Jump to content
Dustloop Forums

Recommended Posts

Posted
Yup. If you play someone who can airthrow/tickthrow the shit out of you, you're going to hate ABA.

Similarly, if you play against a character whose moves generally give knockdown *coughMAYBULLSHITcough* then you're going to hate ABA.

ABA's greatest strengths are damage, guard bar crankage and fear. Her weaknesses are player dependent for the most part. If you're defense is weak as a player, your ass is getting instakilled.

Awesome, thanks for the input.

  • Replies 220
  • Created
  • Last Reply

Top Posters In This Topic

Posted

What? Why should what l say be disregarded? ABA can win with just 1 hp left.

Yeah, she needs defense, but so does everyone else, hence it is 'basic' to learn how to defend in any situation.

Which is like the same thing you guys just said. >_>

Posted
What? Why should what l say be disregarded? ABA can win with just 1 hp left.

Yeah, she needs defense, but so does everyone else, hence it is 'basic' to learn how to defend in any situation.

Which is like the same thing you guys just said. >_>

no shut up gtfo my thread aba hater </3

All joking aside you're right from the matches I watched, ABA having near Pot health and being able to win with 1hp is pretty good, but if you fuck up once you're screwed. Being IKed if you get knocked down 3 times is pretty harsh :(

Posted

That's ABA. Balls to the wall.

That's why l love her.

TBH the Moroha guage isn't much of a hinderance when you learn otg keystab combos.

I think she has a small hitbox so she's a bit easier to defend with. Plus she has Danzai in a bad situation. A bit risky if baited but again, balls 2 teh wall = Success.

Posted
That's why I put hard in quotations..because that not really hard to adjust once you know the delay times of adc depending on the character weight...214p frc j.k is not really that hard.. but I agree that Hit confirming out of tk badmoon frc is kinda difficult...

I need to know your secrets then cause I can't combo into knockdown the cast consistently yet. Also, I was referring to FRC'ing Iron Savior on frame 17. If that was what you meant then again, I need to know what I'm doing wrong.

Posted

Tempest Dahlia: Everything you're saying is based on the assumption that you can stay on the offensive all the time. When ABA has to block, she has to take more into account than most characters, because if they can get your bar to end, they get a free combo, possibly an IK if they set it up right, so yeah, there are defense things she has to learn that aren't just basic defense.

You can throw your hands up in the air, say "Balls to the wall!", and just give up if your offense gets broken, but to be good, you have to be able to win unfavorable situations, too.

Posted

DW: That's why l do otg combos. To reset my bar.

And l wasn't talking about defense-wise anyway. i'm aware she has to watch it, but you will get a chance. Yes i'm offensive 90% of the time so l know lots about it. When she's defensive she's in trouble, true. But the point is to win before that has to happen, am l wrong there?

Posted

That statement can be said by anyone. I can win if I dizzy you, I'll be okay if I reset you and etc. They are all "if" statements. If you are not talking about defense, you fail to point out a key aspect of ABA. It really isn't all about rushing down blindly with ABA, that will get you killed against anyone. There's risk analysis, knowing what to watch out for, saving burst for emergency KD, and etc.

Sure you can do otg key grabs, but can you guaranteed it all the time. If I know you are trying to do that, I will turtle all day waiting for that small opportunity to damage you into knockdown or anything.

On topic: Potemkin and Baiken are two characters I recommend for new comers coming from nowhere. If you come from SF, I guess Slayer will do. Its like SF links but with more twists involved. If you come from VF, I guess anyone would do fine, assuming you good. I guess Marvel players might like Millia.

Posted
That statement can be said by anyone. I can win if I dizzy you, I'll be okay if I reset you and etc. They are all "if" statements. If you are not talking about defense, you fail to point out a key aspect of ABA. It really isn't all about rushing down blindly with ABA, that will get you killed against anyone. There's risk analysis, knowing what to watch out for, saving burst for emergency KD, and etc.

Sure you can do otg key grabs, but can you guaranteed it all the time. If I know you are trying to do that, I will turtle all day waiting for that small opportunity to damage you into knockdown or anything.

On topic: Potemkin and Baiken are two characters I recommend for new comers coming from nowhere. If you come from SF, I guess Slayer will do. Its like SF links but with more twists involved. If you come from VF, I guess anyone would do fine, assuming you good. I guess Marvel players might like Millia.

What about if you're coming from BB? Just quit life?

Posted

I would not know what to recommend if you come from BB. I was only doing assumptions for those games I listed. Just go with whatever character you enjoy. Don't go with stereotypes of Jin play Ky or Ragna play Sol, they are nowhere alike. No one in BB is an adaptation of a GG character, they are both different games with a different cast. Play every character, grab a feel of what you like. If you had some experience with tight timing combos, Sol and Ky could do well since you can FRC.

