#Battle Beast General Discussion
244 messages · Page 1 of 1 (latest)
"Killing you is not even going to be fun."
...huh? Why'd we delete the old fighter forums?
Ah well, don't have a way to record right now but
Meter positive no resource combos from grounded normal starters:
(2L/5L/2M/5M ->) 5H -> 236L -> 5H -> 2H -> jc.M -> j.H -> j.236L -> j.2H -> 236H
Can add 623M loops between the j.2H and 236H if you want to dump boost meter. Don't have one for 2H yet, 2H -> jc.L -> j.M -> j.H -> j.236L -> j.L -> j.M -> j.2H -> 236H is the closest I've got but it doesn't build a full bar.
Edit: for the Standard control users out there, (2L/5L/2M/5M ->) 5H -> 6S -> 5H -> 2H -> jc.M -> j.H -> j.6S -> j.2H -> 6HS
Probably because they changed stuff from the beta so all the old tech we posted might not work anymore
Still worth having the historical record imo.
Would be neat to compare and contrast.
Or at least to be able to test all the old tech without having to go from memory.
Yeah I hear ya, kinda makes sense to start fresh though
Hi, New Battle Beast player here, what's his BNBs?
It’s day 1, we’re unfortunately all still in the labs.
I have this if you want something basic to build off of.
Yeah, I see thanks
By the way, it seems this game has combo limit
So as long as I hit the combo limit, that should be optimal right?
end combo with supers
It does. Boosted specials ignore it, and assist, active tags, and boosted dashes reduce it.
Also supers.
I see
Battle Beast is so fun to play
Does he have a invincible DP that is safe on block? lol
Unless I’m very mistaken, no. He has neutral special (214L) that comes with armor, but it isn’t frame 1.
It is safe on block, I believe.
I think the armor on forward super (236H) is frame 1? Take me with a grain of salt there.
I'll post a few combos give me a few minutes
I’m currently sitting at a Guilty Gear/Tekken tournament waiting for casuals to end so I can take my setup home and lab more.
Here's some combo ideas starting from his armor special, low medium start, jumping down heavy and a back throw combo
How did you reduce the combo meter? I guess boost specials?
Yeah usually after his heavy attack I'll do a boosted dash and continue the combo
Swapping 6S/236Ls with 5S/214Ls is a bit more damage, same with j2H with jH if you don't plan on doing 623H/2SB loops.
Air super just seems to be way better for damage.
1 hit into 5H starter for now. I'll look into other stuff.
Specifically 1 bar refund obv.
There's some better stuff for less meter build.
441 without inputs because I didn't know one button specials did less damage lol.
Rex and eve. They have really good neutral assists, basically lets him get in for free
Ok I'm a bit dumb, 450.
2M 214L instead of 5M 236L.
can someone teach me how to get incredibly good with this sexy beast?
i want to feel [Title Card]
Best I've found off a fast confirm solo
2L2L 5H 214L 5H 214L 5MH BDC 5H 214L 5H BDC 214L 5MH BDC 2H JMH 214L J2H into your choice of super, builds about 2.25 bars and is 500+ with lvl1, 700+ with lvl3
I'm sorry that looks incredibly confusing
howw do i counter this loop up downslam loop im keep getting put in
2L2L 5H 214L 5H 214L 5M 2H MH 5H 214L 5H MH 5[M] 214L 5H MH 2H JMH 214L J2H is a smidge more.
I'll look a bit into what more routing changes you'd be able to make.
8 more damage so like it's whatever lmao.
Bit more with 5M instead of 5H near the end.
493 before super instead of 488 (5H) / 480 (old route).
I'll look at more tomorrow.
