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Everything posted by brningpyre
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2H being special cancellable is SO NICE. You can confirm almost any distance into knockdown, and it helps pin down grounded characters so well. I'm with you on that Rashousen feint, lol. Would be nice if 2P/5P were 1-3F more plus, or they made 5K/2K 1F faster, but yeah.
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Haitaka might change a lot for the 2nd loc test - to me it seems like the most likely thing to change, if anything does.
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Are they 1 hit or 2 hit? I haven't been able to find any actual video of them. Also, do we know what the new air gatlings are?
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Midscreen "5D->6, c.S, 5h, Rensen, down" does a bit more damage (84 dmg on Sol). The corner one is great, but doing "j.D, j.D, j.D" at the start does slightly more damage. 144 dmg and oki vs the up dust followup's 121 dmg and no oki. Given the option, I'll probably use "5D->6" almost every time, since you get oki.
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I'm trying it out with a bunch - doesn't seem too different. Millia/Sol still dashes under 6P and 5P, but their crouch gets hit by 6P. May is... weird. 6P goes over her crouch when her head is at the bottom of the crouching idle animation, otherwise it connects (block or no block). I can't remember how different that is from before.
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It can make for a good air throw set up, but keep in mind they don't need to jump - they can just whack you or backdash (in some cases). I'd advise against those kind of setups vs Slayer, however. He has way too many options in that situation.
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It's pretty bad, but you can condition them into blocking, and then try it out maybe once per set. It can also be used to safely trap bad jumps from a distance, but that's pretty rare. If you have 50 tension, you can get nice damage off it, or RC if they react (be ready with 6P or air-throw for their IAD). If you condition them to expect Rensen at a certain point, Rashousen can get them, but it's still a once-per-set gimmick at best. Use it up close, where it's harder to react to in time. Oh, and don't do it on netplay - that's pretty sleazy, lol.
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Speaking of Sol, I noticed he's lost his RC out of his reversal (Volcanic Viper). Can Axl still RC/FRC S-Benten? I haven't seen any doing it in videos, and I forgot to try it at EVO.
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
brningpyre replied to DaiAndOh's topic in Bang Shishigami
How come the new beginner Bang thread has a Makoto guide as its only link? Also, lovin' CS2 Bang combos. And Bang in general. -
For Hakumen's challenge #4, how do you get the dash into Tsubaki? 66, 2147C doesn't seem to work. Maybe I'm just not doing it fast enough? The rest of the combo is easy, I just can't figure out what input I should be doing for the start. EDIT: Ne'er mind, I managed to figure out, after trying a bunch of stuff. For those others having any problems with it, the motion I used is: 6632147C
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How many hits can we get in before the EGadget followup from collider won't connect anymore. Same for the collider, collider (whiff), 6B, 2C, Collider.
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You rapid cancel it (RC). So, 3C, RC, 41236D, ????, PROFIT!
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BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
brningpyre replied to TGS's topic in Archive
Nevermind, thread title changed. -
Yet lucrative...
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BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
brningpyre replied to TGS's topic in Archive
36 hour drive = ALMOST worth it... -
Definitely turning on the english voice for the announcer when I get this. Ugh... Not as much with that player specifically, but as far as Tager goes, I'm getting excited. Any videos of arcade matches this side of the ocean? Edit: This vid on the channel linked by Lester is awesome: http://www.youtube.com/watch?v=C3j8NbBjahA
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My question comes from that bit in the first round, but how do you guys use Voltic Charge? I only ever sneak it in after a knockdownif I need some meter, or when I can see a projectile coming a mile away, but do you guys use it strategically to eat bursts/Tsubame Gaeshi and shit? http://www.youtube.com/watch?v=rTSlfS9jKY8&NR=1
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I'm surprised you can't 720 on reaction to 720... or at least, I can't get it to work... You can counter if you KNOW it's coming at least, thanks for those tips. Edit: Well, I can't say I'm totally surprised, since it would really suck if you could.
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I have a quick question about RC'ing Magna Tech Wheel (obviously assuming you have 100% heat and only for the desperate "Oh noez, he blocked my last shot..." situation): What's the frame data for rapid canceling it? (say into a 360 against a ground-blocking opponent, or a collider against air) Does it work? I can get it to in Training, but I'm not sure if that means it'll work in real play.
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I was wonder if you guys could give me some C & C on my play. Don't worry about being harsh, I know I still suck, but I wanna get better, and I'm finally getting used to using my new arcade stick. http://www.youtube.com/watch?v=j01GKZ-Hggw
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The best part about these matches is you can save the replay, when the other Tager completely owns you. Too bad it doesn't let you save VS replays. I'd love to have replays to go over from when I bring in my 360 to the downtown gaming cafe. The other Tager there is much better than me, and I've been learning from him a lot. I've found it's generally a bad idea to go for the 360A right off the bat, because everyone expects (read: punishes) it.
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Yeah, I had some trouble in the beginning getting the timing of Terra Break to hit them properly. Speaking of MTW, is there any good tech-traps/followups off of it?
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In my admittedly noobish experience, nothing works better against another Tager than a (air) 2C (RC) -> long, nasty combo. Like Tiamat mentions, Tager's anti-air sucks. So take advantage of it, especially the (air) D to magnetize, and the (air) 2C. Gonna have to try that 360A off the bat. Ha!
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http://www.youtube.com/watch?v=_0KgQbxKefs I know this vid has been posted a bunch, but I have a quick question. The one round Tager wins (ugh), he uses the Spark -> 2D -> 720 to win. (at roughly 4:17) Was that just a mistake on the V-13's player's part, or is that a good tactic?