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The BlazBlue Thread: all the imports!

LivewiresXe

Smash Hero
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Think of it like in P4A. You see players that are A rank or even S rank, and sometimes their level of play doesn't live up to your expectations. Another factor is if the level of play in their area is rather low, so people will reach a high rank while not being as strong as players in other regions.

Okay yeah, that's actually a really good point and I can completely 100% understand/see where you're coming from with that.
 
D

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I don't get it... What's everyone freaking out about? I occasionally open up with 2D, though mostly in corners. I seem to recall it being rather safe at close range, though is it just me or did the attack get slower in CP? Anyway, I think my main approach option was 3C, simply because it's so fast and sets up some neat Silencer combos.

Maybe I should get back to playing Noel, she certainly was a fun character to use. Rachel isn't really doing it for me.
 

Minato

穏やかじゃない
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I don't get it... What's everyone freaking out about? I occasionally open up with 2D, though mostly in corners. I seem to recall it being rather safe at close range, though is it just me or did the attack get slower in CP? Anyway, I think my main approach option was 3C, simply because it's so fast and sets up some neat Silencer combos.

Maybe I should get back to playing Noel, she certainly was a fun character to use. Rachel isn't really doing it for me.
As much as I hate 2D, it's not wrong to use it. The Noel player was just rather aggressive in mashing out j.D and 2Ds from rather odd distances, so they were pretty yolo. It was basically saying "I won't play footsies, I hope this hits so I can get random damage". And yes, 2D has more start up in CP.

Also, approaching with 3C isn't recommended unless it's a punish or to break a primer. It's the most unsafe move Noel has if blocked and you have no way to get out of it unless you RC it and it's actually one of her slowest normals. Blocked 3C basically means you can lose 5k from a fatal. You can still combo into 3C on opponents in a crouching state though.

Edit: Anyone want to play BB tonight or tomorrow?
 

LivewiresXe

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Yeah, 3C's...hella unsafe, but if you're lucky enough to catch a crouching opponent with 6B, you can go 6B>6C>2C>5C>3C>Silencer for some nice corner combos and I use a modified version of that midscreen as a roughly 2.8k quasi-carry combo. And I'm up for some BB tonight depending on when I get back from hanging out with the ladyfriend.
 

Lythium

underachiever
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Yeah, 3C's...hella unsafe, but if you're lucky enough to catch a crouching opponent with 6B, you can go 6B>6C>2C>5C>3C>Silencer for some nice corner combos and I use a modified version of that midscreen as a roughly 2.8k quasi-carry combo. And I'm up for some BB tonight depending on when I get back from hanging out with the ladyfriend.
You can also combo into 3C off of CH or crouching 5B and 5C. But your hitconfirming has got to be spot-on.

But yeah, throwing out a lot of 2D (or 3C, for that matter) is just super reckless and unsafe.
 

Minato

穏やかじゃない
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So I stopped being a lazy bum and learned better Ragna combos. So much damage I missed out on, it's crazy. Just need to make sure i can react to whether they're crouching or not to go for the right combo. Too lazy to learn BK combos though.
 
D

Deleted member

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Don't listen to a word I said in that previous post. I was talking out my ass. I've just been playing a lot of GG lately, and I only vaguely remembered how I played Noel.

I just gave her a spin a couple hours ago.

Yeah, 3C is unsafe, I still use it a lot, but as my primary knockdown move, mid-combo, for Silencer. However, I do occassionally punish with it.

I mostly open with 2A, 2B, 6C and j.C.

I don't like 6B in CSE because it's got some mean lag, and leaves you wide open on a whiff. Still 2D is still a decent combo opener in CSE. It's quick and somewhat unexpected if you mix it up. The same doesn't seem to apply in CP with that insane start up and huge arch.

2D and 6D are the main ways I start up her drive, maybe an ocassional j.D, but that's it, everything else is too slow or too situational, and I never got good at timing 4D.

My usual combo routes go:
2A>5A>6A>6C+follow up>Revolver Blast
2D>d.5A>d.6C>d.5D>d.6B>Fenrir/214D/234D/214A
Bait into 6C>2C>3C>Silencer

Dunno, may go back to Noel in BB, but I'm just so damn hooked to GG. Friggin Sol is so much fun to use. Those Sidewinder Loops. Also, I ended up taking more of a liking to Mu-12, she's just so effortless in CSE. I wonder if she got any new tools in CP...
 

