qwerty Posted March 23, 2010 Posted March 23, 2010 don't worry about it man; whether you'll enjoy cs or not is ultimately up to you. i'm still gonna hang around for a bit, at least until you all have frames. past that though, my future with this game is uncertain.
mAc Chaos Posted March 23, 2010 Posted March 23, 2010 Damn. I thought you liked it more than CS when it came out. Is it the new S tier? That there's a lot of loop combos? Even if you don't play CS, you should still hang around here. You're part of the community here.
SimpleKiss Posted March 23, 2010 Posted March 23, 2010 Don't tell me the tsubaki pseudo infinite exists.
qwerty Posted March 23, 2010 Posted March 23, 2010 it's a lot of things, i'll be making a thread about it soon.
Sophisticat Posted March 23, 2010 Posted March 23, 2010 I'll be anticipating it, then. BlazBlue's a lot of things, but a series in progress is what it is most. I doubt the next installments would degrade the game's quality. So yeah, mighty curious here. BB's the only fighting game I can really get into at this point in time, so I hope this isn't too much of a bombshell.
A.X.I.S. Posted March 23, 2010 Posted March 23, 2010 it's a lot of things, i'll be making a thread about it soon. can't be CT broke man...CT broke is pretty broke.
AleXander Posted March 23, 2010 Posted March 23, 2010 speaking of hotaru what are the backdashes like in this game? Is it like in GG where a backdash is 0 frame instant and invincible? if so i should switch my hotaru input from 2147 to 2144. then i could hotaru all meatys against me.
MisoSowee Posted March 24, 2010 Posted March 24, 2010 speaking of hotaru what are the backdashes like in this game? Is it like in GG where a backdash is 0 frame instant and invincible? if so i should switch my hotaru input from 2147 to 2144. then i could hotaru all meatys against me. I don't know exact dash mechanics, but it doesn't matter much for hakumen because there isn't any invincibility on his backdashes.
AleXander Posted March 24, 2010 Posted March 24, 2010 I don't know exact dash mechanics, but it doesn't matter much for hakumen because there isn't any invincibility on his backdashes. aw lame. but i guess a Slayer style back dash cancel was asking for too much anyway
WallJumpMan Posted March 24, 2010 Posted March 24, 2010 nobody's asked for it, but i'm just gonna say it right now because i'm probably gonna stop playing this game real soon and when i come back i don't want to see ya'll niggas scrubbin out: hakumen has the best offensive burst in the game- it's called hotaru noooo u cant let me be the only hakumen player at svgl who is gonna give me advice like tiger knee hotaru after gadget finger!?
BladeOfJustice7 Posted March 24, 2010 Posted March 24, 2010 it's a lot of things, i'll be making a thread about it soon. Does it have to do with the same reason lionel is most likely going to main jin in cs? I heard it's way easier playing hakumen now that he's better which means we don't have to work as hard anymore lol. If it is something else then hurry up and post lol (I have a feeling it has to do with all the people that come to DL clogging everything up).
qwerty Posted April 6, 2010 Posted April 6, 2010 i'll sum it up as well as i can. i am not a fan of the system direction in cs. the increased blockstun on many moves means that there's simply too many mixup opportunities and the increased hitstun (this includes fatal counter, though is not only limited to it) makes a lot of moves hitconfirmable into legit combos. this may sound fun on paper, but it gets old real quick when you win 90% of your matches by jumping and pressing C. the roster is marginally more balanced than ct's, though at the expense of having an interesting, entertaining game. in cs, we're lucky if the players have managed to stay awake during their match, otherwise we get entire best of three sets won by time overs. tsubaki isn't a bad character design, albeit a gimmicky one. hazama however is the single most boring character in the entire history of fighting games; arcsys has successfully designed the first character that is only capable of winning by time overs. and the worst part is; with the few changes from ct either making the game boring or halfassedly "fixing" some problems, most of the game is practically untouched. it's still a jumpy ass A+B+C fest with easy mode instant blocks (though they don't give ridiculous frame advantage quite as much now, what with all the increased blockstun) and an oki game so terrible that i can't help but wonder why people even bother with it. i may be one of the only people publicly saying this all right now, but i am certainly not the only one thinking it. i really hope whatever changes arcsys has in store come console release revitalizes this game (doubtful), otherwise i'm left with no choice but to keep playing better games. this all being said, i would recommend you all wait until you get to play the game for yourselves before you pass judgment on it. some of you may not want that radical of a change from ct- and if you don't mind that it's been slowed down to a crawl, then this game is for you. for everyone else, i suggest you grind melty blood in time for evo.
Sophisticat Posted April 6, 2010 Posted April 6, 2010 I see. Yeah, I'll judge it for myself once CS is out on console, but your post isn't very reassuring whatever the case. BB's the only fighter I like/have access to at this point in time, so I really hope it comes out well for console. : /
mAc Chaos Posted April 13, 2010 Posted April 13, 2010 How did I miss this post :P NoooooooooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO The speed is part of why I like CT :8/:
WallJumpMan Posted April 14, 2010 Posted April 14, 2010 dont let alex's post impair your judgment of the game play it for yourself and see whether you like it or not
Shine Posted April 14, 2010 Posted April 14, 2010 i may be one of the only people publicly saying this all right now, but i am certainly not the only one thinking it. Trust me, you're not the only one. Considering how most of the people who play in NY hate the game and trash it every chance we get aside from idiots/LK(but who cares about him ). Hell, the only reason people play this is because nobody play GG anymore and this is the next hot thing. Shit sucks. Oh well, wake me up when a new GG comes our or hell freezes over ect. I'll be too busy play 3s to care.
