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The BlazBlue Thread. V-13 hates you! Edit: Now with gamertags! <3 See first post.

CRASHiC

Smash Hero
Joined
Oct 27, 2008
Messages
7,267
Location
Haiti Gonna Hait
When someone says something about Noel and I say something like I'm gonna stab you in the face I'm just joking fool. I didn't realize anyone was quite dumb enough to not catch the obvious sarcasm.

But when I say stfu about SF I'm being serious.

****ing Brawl is better than SF.

****ing Million Knights Vermillion is better than SF.

Million god**** Knights Vermillion.
Question, have you played All 3 multiplayer Street Fighters? I'm pretty sure me and you are in the same boat as for hating big time on the design and overall feel of SF2, though I respect the basics it can prodvide, and deeply wish Guilty Gear focused more heavily on, but Street Fighter III is a Drastically different game, one that, some claim, tried to rip of Ark Systems feel to capture the Japense audience they felt they were losing. I find the design and gameplay, aside from the balance, to be miles better than SF II and SF III, aside from Sagat dittos (I'm weird like that). And SF IV seems promising to me, if only for the third strike cast, Cody, Adon, and Juri.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
SF is why I hated fighting games. I've always hated fighting games until my friend got me into BB. I had no idea fighting games could be like BB.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Actually I started with Rachel but decided that I'd rather be frustrated with a subpar character like in Brawl.

Japanese boxart:

Mu looking exceptionally slutty, Lambda keeping it real... but wtf Nu is dead.
 

GA Peach

Smash Lord
Joined
Nov 6, 2005
Messages
1,122
Location
CHUG! CHUG! CHUG!
Oh my... Blazblue vs. Arcana Heart would be so awesome.

Now what about that Guilty Gear vs. Street Fighter game that Capcom was SERIOUS about?
this is what I wanted to know. Sammy vs. Capcom was announced, then Arksys bought GGXX from Sammy, and then the game fell by the wayside. i would have loved to see how it turned out, though I think they had trouble putting that characters on the same engine, and that led to cancellation.

I could never really get into Arcana Heart.
that's tragic. AH was pretty good. it handled like a much slower GGXX. the characters left much to be desired, though, but Mei-Fang was cool.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Gimme a release of anything... GG, AH, Melty, Fate/Stay.. ANYTHING on XBL and I'll play it. My biggest gripe with fighting games is that there arent many people to play with. I know online isn't comparable to offline playing but it's **** sure better than nothing.

As long as it's not SF or a 3d fighter.

Where the **** is Bloody Roar 5?
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
I know this is late but I really love the way DC and marty quote change each other

I laugh every time I see it

You sure you guys don't secretly like each other? XD
 

GA Peach

Smash Lord
Joined
Nov 6, 2005
Messages
1,122
Location
CHUG! CHUG! CHUG!
I know this is late but I really love the way DC and marty quote change each other

I laugh every time I see it

You sure you guys don't secretly like each other? XD
in all honesty, i consider it a personal insult that you would even fathom that i could like him at all.

lol bloody roar 5. I think after 2 the game started a huge decline in quality. =\
yuck. Bloody Roar has been pretty terrible as a whole...
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
*looks up tsundere*

ohhhhh

yeah that is like exactly what I was describing

man maybe there is actually merit to becoming a weeaboo japanophile neckbeard wolfshirt $200 jeans $10 haircut f@ggot

no offense DC

lol i'z kidn no hate only love desuguu~~~
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
*looks up tsundere*

ohhhhh

yeah that is like exactly what I was describing

man maybe there is actually merit to becoming a weeaboo japanophile neckbeard wolfshirt $200 jeans $10 haircut f@ggot

no offense DC

lol i'z kidn no hate only love desuguu~~~
 

Nihongo-ookami

Smash Journeyman
Joined
Sep 23, 2008
Messages
446
Location
On a boat.
Gimme a release of anything... GG, AH, Melty, Fate/Stay.. ANYTHING on XBL and I'll play it. My biggest gripe with fighting games is that there arent many people to play with. I know online isn't comparable to offline playing but it's **** sure better than nothing.

As long as it's not SF or a 3d fighter.

