Offline Community
By "hella" you mean "wicked," good sir. -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
xntrikcat replied to Otakuchin's topic in Offline Community
I'm bringing a PS3 w/ BBCT. But I only have 1 working controller (the other one kind of works but not really fit for FGs) Bring a stick or a controller if you got em.