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Posted

No Hype=No Tournaments, No Money, No Respect. BlazBlue is already a 2nd string game with a small community(in america) it should be getting some kind of attention but I guess if it's not made by Capcom it's not good enough.

but you don't need hype to do all those things you just need people with the same interests in mind to do it...

i'm kinda lost too.

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Posted

No Hype=No Tournaments, No Money, No Respect. BlazBlue is already a 2nd string game with a small community(in america) it should be getting some kind of attention but I guess if it's not made by Capcom it's not good enough.

I disagree. hype is not needed to generate people. A good fighting game will draw people. Unfortunately, even CS still feels like a work in progress. And I don't believe a large community is needed to be good. The GG community was small but we still managed to pull ourselves to top level because we knew what we had to do to be good.

And don't try to compare SF4 to BB. I don't play SF4 at all but I recognize that as far as fighting game goes, it's far superior, and all the best fighters do flock to SF4. Never let favoritism cloud that fact.

Posted

Its as sophis said, most players are console players such as myself so the only useful input we could provide is in relation to the videos we watch of high level players. As ryoko said info will increase when cs comes out on consoles, I myself plan to gather a lot of once I own the game and have the chance to go in training mode. As far as the arakune match-up goes, the fact that tenchi has been able to win rounds with 90% of life left shows how much of an even match-up it is. As we gather more info we'll learn which slashes to use when we are cursed how to approach him without touching the clouds and etc. It just takes time to gather the necessary info learn about match-ups. Arakune can ONLY do that when ur cursed and he has to hit you 5 times or so to do that and while getting those 5 hits a long ass sword is being flung at him taking off half his life bar. The 100 hit combos are the reward for NOT dying in the process of trying to curse your opponent, which can happen very easily against people like hakumen. tager, and ragna.

Posted

Its as sophis said, most players are console players such as myself so the only useful input we could provide is in relation to the videos we watch of high level players. As ryoko said info will increase when cs comes out on consoles, I myself plan to gather a lot of once I own the game and have the chance to go in training mode.

As far as the arakune match-up goes, the fact that tenchi has been able to win rounds with 90% of life left shows how much of an even match-up it is. As we gather more info we'll learn which slashes to use when we are cursed how to approach him without touching the clouds and etc. It just takes time to gather the necessary info learn about match-ups. Arakune can ONLY do that when ur cursed and he has to hit you 5 times or so to do that and while getting those 5 hits a long ass sword is being flung at him taking off half his life bar.

The 100 hit combos are the reward for NOT dying in the process of trying to curse your opponent, which can happen very easily against people like hakumen. tager, and ragna.

Arakune looks much more winnable than before. That being said, just from watching posted videos, it looks like it will still be an uphill battle. Which is fine, just as long as it's not 8-2 uphill (and it doesn't look no where near that bad anymore.)

Posted

Okay, about those Mu Gen combo vids Ryoko posted earlier.

First, the glaringly obvious: holy shit @ 6C/Mugen combos. I'm certain this will be toned down in later versions, so best to enjoy it now.

Anyway, some interesting stuff in there, but I'll just list the more obvious things since I wouldn't wish to assume anything more than that and be wrong about it.

- 5c -> 5c/2c link (possible to do 2c -> 5c link?)

- Corner loop is now longer. You can do j.2a -> j.c about twice, land, j.b, and do it again.

- 6a will have its uses, but I only recall one instance where 6b was used.

- Combo's off j.D.

Among these, only the loop is new to me, but it's nice to see the rest in action.

Overall, the vids show his damage/return and risk/reward ratios are better than in CT. His bnb's damage even exceeds that of CT in some cases. I find the only notable exceptions are the lack of 4c (only once as a loop finish), combos off throws (only one in there), and IB -> punish stuff (might have been there, but I didn't notice it), but those might have simply been redundant material.

