UnsafeonHit

UnsafeonHit · @UnsafeonHit

21st Oct 2019 from TwitLonger

BBTAG 2.0


Yumi

- All buttons feel good
- Yumi 2B=Ruby 2B
- Projectiles all feel strong they have bit of startup to balance out the fact that they restand on hit, has air actions after air projectiles
- Good active switch mixup with rekka and safe on block j.C
- A and B rekka have unique followups and I still don't even know all of them
- may be weak to pushblock
- EX air projectile is like the reincarnation CS Jin EX projectile
- Assists all seem strong for what similar assists of their nature would do

Neo

- Her buttons are kinda all over the place for comparison she has like Rapier girl 2A, Sol 5H but not as far on 5A, a worse Yang 2B, and the rest are kinda uncomparable for grounded ones at least. Her air buttons are like Tao buttons with better hitboxes, crossup potential, and one is an IOH
- Good damage and knockdown from what I could tell
- DP hits not high but can hit behind her slightly
- Active Switch potential is very weird she could be really good or just average, 5A>236A(projectile clone) crossed up on active switch but didn't check other buttons. j.C HKD's on grounded opponents so it's good for overhead left/right, the main highlight is 214A/C, the fullscreen overhead and low respectively still coming out on active switch and tracking so you could in theory jail into them with assists and potentially get your other character in while doing a gapless mixup
- 66 dash steals the corner so with potential safejump + assist knockdowns she will be very scary if she can get you knocked down and she has good corner carry and sideswap (1 bar for sideswap) so I can see her doing this pretty easily
- Assists are a grey area. On one hand I can do 5P just for them to jump over it thinking that it was 6P just for them to eat a crossup projectile active switch or just straight get put into a CC Sandwich. On the other hand I don't know where you would begin figuring out where to call them outside of CC. 5P keeps Neo in so she can fight pushblock well as the assist and 4P discourages upback in sandwich. All her assists launch so confirming them is not a struggle at all, they just...feel weird
- give me training mode

Elizabeth

Akatsuki
- he is an airhead like the UNI cast
- solo jump loop on standing opponents
(Here's where it gets bad)
- Almost no jump cancels, 4A and 5A are the only ones
- Fireballs either unsafe or extremely negative can't be used for stagger and since it looks like his best way for dealing with pushblock this is extremely ass
- All Tatsu's negative
- This character just straight up feels bad outside of B/EX Tatsu Active Switch or 5P/4P

Blitztank

- I saw him hit 5A vs Yang 5B and she went from full to red then he hit 2A and she died

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