His combo options seem much better than in CS2, I’m not expecting him to be back up to CT levels but he definitely seems like he got stronger.
Well… It wouldn’t make it’s money in the arcades if it was easy, But usually its one or the other in arcade mode on fighters, either moves with a lot of armour that basically say ‘press what you like, im going to hit you regardless!’ or just reading inputs and doing perfect counters.
I’ll have to test out Valk sometime… When extend gets released over here in the UK perhaps, I didn’t actually try bang so I might have to have a try with him, He gets double air dashes doesnt he?
Yeah Im starting to notice that now, They might not lead on to as much damage (At my execution level anyway, I imagine they’re worth that 50 Heat more when you can use them to convert 2D’s, 22c’s and even hell’s fangs into nasty combos), but they make opportunities rather than waiting for one to come up to use CS. That being said, BK can be nasty if you get into a combo with it, but as i’ve said, IF, starting to realise that more now.
6B relaunch looks hype.
Also, does anyone have any opinions on how stupid combos look in extend now? search in youtube “Tager Extend Challenge Mode” And revel in the stupidity that is challenge 11. I’d post the link but im on a phone, It’s putting me off the game a tiiinnyyyy bit.
Where abouts are you from in the UK? If you’re not from Newcastle its fine!
Give Bang a go. He takes a while to adjust, But the Fun-Factor coupled with his incredible amount of tools make a stupidly versatile character
/bias
Yeah and 6D causes float now, should be intresting…
Haven’t really looked at the challenges other than ragna’s, gonna have a look now. The whole sucking them in to make them fly up in the air only to elbow drop them looks kinda comical, might just be bang’s animation though.
And nope, not Newcastle, Derby.
I must admit, Bang’s Install theme is just hilarious, but ill give him a try!
6D in the corner is going to lead to some serious Quad Figures with Meter.
Ragna was under-developed in CS2, Good to see him getting some love this time round. I just PRAY double belial edge combos don’t return, they made me so salty.
I used to watch Kaqn in CS1 do that, those looked rather nasty! and incredibly damaging.
Bang’s major downfall is that he has one of the few truly non-renewable resources in the game, in the form of nails, and once he runs out, his options drop dramatically.
The thing that made double BE combos mean in CS1 was the absurd heat gain, really, which meant lots and lots of heat for RCs and stuff.
Tager’s combos do look sortof silly, but at least they don’t have the CS2 Noel “WTF, you mean she can just keep going?” feeling.
wow, a productive thread! Kudos to you guys, it makes me happy when I don’t have to come into these and delete a bunch of unnecessary posts or flame bait. Keep it up
CS2 Noel was dumb, I won’t pull punches when I say that, she was an easy to play monster.
Also, on a side note. Mu is looking like the one to beat in Extend, Oki after 6C looks broken as hell, Tech the wrong way and you eat 5K, And you can change you Oki each time like a game of Roulette. 9K in the corner and 7K midscreen with long reach normals?
I’m going to have fun styling on XBL haha.
Until I get hit once and die because of my shit HP
Also, in a JP match with Kaqn and Buppa, Buppa claimed he hated double Bellial, So Kaqn did this in the corner.
5B > 6A > j.C > 214C > 9Jump > j.C > j.C > 214C > Meaty 6B > Full Blood Kain Corner Combo
Glorious Trolling
I keep hearing conflicting opinions on EX Mu; Some lists are all “meh, she’s mid tier. Anti-air nerfed, not much new stuff.” and some lists are “OMG Mu!”
What are you referring to as her Oki? And er… getting hit with 6C isn’t super frequent, is it? But 7k midscreen is pretty insane =(
Nasty! Trolololol…
Just about to hop on BB to see if my arcade mode and all the tutorial stuff will help, Still learning blockstrings but i have a more logical progression of what to do if someone blocks my 5B or 6C now! as well as how to save myself from hells fangs and convert into combos.I’ll post later on how I do
Thanks again for all the help!
OH and yeah… gotta try bang out… gonna try some online first though I think!
Landing 6C frequently is hard, but from any CH you can land it. C0R on dustloop made an Oki setup that punishes everything, and its a ton stronger in extend, and now she can charge habakiri, some setups may be flat out broken and unfair. Especially in the corner, they will undoubtedly put Daisharin to shame.
7K midscreen requires CH, but thats a small conselation, her AA gotnerfed, but it was just to good in CS2. 2C still dominates, just not as much 6A will be used a lot more now.
Also, 2C is now an amazing OTG that is incredibly strong as prorates well. I think Mu will be solid A tier, possibly higher.
Typed this in my phone, ignore bad grammerz
Tried out bang, couldn’t really get the feel for him, i still prefer how Ragna plays i think!
Online time :
Played about 8 Games online, won 3 or 4. My opponents were… Noels… Lambdas… A Jin and an Arakune who was level 48 or something (I ate a nasty curse combo)
Overall i feel like im in more control now, 5B really helps as a poke! i did a few RCs but i ended up just going into 5D, hells fang instead of 6C (Which i practised later in training) One of the Noels was quite spammy (Im sure when they were comboing they were just mashing D, but i dont’ know), but luckily i could get through the spam with either a good timed hells fang, a dash 5b or an air dashed c, They kept putting themselves in the corner so when i got in i did pretty decent damage. Unfortunately i dropped quite a few air combo attempts, but i always managed the 5b, 5c, hells fang combos.
