

LunarisSkye wrote:I play somewhat aggressive but it really depends on playstyle. Since you play Hakumen, it's wise TO turtle considering he doesn't have a legitimate dash, and his air dash is probably the best in the game BUT a lot of people have ways to anti-air that like there's no tomorrow. So it's wise to be defensive rather than aggressive sometimes. Even as Jin, ...Jin has the tools to zone people out. Not amazingly, but if you encounter someone with good offensive capabilities, zoning them out is a good idea sometimes. Especially Ragna imo, because Ragna has a HORRIBLE way to approach anyone. Making it frustrating for them. So...no. He shouldn't complain.
Using Tagers B Buster twice? As in B Buster > Gaget Finger > B Buster? TBH, NO because if you baited them or caught them in that B Buster, then it's their fault. Tager is the type of character (for everyone else) that reveals your mistakes. You can't think just because he's bottom tier it's free combos until he dies. He has some frame/tech traps that can screw people over, and that godly backdash can mess with people if you backdash mid blockstring into Buster. Gadgeto Fingah is mindgames for the opponent, so if you succeeded in making them sweat over what to do next.......then there's nothing wrong there.
In other notes, JOKETEST 1 has begun for BBCS2+. Relius is looking awesome and I totally want to try him when he's released, Tager can do 4k+ Midscreen off of a Sledge
SolarisFlame wrote:If you want a REAL challenge my Mu is the one to fight. Though Haku and Tager are pretty lol matches for me. A Hakumen that gets too greedy against Mu will die. A Tager that....you know what he just plain dies lol. He has a hard enough time moving as it is let alone when explosions are going off in his face. :3 That matchup is terrible for Tager.
LunarisSkye wrote:....this Tager she was fighting last night in casuals kept teching and not blocking on wakeup so he kept getting hit by stein explosion after stein explosion. It was quite a funny troll match.
LunarisSkye wrote:....my only answer to that is....
He's not playing Tager the right way. This is how you play Tager.
...learn from the best fyyhr XD
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.






LunarisSkye wrote:As for joketest...here, this is the loketest notes so far for Tager:
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
B sledge hammer - Can now be held. The charged version does more damage and drags farther
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Is now approx. neutral on block
5B -> 5C now combos against an airborne opponent
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Characters are going to QQ about changes but...I have a feeling they're going to turn everything upside down at the last minute like they did when they took away Makoto's Parry Loop, Taokaka's Taunt Loop, and now they're both Top 3. Everyone cried about Hazama losing that 3C link due to system changes but he's A+ tier when people assumed he'd be D or the second to the worst character in the game. People didn't think they'd have any midscreen damage with Noel since Spring Raid could not be followed up midscreen..yet she's probably the stupidest character in the game playstyle wise. ._.;; I have a feeling the final build will be a repeat of what they did in CS1 > CS2. And Relius looks awesome. Also in the BBCS2+ new character screen there are slots for 2 more characters, which everyone is assuming Kokonoe, and an unknown make character (which people are guessing it MIGHT be Tenjou's son, no real idea on who they're going to put in there)
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.


fyyhr wrote:Arc makes such excellent trolls. I wonder if they look at the frequency of characters being used and "adjust" them the most. Like pre-CS2, the Ragna frequency was quite dense because he was an easy pick-up character. Any hit would combo provided the player knew what he/she was doing. Then in CS2, wa-bam, no float on D, no only close wallbounce on Divider, now he actually takes skill. Then he kind of disappeared from online. CS2, the NOL seem to rule the intrewebs. Would be nice to see Noel lose her 6C corner loop. Not sure how to implement that without totally breaking the game. Maybe launches higher but no increase of hitstun Tsubaki should launch up with a 236D on airborne instead of away. Hazama......eh.....maybe.....dunno, I'm not really sure how to adjust him without making him suck. He has some weird balance within himself.
Needs Jubei. And what would Kokonoe do anyway? I'd like her to be in CS2, but....she seems more like a support char if anything.