Spelt

BRoomer
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Why would you be whiffing 6B? The worst that should be happening usually is they block it, but you can still gatling into 6c > 2c (if you haven't already used it in the string) to end with frame advantage. It's not really a move you should be using during neutral (and neither is 6c, tbh).


also CH 5b > 3c is my life with Noel.
 
D

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Guest
Why would you be whiffing 6B? The worst that should be happening usually is they block it, but you can still gatling into 6c > 2c (if you haven't already used it in the string) to end with frame advantage. It's not really a move you should be using during neutral (and neither is 6c, tbh).


also CH 5b > 3c is my life with Noel.
Dunno, 6B was always a little too slow for me. I usually just Optic Barrel into a rush 6C. 6B usually resulted in not working into combos the way I wanted. 6C just comes out real quick.
 

Crusayer

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Of course 6B comes out slower, it's an overhead =/.

6B is also a strong combo starter lol
 
D

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Guest
Of course 6B comes out slower, it's an overhead =/.

6B is also a strong combo starter lol
Yeah, but it never sat well with me. I dunno, perhaps it's one of the main reasons I stopped playing Noel. Her combo starters never sat too well with me.
 

LivewiresXe

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Yeah, but it never sat well with me. I dunno, perhaps it's one of the main reasons I stopped playing Noel. Her combo starters never sat too well with me.
You just have to learn situation with them really. Like, for instance, a typical easy midscreen one would be 6A>6C>236A>6C>j.D>d.6B>d.6C>Bloom Trigger. If it helps with 6B, try to think of it as purely "anti-crouch tech" at first, even if it makes the opponent crouch on hit. There's a bunch more starters when talking about corner combos, but I may not be the person to give advice on it as too often I'll attempt to start them with a Throw, or even Back Throw.
 

LivewiresXe

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GGs, Minato. Well, even though I would've (and kinda did) swear I had you a few times there, lol. Dat freaking Ragna range and somehow seeming to beat out ALL of my normals.
 

Minato

穏やかじゃない
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GGs, Minato. Well, even though I would've (and kinda did) swear I had you a few times there, lol. Dat freaking Ragna range and somehow seeming to beat out ALL of my normals.
GGs, that was really fun. There were some really close calls and you even got some of my bad bursts that I got worried, haha. And yeah, Ragna's range really helped me out. Basically I forgot that I can just run up 5C at a distance after midscreen Hell's Fang until recently for Extend. Plus Ragna's damage is pretty dumb, easy 4-5ks everywhere. I miss this game and I feel like I should go back to Rachel again to prepare for CP.
 

LivewiresXe

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Haha, yeah. I was trying to keep you out with a 5B and 5C and to sort of make you hesitant of doing Hell's Fang or even Gauntlet Hades on occasion with Optic Barrel's, but I think that only made you delay wake-up teching with the C versions. I kinda tried to force myself to do something less unsafe following a blocked 6B, such as 2B, or 2C, but sometimes I sort of got habit back into it. Also, I could be wrong, but you teching out of some of my corner combos that I got off of counters, had me thinking that I should probably consider throwing a d.5B into it before the d.6B>Bloom Trigger end-part, but I didn't really get the chance to test it out, so I'll have to see about that.

Though ha, trying to beat things with 5A or 2A and finding "wall of sword" or that (I think) j.C, lol. I'll figure that one out one of these days.
 

Minato

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I'd say you did a good job. I think there were maybe 3 at max for accidentally going into 3C, and I did get caught by some of those optic barrels. Ending with 2C was nice since you were actually in advantage after I blocked it. IMO, as long as you try to train yourself to do it at least 2 or so times, you quickly get used to doing it eventually. As for me teching out of those corner combos, I think I had the same issue whenever I used Noel. I can't remember if it was a timing issue or not or if I just simplified it.
 

Kuraudo

4Aerith
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So I stopped being a lazy bum and learned better Ragna combos. So much damage I missed out on, it's crazy. Just need to make sure i can react to whether they're crouching or not to go for the right combo. Too lazy to learn BK combos though.
If you want to do something fun, try either 5B/6A anti-air counter hits midscreen into 5B (1)5D BK. Looks cool and adds some BK flare. Combos aren't too hard either especially with all the hitstun added on.
 

Minato

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If you want to do something fun, try either 5B/6A anti-air counter hits midscreen into 5B (1)5D BK. Looks cool and adds some BK flare. Combos aren't too hard either especially with all the hitstun added on.
Thanks, I'll try that. I never knew you could do BK off of the first hit from a juggled 5D.

The more I play Extend, the more I want CP to come out. I want Blood Scythe already.
 

Kuraudo

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Thanks, I'll try that. I never knew you could do BK off of the first hit from a juggled 5D.

