Kyosuke Kagami Posted November 17, 2010 Posted November 17, 2010 He's 178cm tall, has blonde hair and blue-green eyes, his blood type is AB, and his hobbies are collecting teacups and protecting the name of justice. And secretly being a pedo
farranpoison Posted November 17, 2010 Posted November 17, 2010 Ky also is really reliant on meter to get good damage combos, or so I heard. I'm a Dizzy player don't kill me ;_;
stunedge Posted November 17, 2010 Posted November 17, 2010 Ky relies a lot on pressure. Something that I can't relate with Jin. in my opinions Jin does much better corner pressure than Ky did Ky is more like a mid-range zoning character while everybody getting nerfed in the mid-screen and gaining new cool corner combos and stuff, Jin's corner combos and pressure got nerfed and he has more zoning pokes and gatlings ASW also mentioned Jin is going to be a character tuned for a mid-range fight in the previous Arcadia >> Summary Blog Appreciate that guy's job but keep in mind nobody really knows every single detail of all characters. e.g he said Taokaka sucks but apparently people already found a new combo from 3C
A.X.I.S. Posted November 17, 2010 Posted November 17, 2010 Hey stunedge hows tager? did you play against him? does he still do 3.5k avg damage?
Kyosuke Kagami Posted November 17, 2010 Posted November 17, 2010 >>Ky is more like a mid-range zoning character And that's why I like using him I mean, cornering with Ky didn't make lotsa sense, unless you'd do the VT loop (#R). Jin would become a good mid-range fella if he had... you know, better projectiles. Hishouken is far from being as useful as Stun Edge (imo).
Skye Posted November 17, 2010 Posted November 17, 2010 Why is Arakune's 6D being faster a nerf? Seems to work both ways (losing air control but gaining ground control) As an aerial character, it's more important for him to have air control than ground control.
smooshman Posted November 17, 2010 Posted November 17, 2010 (edited) Jin would become a good mid-range fella if he had... you know, better projectiles. Hishouken is far from being as useful as Stun Edge (imo). agreed. and it's funny how they said they're trying to make jin mid range when that his worst range in CS.... but he does seem to be moving away from the johnny direction of sacrificing damage for better situations/damage later. but if the goal is to make Jin mid range.... why nerf 5C's already mediocre range. Edited November 17, 2010 by smooshman
Blade Posted November 17, 2010 Posted November 17, 2010 (edited) I wrote a thread describing the differences between Jin and Ky, but to sum up: Jin's about Counters and finding gaps between pressure to create pressure of his own or resetting pressure with his DPs, while his air pressure is next to nil (although he can zone very well and has pseudo-oki). He's basically the anti-Ragna (rushdown). Ky's about Projectile and Aerial Pressure, zoning (this, before Nu-13 was invented), and he has a few surprise (albeit sometimes slow) overheads and crossup methods. He's like Ryu (Sol's closer to Ken). I honestly think Ky would win the projectile war, but Jin could win the close-range pressure war if the two went up against eachother. Compare matchups JinVSNu/JinVSLambda or KyVSJohnny/KyVSVenom/KyVSMillia. Edited November 17, 2010 by Blade
Kyosuke Kagami Posted November 17, 2010 Posted November 17, 2010 >>He's basically the anti-Ragna (rushdown). lolololol story canon affects gameplay Jin also has better aerials than Ky... but Ky has surprisingly good poking (dat S) and his Dust, which places him above Jin in terms of overheads.
smooshman Posted November 17, 2010 Posted November 17, 2010 >>He's basically the anti-Ragna (rushdown). lolololol story canon affects gameplay Jin also has better aerials than Ky... but Ky has surprisingly good poking (dat S) and his Dust, which places him above Jin in terms of overheads. JK>JC but jin's air normals are like 80% crossups, and he's got better ATG. but enough of the comparisons.
Henaki Posted November 17, 2010 Posted November 17, 2010 ASW also mentioned Jin is going to be a character tuned for a mid-range fight in the previous Arcadia out of curiosity, did ASW only bring up like, their intended vision with only jin? or did they do it for other characters as well? i would actually like to read about that a lot.
Kyosuke Kagami Posted November 17, 2010 Posted November 17, 2010 Do you fucking want to make Jin an alternate Ky? -Make his 6B like Needle Spike (minus the chip damage). -Replace 6A with something else. Gawd, shit sucks.
DC Posted November 17, 2010 Posted November 17, 2010 Noel in CS2 is gonna be the same except without Haida Loops in exchange for some slightly buffed normals. She's going to be fine. You forget about all of the drive changes. Furthermore the only "buffed" normal is 6a hitting crouchers now which shouldn't have been changed in the first damn place. imo 6c and 5b need to hit all crouchers, too. But w/e, I'm devoting my life to Platinum now instead of Noel.
Shinkada Posted November 17, 2010 Posted November 17, 2010 longer meter penalty time makes all characters regain their meter so much slower and this is also a nerf for a character like Jin who requires lots meter. I hadn't thought of that when I read the meter penalty thing. First thing I'd thought of was Litchi's super oki, that they were trying to balance her stupidlong combos without changing them, but this poses a serious problem for Jin and, worse still, Hakumen. Maybe we'll see both of them hoarding meter for a single huge combo more often now? Depending on the severity of the penalty.
mAc Chaos Posted November 17, 2010 Posted November 17, 2010 I always thought Tager was supposed to be the anti-Ragna. (anti-rushdown) You know, if Tager was good.
