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Posted (edited)
This is right for the most part, but this is from a Tager's POV.

As a Platinum player, everything he says is right on the money, though missing basic Plat advice.

Space him out with 5B, 3C and sometimes 2B if you must. Confirm on counter hits into Mami IF YOU HAVE THE REFLEXES.

Once you get him into the corner, you can start your guessing game with TK swallow. TK swallow means you're airborne so he can't wake up 360/720.

Whatever pressure you're going to do make sure you always make it safe because it's Tager.

Missles can be used to bait sledges from return tagers who don't expect to whiff punished with 3C or some other long ranged normal.

Just like he said, your goal isn't to kill the man, it's to make sure he doesn't touch you.

Don't be predictable when trying to escape. This can't be stressed enough against tager. You will never leave.

I just want to point out Fujiwara is an excellent person and I'd always be ready to listen to any advice he has !

Edited by kaeru
Posted
@Brice ok cool jtenvoie mon cell number puis txt moi pour me dire quand tu va au foonzo. Future top Montréal guilty gear player.

C'est rendu au point où il y a pratiquement n'importe quand quelqu'un au foonzo qui connait assez guilty gear pour aider though.

Posted

tu peux toujours venir me voir aussi, compte tenu que c'est moi qui a pas mal montré à tout le monde ici comment jouer à guilty gear

Posted

Skip to 3:48, what are your thoughts on this minna-san? I personally enjoyed BB more as the iterations have gone on, since they were figuring out the direction they wanted to head with the series.

Posted

CT was my favorite and the most fun.

What Mike Z said about them emphasizing the things the players did in GG for balance rather than imposing their view... that is basically the opposite of what they did with BlazBlue.

And I think the hitstun deterioration they have in CP is fine. It makes sense for a jab to make a shorter combo than a heavier hit. Who cares if it's not elegant, it fixes the problem.

Posted

And I think the hitstun deterioration they have in CP is fine. It makes sense for a jab to make a shorter combo than a heavier hit. Who cares if it's not elegant, it fixes the problem.

Not sure if I read that right. Does hitstun deterioration mean that the longer a combo goes on the faster the inputs have to be? Because that would be so hype and would make it more interesting for everyone.

Posted

Nah, it just means that there is less stun on each move the longer the combo lasts. In CP it is like CT. In other words, based on time. Every move has a certain set value that shaves off the time you have left to combo, and there is a maximum limit that will end the combo no matter what combination you use.

In CS1, CS2 and EX, on the other hand, it was not time based but just based on certain moves, so you could keep combos going practically forever.

Posted
them emphasizing the things the players did in GG for balance rather than imposing their view... that is basically the opposite of what they did with BlazBlue

and that, right there, is one of the major things that made me drop blazblue. I played Rachel since CT, and every new BB iteration has been shifting her more and more towards zoning. If i wanted to play a fuggin' zoning character, i'd play Nu. Seems they're pretty adamant about making Rachel a zoner and not a rushdown-mixup oriented character disguised as a zoner. Luckily, the rushdown-mixup archetype comes back in CP. I'm probably gonna switch to Izayoi for CP. It's still disappointing because i really like Rachel as a character.

Posted

Leaving for Florida now. See you guys next week.

Sent from my Samsung Galaxy S3 using Tapatalk 4 Beta.

Posted
and that, right there, is one of the major things that made me drop blazblue. I played Rachel since CT, and every new BB iteration has been shifting her more and more towards zoning. If i wanted to play a fuggin' zoning character, i'd play Nu. Seems they're pretty adamant about making Rachel a zoner and not a rushdown-mixup oriented character disguised as a zoner. Luckily, the rushdown-mixup archetype comes back in CP. I'm probably gonna switch to Izayoi for CP. It's still disappointing because i really like Rachel as a character.

They did the same thing to Hakumen.

Posted
Skip to 3:48, what are your thoughts on this minna-san? I personally enjoyed BB more as the iterations have gone on, since they were figuring out the direction they wanted to head with the series.

video

The main issue he is missing in all of this for the new game is that in addition to the new time based hitstun degradation, many moves have been sped up, many moves have MORE hitstun added and many moves have same-move-proration added.

Basically links are a lot easier to make, a lot of things that would never work before, can work now. This allows some VERY creative abare combos and makes landing risky hits a lot more fun and rewarding. The only limiting factor in all this is how and how soon you end the combo. I'd also like to point out that 95% of the characters in blazblue in EVERY iteration of the game had some "combo ender" that was the same across the board for almost all of their combos.

If you took blazblue extend and slapped a time limiter on the combos and removed per hit hitstun degradation, it would be fucking stupid. CP is a completely different game, designed to work with such a mechanic. I wouldn't write it off so easily.

Also, I am not really looking forward to CP. It's going to be broken as hell and very frustrating. I can't wait for CP+extend gold edition, though !

Posted

Sent from my Samsung Galaxy S3 using Tapatalk 4 Beta.

hey air, penses-tu que tu pourrais désactiver ça dans les options pour tapatalk?

Posted
Also, I am not really looking forward to CP. It's going to be broken as hell and very frustrating. I can't wait for CP+extend gold edition, though !

I am not that hype for a lot of changes either, because I guess I've accepted the way things are in the current version. I do however think that a lot of these changes are good for people who haven't really accepted the way BB is currently. I think it will at least be refreshing, and there are some changes I really can't wait for, so for the bigger picture, I'm looking forward to the release, but it can take its time.

Sent from my Windows 7 AMD Phenom II X4 965 using Google Chrome 27.0.1453.110 m

Posted
and that, right there, is one of the major things that made me drop blazblue. I played Rachel since CT, and every new BB iteration has been shifting her more and more towards zoning. If i wanted to play a fuggin' zoning character, i'd play Nu. Seems they're pretty adamant about making Rachel a zoner and not a rushdown-mixup oriented character disguised as a zoner. Luckily, the rushdown-mixup archetype comes back in CP. I'm probably gonna switch to Izayoi for CP. It's still disappointing because i really like Rachel as a character.

*cough* she's always been a zoner/pressure character

In ct her zoning was just as broken as her rushdown. Once she got a pumpkin out the round was almost won, it was so good. So were lobelias/frog/damage/ oki, pretty much everything

In cs2/cse she's a watered down reincarnation of her old self, same in cp

Only CS was she pretty much strictly zoner

And really her offense just includes high low because its so good, there's no reason you can't play aggro with rachel.

Don't you understand (not trying to be condescending here), the point of her zoning is to gain wind and advantage so that she can[\ii] rushdown, along with being a godsend in certain matchups (tsubaki, makoto, ragna). So if that's the reason you dropped the game... Well you should pick in back up again! :3

Posted (edited)

No, i dropped the game because i don't like it in general. But the character i like being made into something else than i want her to be certainly doesn't help. And in CP she looks even more binary than before. Do you think she'd be worth anything if she couldn't do 2d j.a 50/50 mixups? I mean, if the only point of her game is to land that, it seems really limited. Doesn't help that her new special moves seem almost useless.

I could go on an infinite rant about this and that in Blazblue, but what it all boils down to is i always wanted Blazblue to be Guilty Gear with new sprites, which it obviously isn't. And kept being disappointed more and more with each iteration because i don't like what it is and is trying to become(CP seems to be a step in the right direction, though). So at some point, i stopped doing this to myself.

Edited by Rhannmah
Posted

I might not touch CP at all outside of Foonzo myself. It's honestly never really completely delivered.

If they'd kept the same speed + dmg output as the first game, then it might have been good...

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