cj_iwakura
Member
Was hoping for a breakdown of my Tsubaki, Fugu. Has she improved any?
Online isn't separated by regions right?
no separation
Everyone plays this on the PS3 right?
I played against a really incredible Platinum a little while ago. Her corner damage is scary. 4k for no heat off of 2A? SCARY.
The scaling had to be immense. How many hits were these combos? That magical girl swag...I played against a really incredible Platinum a little while ago. Her corner damage is scary. 4k for no heat off of 2A? SCARY.
Not offhand. I probably have a replay though so I will check.Remember the name?
I think heart car has bonus prorate. It also just does like 2000 base damage so even at a quarter damage it hurts. Her corner oki is well below average however, so the big damage fits.The scaling had to be immense. How many hits were these combos? That magical girl swag...
Ok been playing for a while with Tsubaki and after looking at most of her combos I think I may have to pick someone else. For as long as I can remember I cant reliably do IADs...ever. Not even in practice. I tend to like rush down characters but if most of her good combos are going to be inaccessible I'd rather pick a new character. Ideas?
PSN: ThundR
Ok been playing for a while with Tsubaki and after looking at most of her combos I think I may have to pick someone else. For as long as I can remember I cant reliably do IADs...ever. Not even in practice. I tend to like rush down characters but if most of her good combos are going to be inaccessible I'd rather pick a new character. Ideas?
PSN: ThundR
REALLY BAD STARTER
5B[m] 2C[m] 6D Hatsu Haku Chuun 5B 6C(1) 4Kote j.B j.BCD falling j.C 66A
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Ok been playing for a while with Tsubaki and after looking at most of her combos I think I may have to pick someone else. For as long as I can remember I cant reliably do IADs...ever. Not even in practice. I tend to like rush down characters but if most of her good combos are going to be inaccessible I'd rather pick a new character. Ideas?
PSN: ThundR
Are you using a stick? Also, most combos that require "IADs" don't actually need instant airdashes, and usually jumping and airdashing normally will suffice if you do it quickly enough.Ok been playing for a while with Tsubaki and after looking at most of her combos I think I may have to pick someone else. For as long as I can remember I cant reliably do IADs...ever. Not even in practice. I tend to like rush down characters but if most of her good combos are going to be inaccessible I'd rather pick a new character. Ideas?
PSN: ThundR
Nope, it's Hatsu, Haku Chuun, as in 236B, 236A, 236C. There is a long time between the Hatsu and the Haku; it's almost a full second. I don't know if TKing it is possible but I don't do it as you only use TK Hatsu when the combo contains another Hatsu somewhere else; it's done to prevent the combo from prorating too much. In fact, if you TK the Hatsu in this combo and you hit them too high, you will probably not land in time to do the Haku, so I would just not TK it.Im trying to learn this corner combo first as it seems like it would probably be the one I would use the most at first. However, it's confusing me. For the Hatsu Haku Chun, did you mean it as 236A, 236B, 236C or 236B, 236A, 236C because using the latter notation the 236A never connects because the dummy recovers before it can connect and using the former notation the dummy recovers before I can connect the 5B. Does the Hatsu need to be TK'd like in the good starter variation?
Honestly, I find the advantage to using a stick to just be huge. Because the stick is so large, you can really feel what you're doing right and what you're doing wrong. It took me about an hour to transfer my pad skills to stick, too.Finally got an arcade stick, and while I'm still getting used to it, I can easily see why people say they're so helpful.
Time to get the hang of doing the few Litchi combos I had down on a pad and getting used to doing them on the stick.
Have you tried doing 9>6 for jump forward IAD? That helped me a lot compared to when I was doing 8>66.
Are you using a stick? Also, most combos that require "IADs" don't actually need instant airdashes, and usually jumping and airdashing normally will suffice if you do it quickly enough.
Honestly, I find the advantage to using a stick to just be huge. Because the stick is so large, you can really feel what you're doing right and what you're doing wrong. It took me about an hour to transfer my pad skills to stick, too.
Trying to learn Makoto and her 214B stuff is tough lol.
Oh dude, j.BC is not a grab. It's B THEN C; it's notated it that way to distinguish it from Jump - press B - Jump - Press C. You should go Jump - press B - double jump - press B then C. By the way, you will have to adjust the second jump based on a lot of factors, as it is often possible with a straight jump (8) and it is often not. It is safer to do a forward diagonal jump (9) every time for this specific combo, but the j.B dj.BC part is used in a lot of places, and doing a diagonal jump for that double jump in, for example, the corner BnB will sometimes cause the falling j.C that comes afterwards to drop.Yeah, I really couldn't go back to a controller now. Love using a stick. IAD's are especially so easy now, whereas I could hardly ever get them on a pad.