I thought Marvel players might like Millia since she has the mix up, and oki where as the Marvel players have the execution and mind set potentials.

Posted

@DB - I'm not getting real deep into this: l'm not talking about defense because l don't feel like it. Just like you're not attacking all the time, you're not defending all the time either. Obviously i'm going to defend sometime in the match, but i'm not talking about those times right now. Apparently you all are talking about defending and l, attacking. What we say are going to be different.

Posted
What about if you're coming from BB? Just quit life?

Sol Badguy and Ragna have a lot in common, Tager players may enjoy the easier time with Potemkin.

But let me warn you, the timing is VERY strict. In Blazblue you have a good leeway to buffer in moves. In Guilty Gear you are looking at frame perfect execution. While Blazblue teaches a lot of the basics, you essentially have to "relearn" them in Guilty Gear, as timing and command input are different. There is almost no buffering in Guilty Gear, as opposed to Blazblue when a string of commands fluidly transfers one into another.

You need to relearn your timing essentially.

Posted
Sol Badguy and Ragna have a lot in common

not really.

throw everything you learned from bb out the window except for movement commands; nothing else is even remotely applicable.

that being said, i would recommend that bb players pick up melty blood before they move on to gg. it's a much harder game than bb, but it's far more similar to bb than gg is.

Posted
Sol Badguy and Ragna have a lot in common, Tager players may enjoy the easier time with Potemkin.

But let me warn you, the timing is VERY strict. In Blazblue you have a good leeway to buffer in moves. In Guilty Gear you are looking at frame perfect execution. While Blazblue teaches a lot of the basics, you essentially have to "relearn" them in Guilty Gear, as timing and command input are different. There is almost no buffering in Guilty Gear, as opposed to Blazblue when a string of commands fluidly transfers one into another.

Er, actually, Guilty Gear has one of the larger input buffers in all of fighting games. There's plenty of command leeway. Frame-perfect timing only comes in on stuff like links and really short FRCs and stuff like that.

But yeah, it'll feel like that coming from Blazblue because that game is in slow motion.

@DB - I'm not getting real deep into this: l'm not talking about defense because l don't feel like it. Just like you're not attacking all the time, you're not defending all the time either. Obviously i'm going to defend sometime in the match, but i'm not talking about those times right now. Apparently you all are talking about defending and l, attacking. What we say are going to be different.

Well yeah, but we're talking about difficulty here. Saying "I can be on the offensive all the time and get big combos and win" is true for like... 80% of the cast, assuming you can actually stay on the offensive the whole match and do big combos and win. I speak from experience when I say that when I'm playing someone who can't really do defense or doesn't know how to get around my character, I can just walk all over them, crank their guardbar, do giant combos, and make them go cry in the corner, and I don't need ABA to do it. But if you play someone who knows how to stop ABA cold and make her get hurt for trying, she just has more things to worry about. You can't do OTG keygrab combos if you can't get a combo off, and even if you run away and bloodpack, at least a good portion of characters can chase you down for it, and the ones that can't get to set up and make it tough for you to get back into Moroha mode. And that's assuming you can get out of THEIR offense in the first place. In a case where you just get to do whatever you want and your opponent doesn't know how to stop you, any character is easy.

(DISCLAIMER: I don't play ABA, but I've played AGAINST a few. I'm not saying I always win either. Moroha, for example, is tough, but that's mainly because he knows what he's doing.)

not really.

throw everything you learned from bb out the window except for movement commands; nothing else is even remotely applicable.

that being said, i would recommend that bb players pick up melty blood before they move on to gg. it's a much harder game than bb, but it's far more similar to bb than gg is.

Agree, although I'll add that one major issue going to MB for even GG players is VERY low hitstop. This makes even chain combos harder to confirm/connect than in GG/especially BB.

Posted
Er, actually, Guilty Gear has one of the larger input buffers in all of fighting games. There's plenty of command leeway. Frame-perfect timing only comes in on stuff like links and really short FRCs and stuff like that.

But yeah, it'll feel like that coming from Blazblue because that game is in slow motion.

That's pretty much what I was referring to. Its hard to link certain things, also the timing on others can be very precise where in Blazblue it is generally reading your inputs while its executing other moves.

Posted
That's pretty much what I was referring to. Its hard to link certain things, also the timing on others can be very precise where in Blazblue it is generally reading your inputs while its executing other moves.
Er, again, it's doing that in guilty gear too. That's what input buffer means.

Links refer to stuff done without cancels, so you can't buffer it really.

Posted
Er, again, it's doing that in guilty gear too. That's what input buffer means.