Re4L14124c Posted April 14, 2010 Posted April 14, 2010 the increased blockstun on many moves means that there's simply too many mixup opportunities and the increased hitstun (this includes fatal counter, though is not only limited to it) makes a lot of moves hitconfirmable into legit combos. this may sound fun on paper, but it gets old real quick when you win 90% of your matches by jumping and pressing C. Agree on that part, mostly. Hakumen, on the other hand, doesn't have keep using C over and over again (though you still can). B actually is applicable in replacing C sometimes in chaining combos, and I feel that's better in terms of variety. the roster is marginally more balanced than ct's, though at the expense of having an interesting, entertaining game. in cs, we're lucky if the players have managed to stay awake during their match, otherwise we get entire best of three sets won by time overs. tsubaki isn't a bad character design, albeit a gimmicky one. hazama however is the single most boring character in the entire history of fighting games; arcsys has successfully designed the first character that is only capable of winning by time overs. Don't agree there, and don't exaggerate when you're trying to be serious, lol. Time outs are definitely occurring more often, but it's not that big of a problem; the game is just too slow now. Also, you lost me there on Hazama, he's boring, yeah, but not because he can only win by timeouts. Would you clarify on what you mean, cause I have no idea what you're talking about there. i suggest you grind melty blood in time for evo. evo harhar :V
rtl42 Posted May 28, 2010 Posted May 28, 2010 Spark, thanks for writing up the CS guide! i just wanted to make a small point, which i'm not sure is "obvious" cuz i don't remember if it was in CT or not, but 2A and 5A chain into throw (if my memory isn't playing tricks on me). if someone can just confirm i'm not imagining things that'd be great, but based off my memory, it feels the same as the 2A-6A gatling. and speaking of which, it would be interesting to know if j.A gatlings into air throw or not. anyways, if someone can confirm that for me, then I'll edit that into the guide.
Spark Posted May 28, 2010 Posted May 28, 2010 Ah I forgot to mention the 2A/5A throw gatling. j.A doesn't gatling into air throw.
Shervin Posted May 29, 2010 Posted May 29, 2010 mAc says, "That was a wonderful guide. It's what bridges the gap between CT and CS Hakumen. I'm kind of bummed about the nerfs to his counters and C attacks though, they don't make sense and seem unnecessary. That also means the falling C combo is going to need to be relearned, right? Also, what's the point of a jab gatling into throw? Wouldn't that just make a purple throw?"
Spark Posted May 29, 2010 Posted May 29, 2010 Falling C combo is pretty much the same. With the way the tech system works now I think you have more time to connect j.2C after enma, so the timing is about the same. Chaining jab into throw is good for throwing Bang out of his drive if he doesn't teleport or if he teleports early. Also if they IB the window for the throw being purple will end sooner, so chaining into a throw might not be purple in those situations. Another thing is that in CS if you attempt a throw break and the green ! was not up, for the next 20 (unsure about this?) or so frames you are guaranteed a throw on them if you land one because it will register as a Throw Reject Miss. So you can do your normal throw set up and instead of throwing immediately, jab once and then throw, so if they input the throw break where you would normally throw you will get a Throw Reject Miss on them. On another note RCing a move counts as a throw attempt, so you are guaranteed a throw on them if they RC something and block.
mAc Chaos Posted June 6, 2010 Posted June 6, 2010 We really need some sort of "general" thread where we can ask some questions like the one I have now... What exactly has changed about 6C's range or hitstun in CS? If you want to punish a whiffed DP it says it's harder to do so in Spark's post, but as I recall if you wanted to do something like 6C > Shippu you never needed CH anyway.
Spark Posted June 6, 2010 Posted June 6, 2010 Well the range on 6C is still the same, it's just that on CH you don't have as much hit stun as you did in CT and the start up on 6C is slower now. In CT 6C on crouching CH gave you enough time to 6C again, in CS even on crouching CH I think you only have 12 frames to follow up. So you don't even have enough time to land a 5C after a CH 6C. Also 6C > Shippu in CS does 4384 DMG which is ok damage, but a waste for 4 stars. On less they are too far for anything else you should at least do 6C (CH) > 214B(1 Hit) > 623A(A) > j.2C > 2C > j.2A > j.2A > j.C which does ~5570 DMG and gives you back about two stars. If you're in the corner you should do 6C (CH) > 5B > 214B(1 Hit) > 623A(A) > j.2C > 2C > j.2A > j.2A > j.2A > j.C > 5C > 3C which does ~6254 DMG, gives you back about three stars and give knock down.
mAc Chaos Posted June 6, 2010 Posted June 6, 2010 Damn, sounds like an awesome combo. 6C > Shippu fits a niche for me though, like tagging people as they try to run in at the very tip then sending them hurling back to the other side of the screen for 5k+, or for a whiffed DP punish of some sort. For those it's harder to be close enough to land Renka... unless it's range is way farther than I thought.
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