LunarisSkye wrote:Do you mean the launch like she has on 214D? or 214xCH? I think they would have to change that before making 236D into a launcher. TBH, the mechanic they need to change is the 236x ender (as in 236x > 214x > 22x. Amazing corner carry, good options to follow up with afterwards, less damage than going into her j.C > JC > dj.CC > j.236x > j.214x ender)
Tsu's changes so far are:
2D - Charge speed increased
214214D - Repeat proration for D moves no longer applies while this is active
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
214214D (tsubaki mugen) - Now also usable in air
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
5D - Charge speed decreased. 5D charge is now set, it cannot charge more than 1.5 bars (you charge to 1.5, then it'll go no further). Charge speed is constant
22D - Techable after landing on the ground
214D - less priority ?
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.


fyyhr wrote:Who even charges 5D anyway?







LunarisSkye wrote:5D is the fastest charge. If you're lucky enough, tapping it could net a Tsu player 2 charge stocks after a basic knockdown.
SolarisFlame wrote:fyyhr wrote:Who even charges 5D anyway?
Um, every CS2 Tsubaki player ever? Tapping 5D over and over after a knockdown is the fastest way for Tsubaki to charge in CS2...
LunarisSkye wrote:They don't need to nerf the unblockable part of 22D. It's not an overhead nor a Fatal like Carl's Unblockable. And technically Mu's Sword of Decimation fully charged takes longer than Tsu's, BUT it eats a LOT of primers in return. It's the same concept. I would accept eating 2 primers (but then again, what's the point since 22C and all of her C variants except for the jumping versions take away 1 primer) but if the take it away, it's basically 1 charge for......knockdown. On block it'll seem just the same as her normal 22A/B except less recovery time. Untech time changed, that's fine by me. But her Unblockable setups are mindgames really, you need to condition and scare your opponent to try and block a full charged one, you can easily poke her out of trying to do a naked charged 22D. It's basically making your opponent/learn to block a 22C, then throwing out a random 22D charged midblockstring while they sit there guarding like an idiot.
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.


fyyhr wrote:Well, a longer charge would be nice. I end up teching into it a LOT. Mostly from corner traps. And since Haku doesn't have a dragon punch (that I know of) if I don't have 4 magatama, I end up getting hit. I don't know why. I miss 2D a lot. It's not very instant start up if I get countered.
I lols at the Jin updates in the loketest. Specifically CAN NO LONGER 2C > 5C. They just put that in with CS2. Not complaining, I liked that frame trap. Though the 6C no longer combo with DC>5C midscreen is concerning.


LunarisSkye wrote:Apparently, Tsu's getting more nerfs (as I read in Dustloop today) but.....that doesn't disappoint me for some reason >>;;;
If they're nerfing her this much, I want to see what she looks like in the final build, it seems they have plans to change her up entirely, which makes me hype.
Jin updates just....lol. Welcome to the joketest? I don't take these things seriously even though a lot of salt is flying with certain people with their characters (Like, people are already talking about dropping Tsu if her combos don't look "cool" enough -____-;;; *facepalm* )...whatever they decide to do....they'll do it, it's their game :\ that's how I always feel about loketests to not take them seriously...and that's how I feel about them applying Kokonoe in CS2. She has science, and as explained in CS2 PSP, she knows a bit of Nine's magic so...I don't think it'll be hard to put her in the game really. I believe she'll be about as tall if not a little bit taller than Carl >>;;;
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.


fyyhr wrote:lol "cool" combos. I'll take an ugly 5k over 2k with flair any day (a la ragna). Though, admittedly, Tsubaki's elevator combos look really nice.
Whatever the final build is, it probably won't affect me too much. Hakumen probably won't get massive derps, and Tager. Well...he's Tager. Oh, and Haku charging 4C? Yeth ples.
Isn't Kokonoe the daughter of Nine? Whatever, back when Valk came out, I thought it'd be interesting to have Kokonoe in too, but I kinda stopped caring. I guess if they put Relius in, they can put Kokonoe in.
I just hope they don't start cloning. Relius already puts me on edge. Having such unique game mechanics and character movesets is what makes Blazblue fun to me. Even mirror matches can end up being two totally different playstyles.