Links refer to stuff done without cancels, so you can't buffer it really.

advance input

Posted

"Well yeah, but we're talking about difficulty here. Saying "I can be on the offensive all the time and get big combos and win" is true for like... 80% of the cast, assuming you can actually stay on the offensive the whole match and do big combos and win. I speak from experience when I say that when I'm playing someone who can't really do defense or doesn't know how to get around my character, I can just walk all over them, crank their guardbar, do giant combos, and make them go cry in the corner, and I don't need ABA to do it. But if you play someone who knows how to stop ABA cold and make her get hurt for trying, she just has more things to worry about. You can't do OTG keygrab combos if you can't get a combo off, and even if you run away and bloodpack, at least a good portion of characters can chase you down for it, and the ones that can't get to set up and make it tough for you to get back into Moroha mode. And that's assuming you can get out of THEIR offense in the first place. In a case where you just get to do whatever you want and your opponent doesn't know how to stop you, any character is easy.

(DISCLAIMER: I don't play ABA, but I've played AGAINST a few. I'm not saying I always win either. Moroha, for example, is tough, but that's mainly because he knows what he's doing.)

----Listen, i'm not saying it's not hard for ABA, she does have it bad and defending is crucial for her game. I'm just saying that, while you are on the offensive, you can be a real force to be reckoned with. Yeah l know, "so can everyone else"'; but ABA has an unblockable, stupendous priority and just ugly damage overall that only a few characters can match/deal with. Of course this only applies if you know how to get to your opponent yes, but ABA focuses on taking them out in ONE combo and being done with it. That is what i'm trying to focus on. I mean, l could go on to explain ABA strats as a whole but l just feel like covering one section at this time, considering her damage may not be the most important part of her but it is certainly the best.

Posted
not really.

throw everything you learned from bb out the window except for movement commands; nothing else is even remotely applicable.

that being said, i would recommend that bb players pick up melty blood before they move on to gg. it's a much harder game than bb, but it's far more similar to bb than gg is.

Agree, although I'll add that one major issue going to MB for even GG players is VERY low hitstop. This makes even chain combos harder to confirm/connect than in GG/especially BB.

I don't get what the big difference between GG and BB is. I don't want to turn this into a GG vs BB thread. But beyond Guilty Gear having far better character design, a much stronger mixup game and more meter management involved, I really don't see any significant differences other than speed.

I'm just curious, what exactly does a Blazblue player need to learn when moving over to Guilty Gear besides character specific mixup games?

Posted

There's no real way I can say what I actually would say there without starting a flame war.

Suffice it to say that with no value judgment made either way, BB and GG are fundamentally different games. The whole "spiritual successor" thing is bullshit.

Posted
I don't get what the big difference between GG and BB is. I don't want to turn this into a GG vs BB thread. But beyond Guilty Gear having far better character design, a much stronger mixup game and more meter management involved, I really don't see any significant differences other than speed.

I'm just curious, what exactly does a Blazblue player need to learn when moving over to Guilty Gear besides character specific mixup games?

the differences are... well, I'll try to be neutral. So the OTG system is different, GG has a weight system, FRC's, pin point precise timing, spacing based combos (ie if your attack is off by a frame, you messed up the combo; hyperbole), and generally the untechable frames are longer, damage that averages out to around 60% for the cast, dust, no ground techs, and a lot more options/combos for 1 situation, I could go on.

Basically BB is more forgiving but is less.... satisfying I guess?

but if you're transitioning from BB to GG... basically get faster at everything you did, faster hit confirm, faster combos, etc.

Finally I disagree on the character design part, but that's generational dissonance.

Posted

You can take a lot of from BB to GG. A lot of the movement mechanics are similar, combo styles are similar though generally quite a bit harder in GG, and a similar playstyle.

I'd say the main things you need to learn to switch:

Defense. Okizeme is ridiculously strong in GG for many characters. Mixup game in general is much harder to block. Throws (one of the biggest things to get used to) are very strong and much, much harder to break. And since a lot of characters will put you back into a guessing situation if you fuck up, it magnifies the need for good defense. IBing also isn't as strong as in BB (slash back is more like BB IB, but 2 frames instead of 8 I believe.) Teching is also much different.

Execution. FRCs are the first thing you'll probably have trouble with here, and you really do need to know most, if not all, of them for your character. Most BNBs in GG also have tighter timing or have more charatcer-specific versions than BB BNBs. Screwing up your combo also means you probably lost another okizeme situation and cost you damage. This happening is worse in GG since okizeme is stronger and damage is also usually quite a bit higher. (To put it in perspective, Anji gets like 40% off just about everything and that is considered B rated average damage.)

Options. There are generally a lot more things that can be done or that can happen at any given point. Many more combo options and such. The game mechanics allow quite a bit more freedom in GG imo. Especially FRCs, which can often turn a special move's purpose into something completely different. (Things like Restive Rolling FRC, Divine Blade FRC, and such all allow for quite a bit of movement options as an example.)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...