The more I play Extend, the more I want CP to come out. I want Blood Scythe already.
5D being special cancellable helps with that. Just make sure you're not spaced out too far when BK triggers because though you can hit with the 5B afterwards, the 5D link might bounce them out and the second hit of 5D will miss. If you JUST barely make it, follow up with Hell's Fang's wall bounce into a 5D (1) -> DID or something. Otherwise if you're close enough just go with 5B (1)5D Dead Spike for the corner or 5B (1)5D DID if you're midscreen to get some good corner carry. If you're worried that you won't be able to push them into the corner by the time the combo ends or they tech out, just do a Hell's Fang and off the wall bounce there's usually enough stun to pick them up with a 22C when they hit the ground at your feet.

We'll have to play again sometime because I'd like to think that I've been playing this game too much. ...which equates to me doing more stuff finally. :p

--

As for Blood Scythe, it's an awesome looking move, but the ground version is so exploitable and punishable. More and more people are starting to jump up and just air grabbing them out of the animation. Kinda like how during Dead Spike you could just dragon punch through it or punish if you had a quick enough attack. ...that being said, so many Ragnas still use it. And it's a different way of ending an aerial combo instead of the usual Inferno Divider stuff thanks to its aerial speed and the corner push it provides instead of just slamming them straight down for the most part. Blood Scythe in combos to carry to the corner on the other hand out of Gauntlet Hades? Really sweet. And it drains a LOT of life from the opponent during Blood Kain Idea (Overdrive) considering everything cancels into everything for Ragna in that mode.

[EDIT]

On that note, I finally picked up Guilty Gear as well. Gonna take some getting used to but I'm starting on Sol.
 

Minato

穏やかじゃない
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Yeah, but it'll have to be on PS3 though. I don't have Gold for 360 and I only had CS for it.

And Sol's a good choice. The only problem is he's hard to convert off of random hits easily, but I think +R fixes some of that. FRC Gun Flame, command grab, and his sidewinder loops are what makes him so fun.
 

Kuraudo

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Yeah, but it'll have to be on PS3 though. I don't have Gold for 360 and I only had CS for it.

And Sol's a good choice. The only problem is he's hard to convert off of random hits easily, but I think +R fixes some of that. FRC Gun Flame, command grab, and his sidewinder loops are what makes him so fun.
Yeah. But one way or another I'm gonna have to learn how to do more fighters beyond random hits. It's no walk in the park, but it's worth the trek if you wanna get good.
 

Spelt

BRoomer
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They should change the smack noise to litchi's "i'm being hit" screams. Nobody will ever complain about them again.
 

Minato

穏やかじゃない
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Why would I do that? They're not Izayoi.

Maybe I'll try to re-learn Tsubaki-chan or something.
Odd, I just noticed that you, Rutger, and I like using Tsubaki and Labrys, fundamental characters that just aren't that great compared to others in that archetype. Maybe there's something about that type of character. Only difference is, I'm willing to use the generic main character more than you two, haha.
 

Lythium

underachiever
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Odd, I just noticed that you, Rutger, and I like using Tsubaki and Labrys, fundamental characters that just aren't that great compared to others in that archetype. Maybe there's something about that type of character. Only difference is, I'm willing to use the generic main character more than you two, haha.
Haha, it's true. Low tier, no fear? I generally tend to gravitate towards characters that have either simple fundamentals or fraudulent oki.

I dunno, I guess characters like Ragna don't really appeal to me? I like it when there's something different about my simple characters. Like Tsubaki's charge or Labrys' axe meter, I guess.
 

Rutger

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Odd, I just noticed that you, Rutger, and I like using Tsubaki and Labrys, fundamental characters that just aren't that great compared to others in that archetype. Maybe there's something about that type of character. Only difference is, I'm willing to use the generic main character more than you two, haha.
I never really thought of that.

That's kind of always been the case with me though, I always pick characters based off of anything except how good they actually are, ever since Melee. Hell, Melee has always been a big influence on what I like in other fighting games.

I never think of the characters I play as being fundamental characters when picking them, makes me wonder if all of my character choices are connected closer than I thought.
 

Minato

穏やかじゃない
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My character choices are like Lyth. Basically pick a character that has good fundamentals/footsies and then one with really good oki/mixups. Ky/Dizzy and Ragna/Rachel. P4U's the odd one out since Narukami ended up having both features lol. I think Rutger goes for the speed and mixup characters, and who knows, the Tsubaki/Labrys thing could be a fluke for everyone.
 
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