I've actually mostly been slacking off on learning Blazblue recently because I've mostly been playing Persona 4 Arena, since I've been playing with someone else that's a beginner at it so we're kind of learning it together, but I was playing some Blazblue today and had a couple questions.
First, this is probably dumb, but what does TK mean? I've tried Googling it, looking at online move lists, and the in-game move list, and haven't been able to find it.
Also, for the Staffless: (5B) 6B 5C 2C 6C(1) short delay Chuun 2C 5C j.B dj.BC Hatsu Chuun combo, is the dj.BC supposed to be a diagonal jump? After the j.B it seems like there's too much distance between me and the opponent to grab them, even with a diagonal jump, and I'm not sure if I just need to be faster with the diagonal jump after the j.B, or if I'm misplacing or mistiming an earlier attack causing the combo to drop there.
I can get this combo in the corner though.
Oh dude, j.BC is not a grab. It's B THEN C; it's notated it that way to distinguish it from Jump - press B - Jump - Press C. You should go Jump - press B - double jump - press B then C. By the way, you will have to adjust the second jump based on a lot of factors, as it is often possible with a straight jump (8) and it is often not. It is safer to do a forward diagonal jump (9) every time for this specific combo, but the j.B dj.BC part is used in a lot of places, and doing a diagonal jump for that double jump in, for example, the corner BnB will sometimes cause the falling j.C that comes afterwards to drop.
TK stands for tiger knee. A TK input is a quarter circle and a jump all in one; a TK QCF C looks like 2369C. TK inputs are used when a move can be used in the air and needs to be used as close to the ground as possible. Litchi uses TK Hatsu to get slightly better corner damage off of her corner BnB. If you are struggling to do the TK Hatsu there, don't worry about it and use regular Hatsu; it literally only adds about thirty damage to a combo that does nearly 4000.
Having said that, Chuun and TK Chuun have completely different properties, and correctly inputting TK Chuuns is an important part to proper Litchi play. Ground Chuun is rather unsafe and not great to use for spacing, whereas TK Chuun is faster, hits in more useful places, can be combo'd off of for good damage (TK Chuun Medium Starter Combo is possible in the corner, gets like 3.3k), and knocks the opponent down differently. A common combo part for Litchi when very far from the corner is 5D Chuun Staff2 TK Chuun. A regular Chuun done both times will drop this combo very quickly.
Please pretend the character doesn't exist in CSEX
You will never grab in a combo except at the end as Taokaka. Grabs in combos will be purple throws, which are easy to tech and are essentially just handing your opponent the way out.Ooohh, okay, that makes way more sense. For future reference though, how would a grab be marked in a combo? Just by saying "grab"?
Thanks again for all the information and answering my noob questions.
Ok so I think I get most of the systems in BB but actually playing the game is a whole different thing. What should I know about playing BB coming from SFIV, P4A, and UMvC3?
I only played Labrys though and got by on the huge hitbox on some of her attacks.
Play as Hakumen.I only played Labrys though and got by on the huge hitbox on some of her attacks.
Why am I getting matched up against all these level 50+ people.
Most people that still play the game are really high level because they never stopped. Are you on PSN I'll play with you if you want PSN Roe-Bear.
I'm so free to every character. I try to dash in for 2A or barrier block but everyone's normals hit so far out and then I eat like 2k damage.
I'd play Hakumen but I can't even get his BnBs down
(3) [starter] > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C
everyone i like is low tier ;_;
I think if CT played out longer Litchi would of ended up at the bottom of A tier. I mean there was 2 litchi's in top 4 at sbo. But no one in that version could really do much vs carl or arakune
He's fun still, he's just not brain dead easy to playI miss old Arakune, he was so much fun.
He's fun still, he's just not brain dead easy to play
CT Arakune was an abortion of balance.I miss old Arakune, he was so much fun.
I agree that she was moving up. But the west never caught up to Japan and Litchi underperformed severely here.I think if CT played out longer Litchi would of ended up at the bottom of A tier. I mean there was 2 litchi's in top 4 at sbo. But no one in that version could really do much vs carl or arakune