From what I'm seeing there's two damage scalings at hand in combos, hit count (obviously) and normal (amount of times you've hit that specific button, crouching or otherwise, though 2H is not part of that)
So your combo just hit 5H too many times to the point 5M does more damage.
instant overhead using a tiger dp input
remember this isn't safe on block at -16, so jabs will punish you
is back super a command grab or a hitgrab im curious
Hit grab
U wish he has a command grab tbh
Yo, is it possible on standard ? 😭 ts high key good asf ngl
Even easier on standard i would imagine
Idk the input
Also it is good, f9 instant overhead is crazy good, the only character I’ve played that has anything similar is Robot
Yea I found a way to do it consistently now on standard its just a rhythm thing its not close to modern difficulty 😭. I swear standard is for babies but we love it 🔥
How do u feel about bb meta wise ? (If u played him)
I feel like the neutral can be rough ngl
Also of u have any tips lmk
Will leave the optimization at that.
If anyone wants to find better damage do ping me if you do.
Helped me learn about how scaling works which is nice.
But I ran out of ideas lol.
5L at the end pretty goated.
AYO LET HIM COOK 🔥🔥🔥🔥
so ive been labbing him and i think he's p good, I've found he works super well behind ella for easy throw confirms and helps with her mix, and if swapped in ella's assist is p good for lockdown and mixups
i havent played online admittedly with him since I picked him up yesterday and was just labbing setups and confirms but i think imma keep him
also he has haggar pipe so yeah
you have no idea how much fun i have playing battle beast
did a 100% hp combo with him and hit silver
new to fighters
my team is looking like ella/bb/robot maybe
battle beast bulletproof and invicible is the dream team for battle beast
also not opposed to ella/robot/bb if he's actually decent on anchor but I think robot has better mix to open up
i can see that working for a beast on point
tho i dont like bulletproof rn but only cause of the dumb active tag bug
beast does down arrow heavy and invincible and powerplex do their supers in the air and you active tag back to beast for his super to bring things back to the ground and repeat
neat
does all of their hp
can u send a clip? i dont play standard so idk what you are exactly doing
yeah gimme a min
here u go
oooh j2m (jump down medium) got it
wait im dumb thats just 236l nvm im extra dumb
seems p nice
wait bulletproof air active tag lowers combo meter? huge
i thought it was bugged
ooooh its cause u did get max combo meter i think?
oh weird it seems to work fine
idk it works fine
this does give me an idea tho
this is in the practice cause i dont wanna play rn ive been playing for hours but this does work in real game
you just gotta hit the first down heavy
Tags greatly lower combo meter since they can be countered.
I'll uhhh make a thread for optimal bnbs Specifically.
Oh yea keep robot bro, he is so good for ranked his op ahh assist lmao. Trolling aside tho, w team it looks solid asf ngl. Mine is anissa, bb and allen but allen finna go out for robot prob
Hes just good in general
I think Robot has diabolical mix when he gets in and his neutral isnt terrible due to his massive buttons
a f9 instant overhead that can lead into more 50/50s is really good
Idk if I want him or rex tho
nah thats haggar pipe
He has both, tho its a bad helmbreaker 😭
its a good haggar pipe though, idk if id call it helmbreaker cause the hitbox isnt really the same
plus his forward special is frame 9 lmao
Robot’s?
Why do you think Robot synergies well with BB?
BB struggles in neutral aside from his godly j2H (kinda jH).
Robot doesn't specifically synergise with BB just any neutral assist will be godly and Robot's is one of the best.
Im dumb af cause I did all my testing on a tall character
What I should’ve said is that his jump in is f*cking incredible
Replying to this message
But yeah neutral assist and BB’s throw sets up a hard kd which robots back assist can easily meaty allowing for mix
BB jump 2M is pretty good too you can cross up with it
Yee I like doing it after a throw
I am debating on whether I should run Robot or Rex tho
Robot has the better assist but Rex has the better point capabilities
Rex zoning is p damn good, especially against the airdashers
Im gonna run rex, my local is hosting a bracket tonight so ill stick with robot but ill play rex from then on
Actually imma stick with robot
I think robot assist is pretty insane to get in (and everything else).
Rex is pretty good as well but I feel like it's better to use back assist and control an area.