The Lambda fights were comical, it was the same person two or three times and one of two things would happen; THey would keep me out and i’d just get slaughtered or, I’d get in and slaughter them, In one match, each of us got a perfect on each other. The guy had good combos and was pretty quick to halt attempts to get in, luckily i noticed i could get in with airdash C’s but i need to practice landing combos better after it, kept dropping them. The one thing that i struggled to overcome was the (Excuse the incredibly technical naming here) attack where Lambda summons swords infront of her and shoots them straight in front. I noticed hells fang has what looks like something of a projectile nature, but i know not to charge at sharp things! I was also getting hit by the summoned swords from the floor when i tried to get in via the air, im assuming i should just have super jumped and air dashed to get more height.
The Arakune just trashed me, His combos were nasty and i didnt save my burst for big curse combos. Overall i did feel like i was saving my bursts better though! I did have a habit of accidentally using the but now i know the proper ways to recover, i don’t tend to get that any more.
Overall I’m starting to realise why things are happening in the game, like why i’m getting beaten out by certain attacks, what to do when this character does xyz. Getting there! And it’s less frustrating now!
I found a little trick, possibly akin to the dash cancelling 6C one however mine is kinda gimmicky. Because hells fang (without the follow up) is safe on block i believe, i started not following it up if it was blocked, but instead going for a backwards throw, i didnt do it EVERY time, but it seemed to work! Which is why i started learning Backwards Throw combos better.
Practice :
Been practising RCing Hell’s fang combos into 6C, Dash, 5D, Dash, 5C, JC, j.c, j.d, JC, j.c, j.d, “D” ID, Upper, Axe kick
(Or when in the corner, ending air combo with) , j.c, BE, 5D, DS, “D” ID, Upper, Ax kick (Or Straight, 5D, Hells Fang.)
As well as similar combos from Backwards throw, Dash, 5D, dash 5c etc.
Been fiddling around with astral combos although i’ve found that i can basically tag an astral heat into any combo I’m doing at the moment that has a 5D that is hitting a falling opponent, still fun to try though! I try to end a corner combo with ID, straight, 5D, Carnage scissors too when I get the chance,though that’s probably a flashy combo and not a good use of meter, adds on about 8-900 damage to my standard corner combo though.
Seem to be getting there, I’ve gotta get used to only pressing buttons once for hits, I Don’t really mash, but i keep missing the ID at the end of an air combo possibly because of too many inputs. I can get the ID easily when I’m in the corner, but That’s probably just because i THINK it’s going to miss, but it doesnt.
Hells Fang (1) Is not safe on Block, But it’s just really hard to react to in time for a punish.
Sounds like your slipping into BB pretty well, I wish you had XBL and we could of duked it out a few times. Also, I’f your into Ragna gimmicks, If you feel like really rubbing salt into the wound, for a corner combo (This is douchey and good players will react. But take lag into accounts ect)
5B > 6A > j.C > j.D > Purple Throw > 214C = 3K.
Trollworthy if it lands
Ah, Yeah, no one was punishing it, well, not countering it, some would jump to avoid the grab but i think it only happened once or twice. Gotta start using 6A to AA more though and learn its followups.
Yeah, I came from PC and kinda picked PS3 for the whole free internet thing, i heard it was laggy but I haven’t really experienced that yet. Ill have to try that! I was wondering if air throws were actually useful but that sounds intresting, might have to give It a go, for the lulz if anything. i assume you follow up the 214c with a typical corner combo finisher after a BE or can they tech before a 5D/ID ?
This is not really true. Hell’s Fang (1) is “safe” on non-instant block, because it’s only -4, and there are no moves in the game that hit on frame 4. Some jabs and Tager’s Genesis Emerald Tager Buster hit on frame 5, but nothing hits on 4. THAT said, if your opponent instant blocks Hell’s fang, it’s now -7 and almost anyone can punish you with a jab->combo and beat out anything you try.
Doing a back throw will work on inexperienced players because they will keep blocking after the first hit anticipating the follow up, and probably won’t react fast enough when you don’t do it.
Air throws are extremely useful in BB, and many characters can get significantly more damage off an air throw than off a normal one. They also have a rather large “throw box” so you can grab people under some fairly surprisingly circumstances. I strongly advise working them into your game.
Ah, i assumed it was a gimmick purely because it could be caught out with an instant block or just grab teched.
I’ll have to try mixing up air combos with air throws! Are air throws any good for catching people in mid air or would a Air 5c be better in general?
Ragna has an excellent j.C, but it hits kinda below him, so if for some reason you want to engage someone who is already airborne, the air throw might be worth looking at - plus (and this is the real reason you’ll want to use it) is it catches people who are trying to jump barrier block their way out of a bad situation, so if you read a jump-out, air throw may be the way to go. They can still tech it, but for whatever reason, not many folks do.
TK throws are godlike if they land.
Especially Bang, TK Command Grab makes you feel like Dora