Ask a Top Player (Dacidbro)

Hey guys, I’m Dacidbro, long time professional Blazblue player. I main Bang, and have had success in tournaments and money matches enough to pay for my travel across America, as far as New York and Texas from California, and across northern California for hundreds of hours worth of gas.

If you have any questions for how to improve in the game or how to become connected to your local scene, or even if you just want to talk about your day, you can talk to me here. Cheers guys, have a good one.

Oh, and using the “reply” feature will ensure I do see your post, so I would recommend it. :v

Okay i’ll ask a question or two:

(A little background of me first, I got the game on Tuesday and i chose Arakune because he looks intersting. I came from Street Fighter and would say I am a competent player in terms of inputs and combos. I’m already onto Arakune’s #8 combo (Which are fun as hell) and i use a PS3 d-pad ^-^)

  1. My first question would be Arakune has a move f to q? (50% heat, turns into a bug and shoots a beam upward) using the command QCF x2 C.
    I seem to have issues getting this QCF x2 C move to come out if I only do that command.
    I have adapted by doing SRK x 2 C at the minute. (i don’t have problems doing Ultras in SF)
    My guess is that it might be more strict going back to neutral before doing the 2nd QCF
    Any quirks to this i might not be understanding or should i just keep trying.

  2. Arakunes combo #8 requires:
    **D > jump > f.Air dash **> 4B
    It seems extremely tight, and i have trouble air dashing, i press it but it doesn’t come out.
    It doesn’t seem like you can buffer it very much.
    Is there any advice on that?

(An example from SF would be Cammy’s Dive kick thing, to do it really fast you have to do the QCB before you jump and negative edge the attack.)

I realise this might require Arakune knowledge, but my questions are probably relatable to other characters.
(I wouldn’t know only got it 2 days ago ^-^)

Thanks in advance for any advice on the matters.
And don’t let the text wall scare you!

Cheers,
PSN: Black-Toof

I have a few off the top of my head.
-What is your own personal tier list on CS2 so far in the games life
-What would you say you can be more successful with, defense or offense? (I ask this one due to watching Evo and Sparks incredible defensive skills in a game that seems offense orriented)

I’ll think of more later.

Dacid, I see you play locals in nate’s yt vids so I’m pretty sure NorCal has it’s own scene for this game. My question is how do I and a few other Philly players get BB players to get off of netplay and come to locals.

y u get bodied by satoshi?

Hey there,

Arakune is an interesting character, you came to the right place :v

Doing double quarter circle moves just takes precision. Make sure you aren’t cheating yourself of inputs, I would suggest going to training mode with “inputs shown” on; then you can see which inputs are showing up accurately. The reality is the best way to input it is just two quarter circles, just like it says, but if your input is sloppy you’ll feel like you need to modify it somehow. Hit training mode til it shows up consistent, and you’ll understand it better.

For D > jump > airdash > 4B you’ll really want to apply “IAD”, which is using overlapping inputs to get a very fast airdash. If you press 96 instead of 966, you’ll still get a forward jump airdash if you do it right. That should help you with the agility of the combo. Unlike Cammy’s Dive Kick, it’s not a “tiger knee” input.

Tiers for CS2:
Extremely Good: Makoto Hazama Noel Jin
Above Good but not quite Extremely good: Litchi
Good: Everyone else
Mostly good: (Hakumen?) Ragna Bang Arakune Tager

Your question concerning offense or defense is a bit loaded. Honestly, you need both. But it’s not about favoring either. You want to be on offense, always, but that’s not always realistic, and when you are put into defense you need to be able to turn the tide. The silent reality of Blazblue is it’s a game where the offense is highlighted, but the defense is where skill shows. If you are not strong defensively, you won’t beat good players. You need to create escapes in this game, just making the right reads passively will not get you out of pressure. Does that answer your question?

It can be really hard, actually. The first step is obviously locating the people interested… I believe there might be a thread on dustloop.com for philadelphia players in the match finder thread, but I’m not sure. That would be a good place to start. If that proves fruitless, you can try holding events. Make a flier or ask someone else to, and hold a somewhat special night of casuals (Offer free food or some kind of prize gimmick; helps give incentive for people to actually show up), and if it’s a success get contacts and follow up on it for more sessions later. See if any of that works out, let me know how it goes alright?

Satoshi is an incredible player.