LunarisSkye wrote:Derp posting:
Lunar vs. Solar
Our most recent set of matches.
Btw that last set/match I did so much derp.
So. much. lasers. XD
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.




SolarisFlame wrote:Also, I do indeed I have a habit of bursting to keep my momentum (Perhaps too frequently...and I've already noticed this about myself.) But It's very useful for Mu sometimes cause she's pretty momentum based. If you've got momentum you control the match as Mu and the whole screen with lasers and the like. Keeping Tsubaki off is incredibly important, cause Mu's not good at dealing with pressure and her health is pretty low...so she dies fast if she gets hit. Her best bet is to IB > DP/barrier block to get them out of range out but her DP can be baited and I don't like using up too much barrier. I can't afford danger state or the inability to block stuff in the air at all with my health lol. Blocking isn't what Mu wants to be doing ever...
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.








LunarisSkye wrote:Revive'd from the dead.
There are Blazblue CS2 cabs at Funworks.
Mystic, Solar and I arranging ranbats/causals/tourneys soon because of this~ they will let us run Event Mode.
We're drawing out and bringing together the 808 BB scene~
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.


fyyhr wrote:UGH, FINALLY. I was getting fed up with all the corpse hopping in SSFIV:AE. Didn't they used to have CT cabs before too?
So my main shifted again, just to tager, with Haku sub. My jin declined far too much, so he's like my teaching char. I can't even do his basic air combo consistently anymore...but it's easy to teach with him (and before CS2, Ragna) since his mechanics are pretty basic and you can give examples of most of the game mechanics pretty easily (just that extra layer of EX moves make it slightly strange).
I went into score attack yesterday with my tager and concluded, litchi is cheap. At least CPU version. Everyone else is okay (bang is debatable) except her. All the cpu does is plant staff, run up to you, Haku-Hatsu-Chuu, launch staff, Tsubame Gaeshi, repeat. Makes tager sad.
But yea, my skill in general is slightly declining since I play far less often than I used to. But that's okay, I can still hold my own online.


LunarisSkye wrote:No they didn't, the only ones who did were Hawaiian Brians and they took that out for 3S.
Like it was said on DL: "AE is an IQ test, did you pick Yun?"
I don't think I'll be getting into SF aaaaannnyyytimmmeee soon. Especially with 3S's online release too.
Just imagine if it was CS1 Litchi/Bang :\
Funworks has been eating my quarters small kine. >>;;;
But it's been a lot of fun, grabbing the scene together, apparently we're going to have around 12 people at HVGL today for casuals.
That on another note, since some of the people in the community are just learning/interested, it's making me want to pick up a sub, a sub that no one else plays so everyone gets some matchup experience in.
.....I'm going to try and learn Rachel >>;;;
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.


fyyhr wrote:Good to see funworks still picking up business. The only things that I saw in use were Beatmania and the SF cabs. And the people at Beatmania...oh my goodness. While I break down into a seizure, they just bauss it up.
Learn Tao. LEARN TAO. YOU MUST EXCEL WHERE I HAVE FAILED.
I'd like to think I'm a good sparring partner. Tager's and Haku's aren't very frequent. Unlike Zangief. *Vietnam-esque flashback*....*shudders* The lariats...THE LARIATS!!







LunarisSkye wrote:I still want to call you a tier whore just because you have Bang/Makoto XDDD but I still <3 you kyon =D
Learning Rachel WIND COMBOS ;___; her links are so weird, I know she sucked but her combos looked cooler in CS1....it seems with the exception of Mystic and Solar people are picking up characters they were interested since CS1 (Hakumenz for iPoke/SmellyNinja, Tsubaki/Rachel for me, Makoto for you...=3)
Matchup experience GOOOOOO
CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.




CaptainAverage wrote:I'm still sticking by my pronunciation - 'Fuh-WEE-WEE-hurrr' is clearly correct.





