Brother Mojo

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1. [CS] Beginner Mechanics (The more you know!)

More specifically (at least in that case), it refers to performing an aerial move that way even though it doesn't have to be. If you input 2147B as Hakumen, the 7 will make him jump backward, but the game will still read the 214...B as the input for Hotaru. This is generally the easiest/fastest way to perform aerial moves from a grounded position, since it will be performed immediately after you jump. If you do it too quickly, though, Hakumen won't have actually jumped yet and you'll get Renka instead. Press B a couple of frames after 2147 rather than immediately as you hit 7.
2. [CS2] Iron Tager Video Thread

Well sure, Yuumura has always played a good Tager. Like all the other Tagers, though, he seems to be a bit spammy with the new 6A. It seems to me that people will get more used to it and all the Tagers who are really happy with their new toy will actually have to mix things up again. It does seem very useful, though. It's an excellent new tool we have at our disposal.
3. [CS] Beginner Mechanics (The more you know!)

You're using Hell's Fang with the additional attack, while the OP was only referring to Hell's Fang by itself. In the frame data, we can see that the Hell's Fang followup can be started on the first frame of Hell's Fang's recovery. With some math, we find that if you IB Hell's Fang, even though you get the opportunity to act 9 frames before Ragna can do anything else, he can start the followup 24 frames (33 frames of recovery minus your 9 frames of advantage if he doesn't cancel to the followup) before you can do anything. Then, the followup only has 23 frames of startup... meaning even if you IB, if Ragna acts quickly enough the followup will hit you before you have a chance to do anything, even invincible moves like DPs. Disclaimer: I'm not totally sure about my frame data math here, things may be off by one frame or so, but I'm pretty sure it's airtight. So in a real situation, the game becomes a bit more complicated. If Ragna does Hell's Fang and you instant block, and you watch to see that he doesn't rapid cancel or perform the additional attack, then you can punish with any move that has less than 9 frames of startup, like Jin's 5A. If he quickly performs the additional attack, you won't be able to punish, since he'll hit you while you're still in blockstun. However, if you keep blocking, even without an instant block you'll be able to punish the followup with anything with less than 24 frames of startup, or less than 29 if you IB... though again, this is only if he doesn't RC. Also, if Ragna delays the followup at all (to watch and see if you're blocking, for example), then a gap opens during which you could use something fast or invincible to stuff the additional attack. In conclusion, check the frame data first, and don't try to practice IBing and punishing airtight blockstrings because you can't. Instead get the computer to do just the first part of Hell's Fang and punish with something fast, like 5A, since that's a situation that's more likely to crop up in a real match. If Ragna has heat, then he'll probably just rapid cancel anyway, which means he DEFINITELY recovers before you, whether he's hitting you with the first part or the followup. EDIT: Perhaps someone with more knowledge of how frame data works can help me here... if frame one of recovery is cancellable into the followup, and the followup has 23 frames of startup, does that mean that what would normally be the first frame of recovery is the first frame of the followup's startup, or does the first frame of recovery happen no matter what, and then startup of the followup begins if the command has been inputted? It's only a one-frame difference but it could be pretty important.
4. What got -you- into BlazBlue?

Long, long ago, I liked Samurai Shodown IV and Waku Waku 7. Played the hell out of them on emulators, got way too good at doing fighting game motions on a keyboard, thought they both were pretty damn sweet. Then, a friend of mine was into Guilty Gear, we played it a bit, and I loved it. But then when I tried to actually get good at it rather than throwing out random attacks trying to land the 2 or 3 combos I knew... it was just too hard. Also no new GGs were coming out and nobody around played it. Then BlazBlue showed up, was made by the same people, similar system... so I was thinking, "that's pretty cool." Then I played it and found out that the game is like slow-motion Guilty Gear so I can actually learn how to play, and I was hooked. Tried going back to GG lately. Still can't play that game worth crap, or even pull off BnBs in training. :/
5. [CS1] Hazama FAQ

