LunaKage Posted November 18, 2010 Posted November 18, 2010 If it's truly godawful and the blockstring is over 6 seconds, you'll be IBing all of it automatically and gaining heat like crazy anyways. It's got some worrying implications, particularly with Bang, but with some of his moves being slowed down I don't think it's a bad thing. Pretty sure the blockstring needs to have no real gaps in order for th auto IB to take effect, so I think that even if the attack is -2 it resets the count for auto IB, I'm not positive on this one though.
Prototype909 Posted November 18, 2010 Posted November 18, 2010 So basically what I'm reading now is people worrying that they might actually have to learn how to block through solid strings instead of resorting to IB -> Reversal or IB -> Jump out barrier every time. GGs. So maybe next game they'll fix the roll system and then after that make throws a viable mixup.
Skye Posted November 18, 2010 Posted November 18, 2010 HF would still get raped on IB. That move is a terrible way to end a string. I was using it as an example for marginally unsafe attacks used in blockstrings.
FlyingVe Posted November 18, 2010 Posted November 18, 2010 I'm okay with the tech roll system (even if it's non-traditional), I just think they need to weaken roll-outs, and create more situations when you can't roll. To be fair about BB's throws, they aren't totally useless, and the do more damage on the whole than throws in most games.
Remiri Posted November 18, 2010 Posted November 18, 2010 Not a worry persay just a statement that with tight blockstrings the logic should be to make them as short as possible without disrupting the flow of the game. Blockstrings should be tight and this is a great change.
DaiAndOh Posted November 18, 2010 Posted November 18, 2010 Trust me, ibing probably helped Bang punish more than pressure more. So much stuff became punishable with 5a. And you land the 5a, you get 3-4k.
xlolxlolx Posted November 18, 2010 Posted November 18, 2010 So basically what I'm reading now is people worrying that they might actually have to learn how to block through solid strings instead of resorting to IB -> Reversal or IB -> Jump out barrier every time. GGs. So maybe next game they'll fix the roll system and then after that make throws a viable mixup. them 13 frames too hard
Skye Posted November 18, 2010 Posted November 18, 2010 I should make it clear that I like the Ib change, but some moves would have to undergo some static difference changes as to not make some moves too safe.
Andarel Posted November 18, 2010 Posted November 18, 2010 (edited) If there's a 2-frame gap (plus their next move's startup), you still can buffer a 5a into that or a reversal. It's just hard. And if Bang wants to keep you in blockstun forever, it's your blocking skills vs. remaining nails, which are much less scary now that they don't bounce. Blocking skills everywhere. I'd rather see throws tweaked than the roll system. Slightly faster to come out / slightly decrease pink throw tech time and trigger time. Weakening IB makes solid wakeup blockstrings much scarier anyways, which is great. EDIT: Rolls away from the opponent need to be weakened, though. Edited November 18, 2010 by Andarel
LunaKage Posted November 18, 2010 Posted November 18, 2010 (edited) I should make it clear that I like the Ib change, but some moves would have to undergo some static difference changes as to not make some moves too safe. But its going to rape Arakune isn't it? Sure he gets better pressure, but he is going to have the worst time escaping without meter. Making 5B/5C Air Unblockable, and nerfing IB advantage, it seems like its just a counter measure against 8k Arakune combos(Basically make it that much harder to curse, by preventing escape from an aggressive player). I can't say it bothers me too much though, Noel's blockstrings can be poked out of on normal block, and the IB nerf would probably make it EASIER to drive through shit on IB. Edited November 18, 2010 by LunaKage
Andarel Posted November 18, 2010 Posted November 18, 2010 Yeah, Arakune/Lambda are going to have trouble getting out of the defensive, especially when cornered. I get the feeling ASW wants Arakune to be good at both RTSD and zoning depending on the situation, but don't mess up or you're screwed. Not sure how Lambda will play, though. Her new toys look fun.
soujiro seta Posted November 18, 2010 Posted November 18, 2010 Now all arc needs to do is make barrier deplete a bit faster in the air so people can stay grounded more often rather than resort to jump back barrier.
Skye Posted November 18, 2010 Posted November 18, 2010 But its going to rape Arakune isn't it? Sure he gets better pressure, but he is going to have the worst time escaping without meter. Making 5B/5C Air Unblockable, and nerfing IB advantage, it seems like its just a counter measure against 8k Arakune combos(Basically make it that much harder to curse, by preventing escape from an aggressive player). Well, Arakune can 5a as well as anyone else (who has a 6f 5a), backdash is still cool, it just not free anymore due to more recovery. It's gonna hurt anyone without a reversal. But only in theory, we don't know for sure.
LunaKage Posted November 18, 2010 Posted November 18, 2010 Well, Arakune can 5a as well as anyone else (who has a 6f 5a), backdash is still cool, it just not free anymore due to more recovery. It's gonna hurt anyone without a reversal. But only in theory, we don't know for sure. True, Noel may find it hard to get out of shit, but she still has Drive, which isn't a true reversal, but it will still be better than nothing.
Skye Posted November 18, 2010 Posted November 18, 2010 Also, upon successful 5a, Arakune can hitconfirm into 5a > 2a > 5b > 5d, thanks to that new kickass gatling he has. This sets up a better position for pressure of his own, or 70% curse on gdlk execution, and 100% with meter.
ZONG_one Posted November 18, 2010 Posted November 18, 2010 Haha skye. I love standing 100% with 50 meter. SOOOO GDLK.
Leaf Posted November 18, 2010 Posted November 18, 2010 IB nerf and 5B/5C air unblockables? shit just got hype. now they just need to make 3Cs knock down again.
dehumanizer Posted November 18, 2010 Posted November 18, 2010 Arakune - ☆JBの攻撃レベル減少 jB's attack level reduced Correct me if I'm wrong, but won't reducing attack level mean that every time the enemy gets hit, there will be less stun time, which in turn means harder to do combos or even obsolete combos?
FunkyP Posted November 18, 2010 Posted November 18, 2010 Arakune - ☆JBの攻撃レベル減少 jB's attack level reduced Correct me if I'm wrong, but won't reducing attack level mean that every time the enemy gets hit, there will be less stun time, which in turn means harder to do combos or even obsolete combos? something to that effect, it means that that particular move with now have less hit/block stun. Also with this IB nerf its like we're all playing MB now, mash that 2A!
Sahgren Posted November 18, 2010 Posted November 18, 2010 Also with this IB nerf its like we're all playing MB now, mash that 2A! Guess I'm gonna be playing Sion then
Andarel Posted November 18, 2010 Posted November 18, 2010 something to that effect, it means that that particular move with now have less hit/block stun. Also with this IB nerf its like we're all playing MB now, mash that 2A! Eyelasers and TK Jetpacks. Eyelasers and TK Jetpacks everywhere.
farranpoison Posted November 18, 2010 Posted November 18, 2010 IB nerf means that Makoto's blockstrings can't be punished as easily as before. This is good news.
Eshi Posted November 18, 2010 Posted November 18, 2010 Trust me, ibing probably helped Bang punish more than pressure more. So much stuff became punishable with 5a. And you land the 5a, you get 3-4k.THIS TIMES ONE THOUSAND This is the single greatest change arcsys has done to BB so far. Good shit.
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