Where the **** is Bloody Roar 5?
lol bloody roar 5. I think after 2 the game started a huge decline in quality. =\
I absolutely LOVE the Bloody Roar games. They get a lot of hate for some reason.
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
Bloody Roar, the furry favorite

btw lucario also shares this title

I randomly went into the general brawl boards and found a thread and like 4/5 posts were like "yeah dude lucario is my favorite i'm a furry get at me"
 

Jam Stunna

Writer of Fortune
BRoomer
Joined
May 6, 2006
Messages
6,450
Location
Hartford, CT
3DS FC
0447-6552-1484
I think we realized that there are more interesting things to talk about than BlazBlue.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Average damage: Average damage, usually “bread and butter” damage, ability to get comparable damage from any hit is also a factor
Max damage: Max possible damage (in practical terms)
Pokes: How good their pokes are
Breaking out of pressure: Getting out of pressure using reversals, normals, special moves, or counter-assaults
Mix up: How well a character can put you in a situation where you have to guess or read multiple outcomes
Pressure: How well a character can keep you blocking; leads into mix up
Okizeme: How well a character can force a mix up game on the opponent’s wake up; in BB, this usually means how well they can control your ground tech options
Against Ground: Air to ground; how well the character can approach a grounded opponent from the air
Against Air: Air to air or ground to air; how well the character can anti-air an opponent from the ground or in the air
Defense: Life, hit boxes, and guard primers
In general situations: Best described as neutral situations, i.e. when neither character is on the offensive or defensive
Overall: Overall rank
Good matchups: Notable favorable matchups
Bad matchups: Notable unfavorable matchups

[Arakune]
Average damage E/S: Outside of fever mode, Arakune has pitiful damage; in fever mode he has very high damage off of many hit confirms
Max damage E/SS: Same deal as average damage, but if Arakune gets the right set up, he can easily deal 11k with meter… and it’s practical too!
Pokes E: 2D and j.D are pokes… I guess?
Breaking out of pressure C: His counter-assault is pretty good and so are his teleports
Mix up D/A: Outside of fever mode, Arakune only has some slow overheads to really hit you with; in fever mode, he has some nice cross up tricks
Pressure E/S: Again, fever mode is where he gets all of his pressure from; you’re going to be blocking for a very long time
Okizeme D: None really exists, since prior to fever mode he’s just trying to curse you, and fever mode combos don’t end with a knock down
Against ground B: Since dive was nerfed, j.B is the staple jump in attack; it will even clash with the best AAs
Against air D: 5C has head attribute invulnerability, but it’s pretty slow; no reliable air to air attacks
Defense D: Below average HP, but has five guard primers; wide hit box makes him susceptible to unique combos
In general situations C: Most of the time, Arakune flies around and tries to get people to run into stuff that gets them cursed; once someone gets cursed, the round is usually over
Overall B: Arakune is much different character than his CT counter part; it is harder for him to get a curse going, but once he does, the round is usually over
Good matchups: None are notable
Bad matchups: Lambda; old habits die hard in this matchup… not much as changed from CT to CS

[Bang]
Average damage A: Pretty much every combo he gets is going to be 3k+, with some being a bit higher if he omits oki opportunity
Max damage S: Daifunka does tons of damage still, and many combos can lead into it; air throw combos into the corner net huge damage with or without meter
Pokes B+: 5A and 5B are good pokes, but Bang doesn’t really need great pokes in order to be effective
Breaking out of pressure B: Guard points are now faster, and Ashura is very fast and safe versus most of the cast
Mix up A: Mix up is about the same as it was in CT, except the buffs on his normals made frame traps a lot stronger; nails were buffed and command grab is scarier than ever
Pressure A: If Bang has nails, expect to be blocking for a while
Okizeme A: Many combos lead to knockdown, which lead straight back into Bang’s mix up game
Against ground B: Nails are a great way of getting in safely
Against air A: Guard points, 5A, j.A, and nails are all solid choices
Defense B: Above average health, good amount of guard primers
In general situations S: With Bang’s good mobility, ability to use his bumpers, guard points, good normals, and nails, he’s very solid during neutral situations
Overall S: Between Bang’s buffs and other characters’ nerfs, he has ascended to god tier status; he’s versatile in every aspect of the game
Good matchups: Jin, Lambda, Tager, Tsubaki, and Rachel due to his ability to control space and pressure them without mercy
Bad matchups: Dora’s Bang