I'm sort of confused about the hitstun properties of Hazama's drives. I first noticed this when I was playing one of his earlier missions... I think the second combo in mission 3? Whatever mission, the combo was (iirc) j.6D~D, 5C, 3C, 214D~C, 5C, 2C, 623D. When I would hit with that initial j.6D, sometimes the snake would bite down and Bang would be in hitstun for a long time, and other times the snake would just tap him and he would recover almost immediately... specifically too fast to do the combo. At first, I thought it had to do with the timing of pressing the D for the followup, but on further examination, even when I did only the initial j.6D attack it would vary between the two different levels of hit. What causes this?
6. Issues with Challenge Mode combos and the System (and adjusting BNBs accordingly)

Playing through challenges made me learn that I'm terrible at doing anything both quickly and accurately. I breezed through all the Tager challenges without too much trouble... and then had more trouble with the second combo in Hazama's mission #3 than I did with Tager's mission #9 or #10. Also, playing Hazama's challenges at all has made me realize that his snakes have some really weird property I need ask about on the Hazama forums...
7. [CS1] Iron Tager Combo Thread

Also, depending on what combo you've done up until that point, sometimes the untechable time becomes short enough that Bsledge to Gadget doesn't actually work and you have to use j.C whiff, lowest j.2C, gadget instead. Additionally, Bgadget just plain doesn't work against some characters, like Arakune and iirc Carl? For those guys you have to Egadget instead.
8. The Art of Mixup and Increasing Pressure

In 2D fighters, highs (aka overheads) need to be blocked standing, lows need to be blocked crouching, and mids can be blocked however you want. That makes the most sense so that's the terminology we'll use, k? Talking like mids can't be blocked crouching makes this sound like Soul Calibur. And if you're looking at the frame data on the site, H and L under "Guard" mean High and Low as described here. If you think you can block attacks with H crouching, you'll get hit in the face a lot. Also, people were talking about invulnerability earlier, and certain moves being invulnerable to high or low or whatever. Some moves have high or low guard point, or high or low auto-counter properties, but if something is invulnerable to certain other moves, that has to do with attribute, not how it hits. Tager's 2C, for example, has some head attribute invulnerability. That doesn't mean it's invulnerable to high attacks, it means it's invulnerable to attacks that only have Head attribute. For example, Tager's 6B hits high, but has Head/Body/Foot attribute, so Tager's 2C is vulnerable to it. Meanwhile, Carl's j.2C hits mid and thus can be blocked standing or crouching, but has only Head attribute and thus Tager's 2C is invulnerable to it (on certain frames). Most air attacks hit high and have only Head attribute. On the other hand, most ground overheads have Head/Body attribute or something similar rather than only Head. However, there are exceptions in each case.
9. [CS1] Iron Tager Video Thread

Yeah, I would've expected something like AC, AC whiff, 6B, 2C, AC, etc. rather than just AC, AC whiff, gadget.
10. [CS1] Iron Tager Video Thread

Not EVO, AnimeExpo. Don't know about players though.
11. [CS] Beginner Mechanics (The more you know!)

Good to know, thanks. I'd thought I was just getting caught by lows but I guess not. How many frames is jump startup, anyway? Or does it vary by character?
12. "Quicker" Rise...

You do the kara cancel thing because indeed you can't cancel quick get up into barrier, but you can into a jab which can then be kara'd into a barrier. If you do it ideally, you only see the first frame of the 4A/B's startup, so generally you won't really see it at all.
13. "Quicker" Rise...

That's quick rise. "Quicker" rise is more complicated. Step 1: Be knocked to the ground. Step 2: Hold down as you recover. Recover with A, B, or C. Step 3: ~13 frames after your character starts to recover, press and hold 4A. Step 4: 1 frame after that (or close to it), press B, then quickly release both A+B Step 5: Your character barrier blocks briefly, stopping incoming attacks earlier than would normally be possible with a quick rise, and if no attacks come, recovers faster overall than if you had just used a normal quick rise. (The order with which you press A and B may be reversed. Also, 1A/B may be used if you expect a low attack.) It's actually quite tricky.
14. [CS] Beginner Mechanics (The more you know!)

