Kaialynn Posted October 23, 2010 Posted October 23, 2010 Also, I'm not sure why Lambda players are crying. From what it seems like, 6C into Cavalier combos should still work in the corner? What are we going to follow up with though? 2DD would work yeah, but anything in the corner usually ended with TK reps..which It seems unconfirmed(?) that we don't have? Oh I guess we could 5CxN > 6C if we space right.
Mightfo Posted October 23, 2010 Posted October 23, 2010 Bringing up Arcana Heart was simply to exaggerate the whole jumping aerial game business. I know that you can't simply jump out of pressure, haha. Well, from a posts, it seems that the air-to-ground game will be affected. Apparently, Jin's own 5C beats all of his aerial attacks, so you can pretty much guess what can happen. It's a good idea but I don't think that it's polished enough. ..yeah, but it being air unblockable doesn't magically give it more ability to beat attacks, only empty jumpins. I wasn't talking about mindless jumping out of pressure in MB and Arcana (because I know you can't in either of those games), but rather that being in the air so much will be discouraged. Barrier is now more valuable, so being in the air and having to protect yourself more should discourage that kind of play. I'm not saying it'll get rid of it completely, but it should tone things down a bit. Yeah, I see what you mean, mid-range jumping to avoid pokes won't be as strong at least, the change definitely discourages holding up all the time.
Hellknight10 Posted October 23, 2010 Posted October 23, 2010 i'm really sad at the amount of Lambda players crying about the TK loop seriously it isn't the only way to win and spacing the 5CxN > 6C loop is easy as shit
Sonic Posted October 23, 2010 Posted October 23, 2010 The lambdas haven't all recovered fully from nu's noobtasticness. Anyways has anyone seen any other changes out yet, was curious about bang, tager and jins
kenja0 Posted October 23, 2010 Posted October 23, 2010 i'm really sad at the amount of Lambda players crying about the TK loop seriously it isn't the only way to win and spacing the 5CxN > 6C loop is easy as shit Not only that but it's air unblockable. Imagine that barrier chip.
bbq sauce Posted October 23, 2010 Posted October 23, 2010 lol Tager. I like the defensive changes here, they make the game smarter. On the other hand... I liked the fast paced aerial game of BlazBlue too. With this change it seems like it'll be more like "jumping = suicide" like in SF4. Where do people get ideas like this?? You still have air movement that can manuever around/bait AAs, and the ability to jump in from angles that can be difficult to AA/stuff AAs. The change is simply to stop people from 7+A+B to get out of pressure, and is possibly the best thing that has happened to this game.
mAc Chaos Posted October 23, 2010 Posted October 23, 2010 Yeah, I realized when I thought about it more. I just immediately thought how you can't block in SF4 in the air and how people treat the air in that game, but the aerial game in BB isn't that simple.
TITANIUM BEAST!!! Posted October 23, 2010 Posted October 23, 2010 They should just cut the shit and make all ground normals air-unblockable. Fuck you, in a game where you already have so much fucking mobility, there should be consequences for jumping.
Firekid2 Posted October 23, 2010 Posted October 23, 2010 You know, despite all the nerfs my new main is getting, I'm actually pretty excited about this patch. I hope this air-unblockable thing applies to Noel's drive too. *_*
iamkitkatbar Posted October 23, 2010 Posted October 23, 2010 I bet they STILL won't fix Tsubaki 5BB from wiffing on the second part That really rustles my jimmys when it happens
The Noble Clap Posted October 23, 2010 Posted October 23, 2010 "+8D breaks 2 primers" Except "-8D is blockable". DAMNIT. That is not as good as them not blocking at all. Unless it wall bounces on break. Then it's cool. Also, R.I.P Makoto and Lambda
Mightfo Posted October 23, 2010 Posted October 23, 2010 Also, R.I.P Makoto and Lambda people who say "THIS CHARACTER IS DEAD BOO BOO BOO" for jack shit reason(at least in lamda's case here, dunno about makoto) should get banned
DogsofWar Posted October 23, 2010 Posted October 23, 2010 For the people complaining about the air-unblockables, you have 3 options. 1- Do what you've been doing, but use barrier block (it'll probably cost you later in the match) 2- Learn peoples mixups, and block accordingly (god forbid) 3- Take the hit.
zeth07 Posted October 23, 2010 Posted October 23, 2010 So much "air-unblockable" talk, if you can barrier block the stuff in the air does that not make it "blockable in the air"? Bang's Astral is "air-unblockable" and unblockable in general, among some other moves for other characters (that usually need to be charged). I guess people are throwing the term "unblockable" around loosely and are just speaking in general. Unless there is something I'm missing (maybe with the frame data of stuff), what is stopping people from 7+A+B out of pressure again? Not counting any predictability of doing so that can be punished. I may just be a bit confused, so I just want some clarification to make sure I'm understanding people correctly. Unless people should be saying "to stop people from 7-jumping out of pressure".