[Carl]
Average damage B+: With stronger normals, Carl’s average damage is up since CT, and some set ups can net him 4k damage
Max damage A: Carl’s average good enough to get by without using supers, but adding a super can add a bit of damage
Pokes B: 5C is a good poke, and Nirvana does have some good pokes herself, albeit slow
Breaking out of pressure C: Poor defensive options; gear super on wake up is not reliable, but his counter-assault is good
Mix up B+: j.2C is no longer an overhead, but it can still be used as a cross up
Pressure A: Being sandwiched between Nirvana and Carl is the last place you want to be, except now you don’t die in one combo
Okizeme C: Carl lacks knockdown from a lot of his combos, making oki difficult; even if Carl does get a knockdown, he can’t do much about techs without Nirvana
Against ground C: Carl lacks any kind of strong jump in; not a character that should be approaching from the air without Nirvana’s help
Against air A: 6A is good anti-air, Nirvana has good anti-air moves as well; j.C is decent air to air
Defense D: Tied for lowest health in the game, only four guard primers
In general situations A: Carl’s zoning is very strong with the addition of Volante; hiding behind Nirvana is a good strategy in most cases
Overall A: While Carl doesn’t kill the majority of the cast with one combo anymore, he is largely unchanged; buffs to his normals means more damage from his combos
Good matchups: Rachel, Tager, Tsubaki; all have trouble dealing with Nirvana
Bad matchups: Litchi can safely disable Nirvana from a distance, and generally can approach safely with her staff specials; her damage output and pressure make short work of Carl’s poor defense

[Hakumen]
Average damage B+: Like last game, Hakumen’s damage greatly depends on his meter; lands about 3.5k from “dust loop”; lower damage overall compared to CT, but for CS’s standards, it’s very solid
Max damage S: If Hakumen has the meter, he can easily do a lot of damage
Pokes S: 4C and j.C are beyond the realm of godly; both are very safe and very fast, and j.C can lead to knockdown
Breaking out of pressure A: Counters are buffed and are deadlier now, and his CA is still pretty good; if you make a mistake in your pressure string, Hakumen will make you pay for it
Mix up C: Same as CT; nothing has really changed
Pressure C: Meter dependent; same as CT
Okizeme B: Hakumen can get knockdown from his staple dust loop and force you to neutral tech; overall nothing too scary
Against ground B+: j.2C is slow but still has a good hit box, and j.C can be good at max range as well; j.B has uses too
Against air A: Hakumen’s 6A anti-air is no longer a reliable anti-air, so he has to make due with 5A and j.C; both are solid choices
Defense A: Second highest health total and six guard primers make Hakumen pretty beefy
In general situations A: Hakumen’s trouble of dealing zoning characters has been amended somewhat by him being able to cut projectiles which results in an “anti-projectile” shield; combine that with his godly pokes and you have yourself a winning combination
Overall A: Greatly improved compared to his CT self, and probably one of the most improved characters in the game; very strong
Good matchups: Hazama; Hazama’s drives only work in Hakumen’s favor by being able to cut them and create the shield, making it difficult for Hazama to approach Hakumen while Hakumen just builds more and more meter
Bad matchups: Nothing notable

[Hazama]
Average damage B+: His BnBs are generally over 3k damage, sometimes more, and build him a ton of meter, which leads to…
Max damage S: JAYAKU HOUTENJIN! IB a move, do the super, do absurd amounts of damage; ‘nuff said
Pokes B: 3C has decent range, and his drive moves can be good pokes if used correctly
Breaking out of pressure A: Jayaku comes out way fast, and even on trade, it’s still in your favor
Mix up C: Slow high/low attacks, has a good command grab though (low damage but builds meter)
Pressure D: Not a pressure character; it doesn’t take long before Hazama is out of range to even attempt pressure
Okizeme C: He has knockdown after his air combos, but he can’t really do a whole lot with it
Against ground D: j.2C is your only real option, and it’s slow; drive attacks leave something to be desired, and no one should really get hit by those at full screen
Against air C: 2C can be useful but it’s pretty slow, 214D~B (I think that’s the right one) can be used as a poor man’s anti-air, 623D can sometimes be used too
Defense C: Above average life, but only four primers; tall hit box
In general situations B+: Drive moves at full screen are generally very safe, and on hit can lead to his BnB; he can also be annoying and fly around the screen a lot
Overall B: Very solid character with nothing too broken about him
Good matchups: Tager; he’s big, fat, and slow; Tager’s pressure is also IB into FC Jayoku bait
Bad matchups: Hakumen; drives can be cut while Hakumen sits there, gains meter, and makes Hazama eat big damage once he gets hit

