Actually all the announcers that where DLC for CS are unlock-able by playing the game just like the colors. It’s just the new announcers that are DLC.
Unlimited is unlocked the same way, no need to beat score attack or anything.
that’s alot of work to play with three characters. are you sure about that?
Well, he can practice whatever he likes; Maybe he’s trying to figure out which one he wants to main?
And glad to hear that the “old DLC” announcers are unlockable - Jin announcer for the win.
Yeah, I wanted to figure out which one I wanted. I think it may end up being Bang since Ragna is pretty top tier and Noel falls off in terms of learning curve / skill curve so she gets beaten easily by other high skilled players of other characters.
Is Ragna the only one who rapid cancels? I’m stuck on the rapid cancel part of the tutorial and was thinking of assigning it to a button. (I’ve tried pressing all three buttons at the same time, but nothing happens.)
I didn’t want to do this though, if most characters use rapid cancel. But it sounds like it is only Ragna that uses it? And most people don’t even bother with rapid cancel? Or is it a good way to use 50 heat?
Rapid Cancel is a major mechanic of the game for all characters, not just Ragna, and yeah it can be a great use of heat. I wouldn’t really recommend keying it to one button just in case you accidentally hit it when you don’t mean to, it’s pretty simple once you get the hang of it. Any part in particular that is giving you trouble?
Well, I was going to clear the input after the tutorial. I was more worried about ‘cheating’ and not learning the motions for a rapid cancel if I needed to use it later on. (Which it sounds like I do.)
And it might just be my arcade stick, but when I hit all three buttons, I just keep grabbing. So it seems like I’m probably only hitting two of the buttons and not three.
Or do rapid cancels only work if you are in the middle of a special attack? I tried standing and doing a rapid cancel, but I still had 50 heat. So far, I just can’t get a rapid cancel going.
Rapid Cancels can be only be done during almost any move, whether they are normals, specials or distortion drives. There are a few exceptions though. But you can’t do it while standing doing nothing, because it’s a cancel, i.e. It’s used to cancel the animations of a move you are doing.
Thanks Wolf, that’s what I thought. I did try it during a special though but I think I wasn’t fast enough to actually cancel into it.
I’m going to play the intermediate tutorial again today and post up the move list that I’m having trouble with.
Another thing that’s important to remember about Rapid Cancels is that you can only rapid cancel a move that make contact (i.e. a move that hits or is blocked); If you whiff a move entirely, you can’t rapid cancel it. So you can’t just like, stand across the screen and try to rapid cancel your moves.
Decided SFxT is too poorly balanced, so I grabbed BB and fell in love.
My question is how is this game generally played at a higher level? My execution is good so I hit up dustloop and grabbed combos and all that, but that means jack shit since I have to actually play the game on top of that. I was told that this game comes down to tons of oki and the such and was just wondering if that’s true.
Prepare to block. A lot. In gg/bb its best to just take the oki instead of trying to beat out your opponent’s buttons every time. Of course there’s some differences depending on which character you are playing. Who do you use?
I always tend to play waifus hence I have a huge crush on Noel -_-
I was a 3000 pp ish Sakura in SF4 series (before I quit and lost it all) so that’s my biggest background to go off of. I’ve played pretty much every capcom game at a decent level and started KOF when it dropped so know that pretty well. I dabbled in CS1 but was too busy with SF until this point.
So is pressing buttons bad in general for wake up?
Really noobie question here. I just started tackling Calamity Trigger Reconstruction (BBCSEX) and got up to the battle against Unlimited Rachel. I completed story mode in the original BBCT, and I cannot remember a battle as stupid as this. Every battle up to this has been pretty well a sleeper, but now I can barely scratch Rachel. How the heck do you actually deal with her? I get the odd lucky counter-hit, but I usually get blown up when I try to close the gap.
I’m not a Noel expert but her 4D is a pretty good wake up tool. Most people know how to bait it, though, so you will have to resort to blocking most of the time. Head on on over to Dustloop for more info on Noel and BlazBlue and general. You won’t find very much information on SRK.