Neutral just doesn't have as much lockdown but it's good to cover all approaches and push them back (again, being annoying fullscreen).
I don't think it's bad with bb or anything, you can control both air and ground with them, but robot is just pretty stupid lmao.
Swag ill go robot
I hope the L beast user I fought in here. Aye gringo if you see this then stop relying on that wide swing and armor press😂 I’m not no amateur but aye GGs😎 “when in doubt spam” head ahh
i dont know why it works but bulletproof, mark and BB, the only time i lose with this team is against cecil
what kind of assist does battle beast want when on point?
i prefer ones that help him get into close range, so forward moving assists or projectile assists i'd say
Currently doing ok with allen and omniman
I think Robot is a strong assist for him, he loves the lockdown it gives, the fact he can approach behind, and the meaty setups of his throw. Eve is good too since it clears the screen of any projectiles for the most part and gives him something to approach behind.
Tldr anything to help him approach or to help meaty off his hard knockdown
yeah i use robot assist as well
I really like Eve and/or cecil assist
With cecil you can get a J2M cross up after a hard knockdown
yee cecil ois strong too
i think everyone knows that
yeah
Is that only possible with mark assist or can that work with any/most assists?
Pretty much only that team
Bulletproof assist connects but I couldn't really do anything with it
I’m telling ya bb is goated
How y'all feel about the situational nerf to battle beast on back super being active tag able now? I prefer the hard knockdown tag oki but there's combo potential with it now
00:17 Allen the Alien
02:15 Battle Beast
03:32 Ella Mental
It's not a nerf it's a buff. Super 2 is consistent now because you can tag out from it.
None of us was using it because it was just a move that only works when the opponent in the air and couldn't combo after using it. Mark has the same buff with his Super 2, but it's bugged at the moment.
Does Battle Beast have a crumple attack?
when it wasnot comboable it was a safe escape for battle beast that cannot be parried. Easy out to regain boost and health while being able to continue pressure with the tag in because they would be plus.
you could always use super 1 to combo with so it's not a buff.
That right there is why people were not using it. There was no safe escape about it. It was useless, but I can tell you don't play BB, so you don't know, you just saying stuff, but you don't seem to understand that it is now consistent and consistency is important than situational. Maybe in other games like Super smash bros Ultimate situational are very good, but it does not work in a game like this where combos is more important than having strategy stuff.
I do play BB and that's exactly how I used it what are you talking about? Boosted down S wall bounce super 2 active tag into mark meaty overhead was my Oki how about you don't talk down on me like that and realize I used it for a specific situation. and that situation always worked because it didn't combo additional if they attempted to parry the active tag it would ALWAYS fail
Just because you use it that way doesn't mean it's good. Who cares how you use it when it was already useless. Now that it is consistent everyone can use it. Maybe it is nerf for you, but not for everyone else that plays BB.
But it's a situation the character had that is now removed. if you wanted you could always use super 1 as a reversal or a combo ender into tag. Super 2 had a unique case of knockdown and safe escape WHILE keeping pressure for oki. the situation being normalized no matter which way you look at it is a nerf. not a huge one but still
my bad I never hit send
BB is not a situational character, he is a checking character. He checks people. You were just using him as a situational which he is not one.
If he was a situational character why would he have super armor in most of his moves.
Like I said before consistency is more important than situational. Especially in a 3v3 game.
Hell doing the tagging out from hits or combos is the safe escape. We don't need a super for that when we always in people faces the whole game. This is a buff.
I didn't say he's a situational character I said the super had a unique use case making it situational. For example Anissa's super 1 can be repeated with specific assists while super 2 side switching making them both situational for different use cases.
Yes you did said he was. No need to change what you said. If we are going to talk about Anissa's Supers, her supers are consistent and she can do whatever the hell she wants, because there is nothing situational about her. She can switch characters in both of her supers. Just like most characters in the game and
Again that's nothing, when all you going to do with her is tagging out.