[Jin]
Average damage B: Jin can get 3k or so damage from a lot of starters, so long as he uses a little bit of meter
Max damage A: Adding ice arrow super at the end of the combo can add a respectable amount of damage; Jin can actually get up to 5k damage if he uses two ice arrow supers
Pokes B: 5C is a good poke, but other than that, Jin lacks a strong array of pokes; j.C can also be used as a poke when low to the ground
Breaking out of pressure B: C DP still has a lot of invincibility and so does D DP, but the return is minimal
Mix up B: Pretty much the same as CT, although nerfed normals such as j.B makes things a bit more difficult
Pressure B: j.B nerf made his pressure weaker, but otherwise it’s similar to CT
Okizeme B: Nerfed 214B hurts his okizeme (no more knockdown from anything anymore), so he has to spend meter to get oki from air combos; 2B can still catch forward techs; 3C into 236C in the corner is great oki
Against ground B: j.B is slower but still has a great hit box, and j.2C is good too; at max range j.C can be good
Against air B: j.C is great air to air, but Jin still lacks a reliable anti-air; DPs are not reliable
Defense B: Above average health, five primers, but has a tall standing hit box
In general situations B: Jin’s zoning is solid with his fireballs, but he lacks air control or ways to deal with opponents approaching from the air
Overall B: Jin is a jack of all trades, but a master of none; his mix up, pressure, and damage from CT has been nerfed, making him less solid than before; a prime example of a “middle ground” type of character
Good matchups: Rachel, counters her zoning fairly well
Bad matchups: Bang, Litchi, and Ragna give Jin problems due to their stronger pokes and damage output

[Lambda]
Average damage C: Hits from swords lead to low damage, and without the proper set up, she can’t get a lot of damage from her BnBs
Max damage A: From certain set ups such as Cavalier or Crescent Saber loop she can get over 4k
Pokes A: While not as stupid good as Nu’s swords, Lambda’s swords are still very powerful tools; her other normals aren’t very powerful poking tools
Breaking out of pressure C: Her only option is her gravity field, which now has a ton of invincibility frames; her CA is decent but her nerfed meter gain from CT means she should probably save her meter for RCs
Mix up D: Her overhead is a bit better, but that’s about it; she relies on her zoning for damage, not mix up
Pressure D: She can use her swords a little bit to pressure, but it’s not an endless barrage like it was in CT
Okizeme B: Although she can get pseudo-knockdown with Crescent Saber, it’s not a real knockdown; sweep into Spike Chaser forces them to neutral tech or they’re going to get hit
Against ground D: All of her normals get anti-aired by any decent anti-air
Against air A: 2C is no longer the answer to every jump in ever, but 6A, 6D, and 2D can make approaching from the air difficult
Defense D: Below average health, average primers
In general situations A: Hands down best zoning in the game; she’s very comfortable being on the other side of the screen
Overall B: Solid character, but relies heavily on zoning
Good matchups: Arakune, Tager, and Rachel; all three have trouble dealing with her zoning
Bad matchups: Bang; nails give her trouble and once he gets in, she just can’t get away
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
[Litchi]
Average damage S: Litchi combos hurt, except when they start with an A attack… but there’s virtually no reason to use her 5A or 2A so it doesn’t matter; pretty much any hit will lead to a 4k to 5k combo
Max damage S: Her usual combos do 4-5k already, but FC 2C combos or comboing into super can break 6k or more
Pokes S: So long as Litchi has her staff, she has a wide array of pokes that can lead into nasty damage; only weakness is that they’re a bit on the slow side
Breaking out of pressure C: Litchi’s DP got nerfed, so the return for landing one isn’t very good
Mix up A: While Litchi’s overhead is decent, it’s not the primary source of mix up for her; her mix up game is based around catching the opponent when they try to get out of her pressure; should they not take a risk and decide to block, they’re back to square one of her pressure game
Pressure S: With her being able to “mist cancel” (or stance cancel I guess) as a legitimate form of pressure, Litchi can continue pressure for a very long time; 6D is also stupidly good at doing this too because it’s safe, puts Litchi right next to the opponent, and is stance cancelable
Okizeme S: All of Litchi’s combos end with knockdown and give her not only a push to the corner, but they also give her a lot of meter; one combo gives her enough meter to super, and ending a combo with Dai Sharin gives her guaranteed oki; pretty much any combo she does forces you to neutral tech or you’re going to eat another combo
Against ground A: j.B is still godly
Against air B: Litchi still lacks a reliable anti-air, but 2C and sometimes DP work; j.C is also great air to air and leads to big damage on CH; her stance~A move can also catch people out of the air (which leads to a combo)
Defense C: Average life, average amount of primers, tall hit box
In general situations A: With a good array of pokes, placing the staff and using it for zoning, and the overall changes to other characters, Litchi is great in neutral situations
Overall S: Litchi is just absolutely absurd in CS; her damage output from practically any hit is very high, and her oki is comparable to CT Rachel’s
Good matchups: Tager and Rachel are the most notable; they can’t really do anything about her superior reach with her normals and zoning
Bad matchups: None