Jump startup takes a few frames, and during that time you're still on the ground and thus for blocking purposes you need to appropriately block high or low. However, since you're pressing "up" to start jumping, you obviously aren't pressing "down + back" and thus are vulnerable to low attacks. There shouldn't be anything happening when you land, though, unless you're not appropriately pressing either back or down + back by the time you reach the ground.
15. [CS] Beginner Mechanics (The more you know!)

Barrier prevents chip damage from specials/supers, and I don't think IB does, so you need to barrier if you want to survive stuff like Bang's nail rain super or Lambda's sword spam super when you only have a couple of pixels of lifebar. Also, occasionally a well-used barrier will push the opponent back enough to make the next hit in their blockstring whiff, which can more than make up for its extra guardstun, though this is really rare.
16. Jumping barrier block

: 623C : j.623C Everyone else: ?????
17. BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)

No, it just means they use cards rather than tokens. There aren't BlazBlue cards for tracking stats or anything like that.
18. [CT] Iron Tager Buffering 360 & 720

I just leave the stick neutral, mash A and B until I start neutral teching, start spinning the stick when I see the tech flash, then press "C" about when the tech ends. Neutral tech is invulnerable until it ends, and 720 is invulnerable from the first frame. If you want to get the jump on people, or you're playing a Tager/Bang/whoever who tends to throw you during your wakeup, it could be better to down tech and cancel to 720 since that's faster and throw invulnerable, but again I find it easiest to just twirl the stick after you see yourself starting to tech to make sure you don't accidentally roll.
19. [CS1] Iron Tager Complete Guide

Yeah, j.C whiff doesn't require magnetism and should get the opponent close enough for whatever. I've seen people land 2B 2C after 623C, j.C whiff, late j.2C and the reach on that is pretty weak against grounded characters.
20. BLAZBLUE -Continuum Shift-: System Guide

From another thread: It's currently phrased sort of ambiguously in the guide.
21. [CS1] Hazama Complete Guide

In the video, it went blue after the 236236B. Might be a timing issue on the part of the player, but comboing into such a low move as they fall seems like it might just not work.
22. [CS1] Hazama Complete Guide

I doubt the combo could be extended much past this point, really. Bakuga manages to tech out of several similar combos, so I'd bet that, if that combo went on much longer at all, the untechable window would shrink to nothing. Anyway, this combo was discussed a few pages back: And an answer to your question on difficulty:
23. [CS1] Iron Tager Complete Guide

Cool, because at about 4:20 in that video, he does 360A, 2B 2C xx 623C against a cornered Tsubaki and the combo counter stays red. She dies from the 2C so it could be techable between the 2C and the Collider, but I doubt it.
24. [CS1] Iron Tager Complete Guide

In this video, Tager play is generally somewhat lackluster, but a pretty good combo showed up off of 5A: 5A 5B 3C, 2B 2C xx 623C Only 1500ish damage, but that's not bad for starting from a jab, given Tager's terrible CS combo rate. Was performed against Tager, but looks fairly general. Would require testing. Also, it could probably be followed up with either 2D or j.C (whiff), lowest j.2C xx 22D for magnetism etc. Also, was it always possible to 2B 2C xx 623C after 360A in the corner?
25. [CS1] Iron Tager Complete Guide

- Is King of Tager 1080D? Someone said two circles and D, which would be 720D. - Gadget Finger isn't mentioned in Special Moves Overview. - Those are still the CT combos, aren't they? I don't see a single Gadget Finger, and it seems like it's generally possible to followup Atomic Colliders with a lot more, now. Their untechable time doesn't seem to drop as much in longer combos.
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