She gets nothing from it by itself
The one that truly switches sides and it's not even a super, but a special is Bullet Proof
Tag out or not you switch sides which gives it a different use for different situations.
already have your opponent in the corner? don't use it so you can keep it
opponent have you in the corner and need to keep the combo short and sweet use that super and put them in the corner.
Now the thing I'm talking about with BB which is a SITUATIONAL option(not the character) where you have 2 level 1 supers both with different use cases
super 1:armored active tag comboable super con(as in the con that active tagging always) :active tag can be parried resetting to neutral
super 2: armored active tag(non comboable) super
super 2 did not have that Con. it would always fail if they attempted to parry it before this patch meaning you get a knockdown with free oki with incoming character
Now this it is normalized and both supers do the same thing you tell me how this is a buff when an option was removed(active tag oki) when the other option was always available(active tag combo)
Your large message has been sent to mods for review
Again this is a buff, and it was not situational it was useless, but since we are back to BB. I'll tell you what Fly, don't tag out of Super 2 end of story, the fact that you are the only one that thinks this is a nerf and you were the only one that was using it as a situational move shows how useless the move really was. Again, don't use it as a combo extender if you are that so offended of it. It is now consistent where everyone can use it. You should just be happy that you have more options and more combo potential which is important in a 3v3 game.
no you could always use the other super to do exactly what you want
No you couldn't stop lying
stop talking out of your butt right now
you can't combo off the other super?
You couldn't combo off of Super 2 is what I'm saying. Not talking about Super 1.
We don't need to keep using Super 1 for everything.
But not with Super 2
and that was the point
I wasn't
I was using super 2 for a different situation
you see what I mean yet?
Can't you see the problem you had one Super that you can combo extend with
that's fine
you Don't need 2
Yes we do
If you don't want to use it as a extender than don't use it as a extender
You have that option
cause what does the second one do?
more damage? nope
better oki? not anymore
how is 1 super that you can combo extend with a problem if you had another super that you could use for a different situation?
They never nerfed the damage, so you can use the way you want to use it
You keep thinking they nerfed the damage, they didn't
They only made it tagable
the thing you want to do (super tag combo) was always possible
the thing you never realized you could do which is a good thing to do is no longer possible
That thing that you could do was useless and you don't like that from what I'm hearing.
But you still do it if you want
how is it useless?
you cannot
Yes you can
no you can't
Yes you can
cause it will combo now rather than leave them knocked down for oki
You can still do that
Just don't tag out simple
Treat it like a mixup
So you see how I said INCOMING mix
Are you telling me you hate doing mixups
No I'm saying it's a nerf because incoming mix is gone
incoming mix is mix up
But it's a buff is what I'm saying, because is more options and more consistent.
It's literally less options and you are not understanding that
You were talking about it not being situational, never about not being a mixup.
Not that long ago you were talking about it being a escape option
I'm understanding because we all can use more often, and besides we going to find more ways to use it.
yes situational the incoming mix was a situational use case as in a option you could do if you wanted to do it. you get BB out for free with incoming mix that used to be what happened guaranteed when you would active tag super 2.
Which you can now active tag Super 2 which is good
you have a super to combo with the other super to also combo with doesn't matter...cause you already had a super to combo with. you're talking around circles not recognizing a use case was removed.
and you no longer get incoming mix which is bad cause you could already active tag a super for combo. both could active tag one would combo the other could not
The only thing I'm seeing that is removed is how you were using it.
Yeah Super 1, but not 2, and now you can do both.
So this is a nerf for you
It's a nerf to the character. just because you didn't notice the use case or apply it doesn't mean it isn't a change that removed a situational option that the character had. on that you don't understand it and that's fine. I've tried to explain it I've said what I needed to say I don't need to talk in circles anymore explaining the same thing over and over.
Yeah you were talking out of you butt you really don't know what you are talking about. It's a buff yo, and I'm playing it right now, and the way you were using was trash. I just got a zero to death using Super 2 with the tagging.
But if you don't to talk anymore that's okay we can just drop it.
😭