[Noel]
Average damage C: Damage from random hits is poor, so Noel has to rely on landing ideal set ups (6B, 3C, or a drive attack) in order to get bigger damage
Max damage A+: Noel can get between 4.5k and 5.5k depending on the set up used and if she has meter to super; fortunately her drive combos give her a ton of meter
Pokes C: 5C is pretty good, and on CH it can lead to 3C combos; 5B is decent at the right range
Breaking out of pressure C: She can reversal super out of pressure if desired, but it’s probably better and safer to use her really good counter-assault
Mix up B: It’s hard to rank her mix up because she relies on playing very dangerously to mix up, but if your “yomi” is strong, her mix up can catch people off guard
Pressure C+: 5A is still decent but not as great as before, and drive spam is less threatening now; Noel’s pressure doesn’t last for very long
Okizeme C: Noel can force okizeme in the corner, but she can’t get much damage, if any, off of tech roll punishes
Against ground D: j.B’s hit box got nerfed so it’s not a reliable jump in anymore, and although j.C’s hit box is fairly wide, it does not offer much vertically
Against air C: 6A only works at certain angles, although j.A and j.B work decently as air to air moves
Defense C: Average life, although she only has four guard primers; tall hit box
In general situations B: Although she lacks any solid pokes or full screen presence, her good run speed and mobility help her in neutral situations
Overall B: Noel might seem bad to a lot of players, but she is both the same and different compared to her CT counter part; her play style heavily relies on being able to read the opponent and conditioning them
Good matchups: None really; slight advantage against Rachel but that is it
Bad matchups: Top three; Bang, Litchi, and Ragna’s pokes, damage, and space control all give Noel a tough time