RadRed Posted October 23, 2010 Posted October 23, 2010 I'm not sure if I should be happy or worried about the lack of Noel information. I reckon it could go either way.
kenja0 Posted October 23, 2010 Posted October 23, 2010 Yeah, I realized when I thought about it more. I just immediately thought how you can't block in SF4 in the air and how people treat the air in that game, but the aerial game in BB isn't that simple. New mechanic change! High and Low air blocking! If that's true, it'll be the best day ever!
Leo7 Posted October 23, 2010 Posted October 23, 2010 hah, i was speculating whether changing of 5c into an air unblockable might make it useful as an anti-jump tool, and it turns out that's not the case. lol tager.
Sindelian Posted October 23, 2010 Posted October 23, 2010 Looks like Jin, Rachel, and Tsubaki are the only ones who got the buff brownie batch... Oh well. Bring it on!
mAc Chaos Posted October 23, 2010 Posted October 23, 2010 Didn't you guys have anti jump frame traps already anyway? Like 5C > 6A > 2C would catch any jumpers right?
a Lisianthus Posted October 23, 2010 Posted October 23, 2010 b, c, and d moves being air unblockable without barrier doesn't really change much, i think.. most attacks just don't have enough vertical reach to catch someone jumping away, especially on IB, and if you fight someone who actually knows when to jump/ib jump out, then i can't really see how it would be very useful, when you also consider lowest air barrier. like zeth said, there is nothing stopping someone from doing lowest air barrier right after a jump to be safe from air unblockables. increasing jump start up on neutral (not direction) jump, introducing throw reject miss state for air barrier, or just nerfing barrier/barrier gauge in general would be a better way to deal with the abundance of chicken blocking in BBCS (america, at least) but this is all theory fighting anyway, who knows how the game will change once we actually play it (if we do)
bbq sauce Posted October 23, 2010 Posted October 23, 2010 So much "air-unblockable" talk, if you can barrier block the stuff in the air does that not make it "blockable in the air"? Bang's Astral is "air-unblockable" and unblockable in general, among some other moves for other characters (that usually need to be charged). I guess people are throwing the term "unblockable" around loosely and are just speaking in general. Unless there is something I'm missing (maybe with the frame data of stuff), what is stopping people from 7+A+B out of pressure again? Not counting any predictability of doing so that can be punished. I may just be a bit confused, so I just want some clarification to make sure I'm understanding people correctly. Unless people should be saying "to stop people from 7-jumping out of pressure". I believe there already a few frames during the start of a jump where you can't barrier(confirm, someone?), it's just that currently only certain moves need to be air barriered, forcing some characters to use a move that's sub optimal in a pressure string to catch a jump. Whereas if the change is true, then any jump out attempt that's not during a large gap in a string will result in you getting blown up. Also take into effect that having to air FD everything will mean your meter will drain hella fast if you're constantly chicken blocking.
BatousaiJ Posted October 23, 2010 Posted October 23, 2010 Instead of taking the nerfs and applying them to your knowledge of how the game currently works, look at the bigger picture. There's a lot changes for the whole cast, and even some potentially huge system alterations by the looks of it. Within the scope of this new gameplay, all might yet be OK for your character. This.
Firekid2 Posted October 23, 2010 Posted October 23, 2010 ^Yeah, I took a look at the system guide you can't barrier during the starting frames of jump. Meh, I never actually think to jump out of pressure...
zeth07 Posted October 23, 2010 Posted October 23, 2010 I believe there already a few frames during the start of a jump where you can't barrier(confirm, someone?), it's just that currently only certain moves need to be air barriered, forcing some characters to use a move that's sub optimal in a pressure string to catch a jump. Whereas if the change is true, then any jump out attempt that's not during a large gap in a string will result in you getting blown up. Also take into effect that having to air FD everything will mean your meter will drain hella fast if you're constantly chicken blocking. That makes sense, thanks.
Recommended Posts