Can't wait to play the guy. :kitty:

Posted

6C (full, counter) will, for all intent and purposes, never ever happen Mugen will happen rarely. Neither requires a tone down. Changes may come for those two things, but there is nothing that suggests that they are broken. 5C>5C/2C works because or faster recovery on 5C. Considering 2C launches your opponent, there is no link. 6A as a launcher is interesting, although I don't see why you would do that instead of 2C, ever. There is no reason to see 4C in a combo video. It's a zoning tool, not a combo tool. jC is the combo tool. As a starter 4C is also very bad, and the combo off 4C should be used to set things up, not to dish out that little amount of damage. There were 2-3 combos very good combos for maintaining meter and getting a set-up in the video. All the 6C combos were more or less useless. Mugen combo only changed in the sense that it's still a good idea to end in shippu due to min dmg from super. I still want to know if renka in the triple relaunch combo can be omitted (it was done everytime in that video). There was also no sign of 623A>jC>j2A/jC. Perhaps relaunch 2C>jC is applicable for all situations.

Posted

is it possible to 5c> 623 A A > jump cancel >falling J2c > 5C?and if u can connect 5c can u connect another? i jus want to know if there is enough tech time if u start the combo with 5c

Posted

Mugen will happen rarely.

Neither requires a tone down. Changes may come for those two things, but there is nothing that suggests that they are broken.

^This

I would never rely on mugen for a serious comeback, while I'll use it in casuals for the infinite supers that doe 20% more damage it's WAYYY too risky to use and goes against hakumens playing style forcing you to be offensive, the only way for it to be affective is if we receive frame advantage, allowing use to use yukikaze after recovery on incoming attacks. Which by the way on the rare occasion I can get that off is the ONLY way I can make a comeback with such a more or less useless and nice little power up dd.

Posted

is it possible to 5c> 623 A A > jump cancel >falling J2c > 5C?and if u can connect 5c can u connect another?

i jus want to know if there is enough tech time if u start the combo with 5c

That's what I was talking about regarding relaunch. I think it can be done, but I haven't seen it. All instances has involved renka, which if omitted would make the combo a lot more efficient. Someone should get this checked out. If people don't do it even now, it may be safe to assume that renka is necessary.

  • 2 weeks later...
Posted

I found this A-92 video:

http://www.youtube.com/watch?v=EHTNCgsM6n8 (match begins around 4:30)

and I think it's worth posting in this thread, for several reasons:

Ryoko was right, he has excellent defense, look at him block litchi mix-ups. Also, I found it interesting that near the end of the last round, he rapid canceled back throw then air dashed into a combo of 2.C -> J.2A. Not particularly practical but I understand why he did it in that situation.

Posted

^ The only one I'm aware of is the one in the post above yours. I really haven't seen that much consistent high-level use of voiding projectiles.

Posted

That barrier is plenty useful in many match ups already. I'm not sure what more you are expecting. People can probably get more consistent with cutting certain moves, but that's about it.

Posted

Make sure to check out the new Suzume vs Gorou match from tachikawa. Very good reference for Nu match-up, had some good combo selections, 2 very cool setups, and just overall extremely high level play. Great match.

Posted

Make sure to check out the new Suzume vs Gorou match from tachikawa. Very good reference for Nu match-up, had some good combo selections, 2 very cool setups, and just overall extremely high level play. Great match.

Yea amazing match, from what I can see with the new guard system we can afford to take out time since lambda's guard breaking moves rely in her make a physical attack which can either be IB'ed if we see it coming or countered. Either way she enters our territory which we can punish her for. Or she would have to use a slow projectile which can either be slashed pending on reaction and leaped over in order to get close into lamba. Now it seems we don't have to make so many extremely risky chances since she can do much to use why simply firing projectiles at us.

Posted

You mean has it been posted? If that's what you are asking then yes (again probably not here).

Should we not post them here if they've been posted already in the General Forums?

I just think it'd be good to have all the Hakumen videos in an easily accessible thread. I've already begun putting together a playlist of CS hakumen vids, dunno if I should post them here, since they would be reposts of almost all the stuff in the cs video thread in the general section

Posted

^ Already known for a while now. Combos off full 6c ch lead to massive damage. However, this vid does show one potential use of full 6c, though it is unlikely to ever happen.

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