[Rachel]
Average damage D: Her bread and butter is between 2k and 2.4k; landing 5B to land 2.4k is difficult
Max damage C: With George now heavily prorating and Baden Baden Lily’s damage nerfed, Rachel has a hard time getting big damage; again, landing 5B to get maximum damage is hard
Pokes D: 5B has a good hit box but has poor range and recovery; 6B is slow and offers no return anymore
Breaking out of pressure D: 2C was buffed and is now faster, but it’s still very risky to do; her counter-assault is mediocre at best
Mix up C: With level 1 j.2C nerfed into oblivion, Rachel’s mix up is very limited and heavily dependent on George, pumpkin, and lightning poles; she can force a high/low mix up if the opponent is sitting on a pole, but they need to be in the corner for that to be effective
Pressure D: What pressure? Rachel has a very hard time keeping up pressure without pumpkin being out.
Okizeme C: A shell of its former self; getting okizeme from mid-screen is pretty much impossible, but okizeme in the corner setting up from 5CC loop can be decent (manages to get both George and pumpkin out in that situation)
Against ground D: j.A has an okay hit box, but any character with a strong anti-air will beat Rachel out; pumpkin is the only safe way to approach from the air
Against air C: 6A is nerfed but still a decent anti-air and j.C can be a situational anti-air; Lobelias can also make approach from the air difficult, but they don’t offer much return
Defense C: Average amount of life, low guard primers, large OTG hit box
In general situations B: Zoning with Lobelias can be strong, but they’re not without their holes and weaknesses; pumpkin is less of a threat and George requires wind and protection from Lobelias to be effectively used
Overall C: Rachel is a shell of her former self; obviously over nerfed; everything about her is average or below average
Good matchups: None. A good matchup for her is an even one. Isn’t it sad, hime-sama? ;_;
Bad matchups: Bang, Litchi, and Ragna are especially tough for her, and practically everyone else has a favorable match up against her

[Ragna]
Average damage A: Average damage increased since last game; many combos lead to 3.5k to 4k+, but require Ragna to be close enough to do them; at max range, Ragna’s damage isn’t that great
Max damage S: Fatal counter combos hurt, but most of the time Ragna’s max damage output cannot be reached without a fatal counter
Pokes S: 5B, 2B, 5C, j.C, and in some cases 2D and 2C are all great pokes; Ragna’s pokes are among the best in the game
Breaking out of pressure A: Inferno Divider is the staple here, but Blood Kain can have its uses as well
Mix up B+: It’s more of the same from CT, except Gauntlet Hades got faster; usually having meter to RC anything unsafe helps
Pressure A: Ragna has always been no slouch in pressuring people, and with 2C’s buff, it’s even better
Okizeme A: All combos leave him in a good position except double BE combos; he can end a BE combo with 3C, JC it, and force a high/low mix up that is difficult to see or get out of; Mada Owari Ja Ne Zo (22C) does less damage but has more untechable frames, allowing for even stronger okizeme
Against ground A: j.C is still really good, and j.D can sometimes be useful as well; Beliel Edge has a weird hit box too, but generally isn’t that useful
Against air S: His 6A is probably the best AA in the game now that it has a better hit box and leads to some strong combos; Inferno Divider, j.A, j.B, j.D, and sometimes Gauntlet Hades are all good too
Defense C/B: Below average life, tall standing hit box, and average guard primers; if Ragna is landing combos, his average life is about 11k to 12k
In general situations A: Ragna’s pokes allow him to play very patiently and without much risk involved (in most situations); he can be comfortable playing patiently before waiting to start his pressure and mix up
Overall S-: While not as strong as Litchi or Bang, Ragna’s small buffs and lack of nerfs have made him a very strong character overall; his only weaknesses are his below average life and inability to do good damage at max range
Good matchups: Rachel, Noel, Tsubaki, and Jin; all of these characters have problems with Ragna’s pokes and superior damage output
Bad matchups: Bang, but only slightly; Carl is arguably a slightly bad match up, but is more than likely even

[Tager]
Average damage B+: Tager’s usual combos do a respectable and consistent 3k to 3.5k, but they do require some set ups
Max damage S: 720 still hurts
Pokes D: 5C and 4D can be used as pokes, but they don’t offer much return and are slow/have too much recovery
Breaking out of pressure C: 360A and 720 can be used to get out of pressure, but it can be risky; backdash can be used as well but it can be punished
Mix up B: Typical grappler mix up, but Gadget Finger creates a good three way mix up and keeps them magnetized
Pressure C: Tager pressure doesn’t last long and does tend to have a lot of holes, but magnetism helps keep it going
Okizeme B: Ending combos with Gadget Finger creates a good three way mix up and prevents tech rolls
Against ground B: With j.2C buffed, Tager can bait AAs by hitting them during their recovery with j.2C; j.B is still decent
Against air C: Atomic Collider has head attribute invulnerability but it doesn’t last long and the move lacks a good hit box, 2C got buffed but isn’t reliable
Defense A+: Highest HP in the game by a good margin, and has ten guard primers; fails to get S rank because of his huge hit box
In general situations D: Unless they’re magnetized, Tager will need to work at safely getting in against a lot of characters; Spark Bolt does charge at a faster rate now, but it’s still unlikely you’ll get more than one per round
Overall B: Tager got a few buffs to help him out (Gadget Finger is awesome!), but he still runs into the usual grappler stigma of having no mobility; any character with good pokes or zoning ability gives him a hard time… which is a lot of the cast
Good matchups: Rachel; my how things have changed; Sledge is now a lot less risky to do against Rachel, and his high HP make him difficult for Rachel to end things quickly
Bad matchups: Most notable ones are Bang and Litchi, but pretty much any character with strong pokes and zoning give Tager a hard time