To answer the broader question a little bit:
At high levels the game is very momentum based; There is SOME Oki, but how good it is varies widely from character to character - Litchi has very strong oki, as does Rachel, and a few other cast members have good oki, while for the rest it’s generally just ‘okay’. Unsurprisingly, while it’s “generally” not a good idea to do things like roll/quick getup/reversal on wakeup, the best players will be able to do all those things when the situation calls for it.
BB has a stronger emphasis on movement and mixup than SF4, and a lesser emphasis on straight up footsies - not because SF4-style footsies tactics don’t WORK (if you can space so an opponent whiffs a normal, you have excellent chances of a good punish) but because there are significantly more movement options (double jumps, dashes/dash brakes, airdashes) that offer you other options, and because mixup is overall just more effective - in BB, almost everyone can combo off their throws and their overheads, while in SF4 both of those options result in comparatively small rewards.
What this means is that, amoung other things:
Anti-airs are even more important than SF style games, because you need to be able to anti-air appropriately to the situation and not get baited by a double-jump, for example.
Blocking, and defense in general, is even more important, because you can take a LOT of damage if you consistantly eat overheads, and many characters are capable of seemingly endless pressure strings, and it’s crucial to be able to find a time to jab/reversal/backdash/jump out and set things back to a more neutral situation.
Overall, BB is a markedly more complicated game than SF4, and each matchup/character takes longer to learn.
Another question: I tend to end up using a lot of my meter on rapid cancels. When I get a good opening I’ll typically do the distrotion combos, but with Noel I feel like it’s only worth doing in the corner. I’m getting a ton of damage of confirming and then rapid cancelling though.
Where should I be using all my meter?
That’s up to you to decide - if you can get more damage from a rapid cancel than you can from a distortion finisher, by all means, go for it. Similarly, if you need a counter assault, don’t be shy about tapping the meter for that. All of these options have good applications - I don’t know Noel well enough to know where rapid cancels figure into her game, but Fenrir is a pretty decent wakeup reversal (it’s her only option that works against all options - 2D and 4D both have invulnerability to some attack attributes, but there are attacks in the game that will beat them both, and plenty of attacks that will beat one or the other) and sometimes a counter-assault is just what you need to get out of pressure.
Don’t even be shy about using your Astral Heat if it’s available - Noel can combo into hers from a bunch of stuff, and if your opponent is holding a burst late in the last round, you can use an Astral to kill him without even getting a chance to use it if you meet the requirements.
There are no bad uses for heat, but there are times when a given usage of heat isn’t a good one. It’s a good player who knows when to spend it and when to hold it.
So no black and white on meter. Thank God, in Capcom games it really is just always 1 or 2 dominate options.
Super situational on the meter usage. Remember that the absolute lowest a Distortion can get scaled is 20%, if you’re in the middle of a long combo and your opponent is low on health and without a burst to use, DD is a great option to finish. In the middle of a match when you need to make the most of your pokes and gain momentum, RCs can be incredibly effective as you can do all kinds of shit you can’t without them, and earn some meter back on the combo that follows up the RC.
There’s a lot of little things to keep in mind with BB compared to Capcom games. Hitstun, and more importantly the deterioration of hitstun, is way different. Depending on what move you start your combo with, your actual combo options are vastly different. A jab starter will lead to greater hitstun proration on the ensuing combo than a heavy starter. A Fatal Counter(every character has one move that when used to score a counter hit will count as a Fatal Counter) adds 2 extra frames of hitstun/air-untechable time to every hit of the following combo. Landing a hit on a crouching opponent also does this. You don’t just need to learn combos for your character, you need to learn different combos for different initial hits.
And for AAs, most characters have a reasonable AA that they can jump cancel into an air combo, so not only should you be looking to AA, but also be prepared to follow your AA immediately with a super jump cancel into a string.
Overall engine details can be found here: http://dustloop.com/guides/bbcs2/systemGuide/systemGuide.html