Do you think pad is as equally viable an option to play competitively at higher levels as a stick? I realize this is probably character specific because of characters like Carl with all of his negative edging. I’m wondering about the other “basic” (for lack of a better word that i can think of) characters though like Ragna or Jin. When I see BB being played there is rarely if ever a pad player.

It’s completely viable. Moreso than it is in Street Fighter, overall, since you really only need 4 buttons.

Omiscythe is a very well known and capable Makoto player who has placed in several tournaments, and he plays on a pad. Technically, you could probably even play Carl adequately on a pad by mapping Drive to a shoulder button.

The only problems with playing pad with BlazBlue are the same problems you have playing pad with anything - pads are not universal, so if you ever need to play on a different console, you may be SOL.

I just picked up the game today. What are some things I should focus on learning first?

Knowing that being patient is far better from ‘press buttons till magic happens’. you need to figure out what type of playing style you like, and perhaps as a forray trying the tutorial modes to get some basics and then the challenge modes to see what the characters do in their combos.
If a character interests you try looking up videos on them to see how their footsie game and playstyle is in action.

Getting a simple bnb or two down is good, keep it to things like the following:

-Learning a grab combo.
-Learning a basic bnb midscreen
-Learn a corner bnb

Also make sure to understand your normals, like what would be a good anti-air, poke, etc.

Blocking, punishing, and overall gameplay comes from match experience, everything else is training mode and research.

Refer to dustloop for any tips and advice you may need, that will be your go-to site.
http://www.dustloop.com/forums/forum.php?s

Any further questions can be simply asked :3

It’s viable, but you’ll have to spend extra time on execution. Despite his hard work, Omniscythe is plagued by inconsistent combos, and he’s supposed to be one of the best pad players. Also, Pads historically wear out fast, so monetarily it’s not going to really save you any stress, especially since they are notorious for fucking up in tournament.

Oh and just an extra jab to omni, he isn’t beating other players who also use high or top tier characters (Low blows ahoy)

And, if it’s an arcade gathering you’re gonna be SOL. I’d really suggest stick.

If you haven’t played a fighting game, you’ll need to do some research on fundamentals before anything else. Knowing how fighting games operate is key to everything.

If you HAVE played a fighting game, skip to understanding the system mechanics of this game. What is barrier guarding, instant blocking, guard primers, etc. When you know every subtle nuance of how the game operates (Most easily located on dustloop.com), you can move onto everything Dorian suggested (Thanks bro)

Yeah, I’ve played fighting games before and I’ve been told I have good fundamentals from various players. Thanks for the tips guys. :smiley:

I have a question (pad player).

I usually have trouble when I’m stuck in a corner. Generally, I know that getting cornered is the one thing to avoid but it does happen against good rushdown. The thing is, I don’t want to get reset when someone finishes a corner combo or drops it so I usually mash to get the tech. This usually doesn’t end well, because it will cause me to throw out a punch and well, I get combo’d again.

What exactly should I do in that situation? Especially with a character that lacks a “get off me” move.

If you are neutral teching, there is a period of time where your character flashes white and gets up. React to that and stop mashing. Air techs work a bit different though – there are actually situations in which you can be punished for air teching.

This isn’t street fighter, you don’t get to punish every single dropped combo. With time, you will learn places in combos where you CAN punish the opponent if they mess up.

How come the CS2 cab at Southtown doesn’t get played?

To elaborate a little on what Soniti said:

First, make sure you are neutral teching if you are on the ground. That’s NO DIRECTION plus A or B or C (Generally, just one button is sufficient). This gives you maximum invulnerability time. There MAY be times when you can forward roll out of the corner (Towards + A/B/C) but this is risky if your opponent is ready for it and may get you caught in a new combo. And whatever you do, DO NOT BACKROLL in the corner - there’s no “back” to roll to, so you’re just making yourself unnecessary vulnerable.

If you are air teching, you probably want to do it with Back+AB (That’s both buttons there) so that when you tech you’ll tech into an air barrier block. There are times when you don’t want to air tech (you’ll have to figure them out, but mostly it’s against Tager. :stuck_out_tongue: ) and there are times when it’s better to air tech neutral or forward, but back+AB is good standby while you figure stuff out.

Lastly, if you’re getting pressured in the corner, you can spend 50 heat for a counter assault - push towards and AB while in blockstun, and you will do an invulnerable move that knocks your opponent away. These can be baited, so try not to be predictable, and they’re expensive in terms of heat, but they’re a good way out of pressure if you’re not finding any opportunity to jump out.