[Taokaka]
Average damage B+: Her ability to do damage greatly depends on being able to do taunt loop, but on average, Taokaka can do 3.5k or more easily
Max damage S: Tao can do close to 7k damage with the right set ups
Pokes B: 5C and j.C are the staples here, but the return is low
Breaking out of pressure B: Super works as a reversal and she has one of the best counter-assaults in the game
Mix up B: Taokaka’s mix up mainly consists of jumping around, occasionally crossing up, and forcing a mistake to land a hit
Pressure B: Taokaka’s pressure doesn’t last that long, per say, but she has the mobility and tools to reset it
Okizeme D: Practically nonexistent now that her air combos no longer knock down
Against ground C: j.C can be used but it doesn’t hit below her that much
Against air B: 6A is kind of weak but not completely useless, and j.C is good air to air
Defense D: Tied for lowest health in the game and only has four primers
In general situations B: Tao’s mobility gives her some flexibility in neutral situations, but her presence is more annoying than threatening
Overall B: Taokaka is pretty much more of the same compared to her CT counter part, except now taunt loop is dumb; she lost knockdown from her air combos, but the damage from taunt loop makes up for it
Good matchups: Rachel; our poor princess can’t do much to control Taokaka’s mobility
Bad matchups: None that are notable

[Tsubaki]
Average damage C: Without one charge stock, Tsubaki’s damage isn’t much better than Rachel’s; with one charge stock, she can get over 3k, which is standard for CS
Max damage A: With “Tsubaki Install” (forgive me, I don’t know the move name or motion for it), she can reach more than 4k, although it heavily depends on how much charge stock she has; using meter for combos otherwise doesn’t really yield that much more damage
Pokes C: 5B is a good poke, but that’s about it; her other normals have poor range
Breaking out of pressure C: She has a DP, but it’s not invulnerable all the way through it’s active frames, meaning it will trade (often unfavorably for you, since her DP doesn’t do much damage)
Mix up B: Charge cancel can be deceptive, and her throw game isn’t that bad; 22D unblockable is gimmicky but can work; overall not too bad or too good
Pressure B: Charge cancel can allow her to reset strings, but she cannot do it without risk; barrier blocking really hurts her too
Okizeme C: She can force oki in the corner, but her ability to get anything off of it seems weak
Against ground B: j.C is a strong jump in, but that’s all she really has
Against air B: 2C is a great, all purpose anti-air move, but she lacks any kind of air to air
Defense B: Above average life, average primers
In general situations C: Tsubaki is a pure rushdown character, which hurts because she needs to be far away in order to charge her drive meter; being on the offensive is where she wants to be at all times
Overall B: Despite her weaknesses, Tsubaki is a solid rush down character
Good matchups: Nothing notable
Bad matchups: Top three, Carl; characters that can easily zone her with good normals or tools can give her trouble
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Yeah, which is why I've stopped practicing CS for now.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
If I could make them any size I wanted, they would be tiny. :9
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
West Coast Warzone ends with Bang Camaro beating Dacidbro in a Bang mirror match. Dacid has been winning a lot but mainly being carried by Bang being broken as hell. I'm gonna **** on his face when I money match him @ EVO.

http://www.youtube.com/watch?v=W1Lk_HXiBNo

Yeah I can't wait for the rebalance.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Lame. Hey OOSers, come to GAMME in June to watch me lose to some random v-13/Arakune/Rachel/Jin/Carl player.
 
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