Blade Posted November 17, 2010 Posted November 17, 2010 Do you fucking want to make Jin an alternate Ky? This is Henaki we're talking about, he wants to turn Tager into Potemkin #2, hell, he wants another Guilty Gear out of BlazBlue amirite?
Henaki Posted November 17, 2010 Posted November 17, 2010 (edited) This is Henaki we're talking about, he wants to turn Tager into Potemkin #2, hell, he wants another Guilty Gear out of BlazBlue amirite? here let me clear up some misconceptions about how i feel about blazblue: blazblue probably has some of the coolest character diversity and character specific gimmicks in any fighting game. imo, the character gameplay designs, in a vacuum, are awesome. (and i feel tager with a few specific improvements would be the best designed grappler in fighting game history, for example). however my major gripe with blazblue is how much slower the game is and how much space there is in the game, along with the tech roll system (which i admit would be much less bad in a game with tighter playable field). basically the pace of the game is too slow and deliberately just tones down the speed of the game with no added benefit. the overall screen size is far too large to make position based sacrifices (tech rolling backward, straight up turtling) actually mean a lot in the long run. generally in older games (that arent sf4 generally), doing something like backdashing to regain room, "up backing", tech rolling away etc provide long term ramifications despite the fact that they essentially reset momentum in your favor. why? because in those games, you hit the corner if you do that 2 or 3 times. meaning despite this, superior decision making and gaining advantage in a match are rewarded much more heavily. in a sense, because of this, blazblue doesn't turn into "minor snowballing in winners favor", it turns into "who can make 5 correct decisions" which imo is bad game design within the established confines of a single round. rounds should be decided by momentum. mind you, the person making good decisions does get momentum, its just absolutely minuscule. like, if they just made the screen size and hitstop a lot smaller, imo it would actually be a good game, but that really holds it back... anyway im getting off topic here... so please don't respond to this post and start an argument over something, feel free to pm me if you have to contend with something i say. as for tager and jin being good, i will bet money they will fall, as they have about the same level of discovery as ragna (if not less), which hurts them in the long run. they may start off very strong however. bang despite looking very powerful, had more to his game than "lol 5a herp", he had bang install crap and strong drive combos to keep him leveled off with litchi. Edited November 17, 2010 by Henaki
Prinnical Shock Posted November 17, 2010 Posted November 17, 2010 Eventually, Noel will be -30 on everything.....
AKA Posted November 17, 2010 Posted November 17, 2010 here let me clear up some misconceptions about how i feel about blazblue: blazblue probably has some of the coolest character diversity and character specific gimmicks in any fighting game. imo, the character gameplay designs, in a vacuum, are awesome. (and i feel tager with a few specific improvements would be the best designed grappler in fighting game history, for example). however my major gripe with blazblue is how much slower the game is and how much space there is in the game, along with the tech roll system (which i admit would be much less bad in a game with tighter playable field). basically the pace of the game is too slow and deliberately just tones down the speed of the game with no added benefit. the overall screen size is far too large to make position based sacrifices (tech rolling backward, straight up turtling) actually mean a lot in the long run. generally in older games (that arent sf4 generally), doing something like backdashing to regain room, "up backing", tech rolling away etc provide long term ramifications despite the fact that they essentially reset momentum in your favor. why? because in those games, you hit the corner if you do that 2 or 3 times. meaning despite this, superior decision making and gaining advantage in a match are rewarded much more heavily. in a sense, because of this, blazblue doesn't turn into "minor snowballing in winners favor", it turns into "who can make 5 correct decisions" which imo is bad game design within the established confines of a single round. rounds should be decided by momentum. mind you, the person making good decisions does get momentum, its just absolutely minuscule. like, if they just made the screen size and hitstop a lot smaller, imo it would actually be a good game, but that really holds it back... anyway im getting off topic here... so please don't respond to this post and start an argument over something, feel free to pm me if you have to contend with something i say. as for tager and jin being good, i will bet money they will fall, as they have about the same level of discovery as ragna (if not less), which hurts them in the long run. they may start off very strong however. bang despite looking very powerful, had more to his game than "lol 5a herp", he had bang install crap and strong drive combos to keep him leveled off with litchi. Thank you. Thank you.
currentlemon Posted November 17, 2010 Posted November 17, 2010 Can someone confirm that if Rachel's j.A is an overhead and j.2c isn't an overhead anymore, but safe on block. It's being questioned in the Rachel forums.
farranpoison Posted November 17, 2010 Posted November 17, 2010 I think I agree. Niggas be stealing your avatar, Axis.
FlyingVe Posted November 17, 2010 Posted November 17, 2010 Niggas be stealing your avatar, Axis. You are very late to that party.
farranpoison Posted November 17, 2010 Posted November 17, 2010 You are very late to that party. Touche. Has anyone gotten solid combos for Plat yet to see what her potential damage output looks like?
Recommended Posts