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Posted
LK, how do you feel the current level of the top players in America (such as Kensou, Kidviper, Zidane, Jan, Hsien Chang, Pozerwolf and yourself) compare to the japanese mid and top level players?

:<

A couple people in the US could come close to getting around 200 PSR, but that's probably it.

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Posted
Somewhat? Daisharin is probably uncontested as the best oki in the game ...

Yeah, but everyone talks about how oki is weak in BB, so I didn't want someone stepping up and going off on that AGAIN.

Posted

Oki lovers come across as bit retarded anyway. I know this is sacrilegious, but promoting a game mechanic that really alienates and frustrates new players is no way to ensure a game's following.

Posted

Meh, I'd take oki if it meant more pushback on block/barrier. Some characters have pretty aggravating pressure atm since barrier sucks at keeping them out. I want FD pushback, dangit!

I'd gladly take oki since I like keeping some space, y'know? There's CA, but that's 50 meter you could better spend imo.

Posted (edited)
Oki lovers come across as bit retarded anyway. I know this is sacrilegious, but promoting a game mechanic that really alienates and frustrates new players is no way to ensure a game's following.

Besides, there's a lot of way to condition your opponent to give you oki (AKA neutral tech) now, honestly, with how easy rolling/not teching at all is to punish, especially in the corner. For example, Ragna can pick people up after Inferno Divider Drop kick with 2B or 22C (Midscreen or corner) should they decide to roll or not tech (for those respective options). This gives him a sort of forced oki. In the corner, Ragna can just meaty Deadspike on their wake-up to catch rollers or I-think-I'm-gonna-just-lay-here techers. Follow up with a good combo, and that's 4k meterless, 7k with 50 heat easy (and the combos really REALLY aren't that hard). This is gonna make people want to quick get-up or neutral tech pretty much all the time if they know what you can get for them deciding to do anything else. And (in this case) Deadspike is gonna force them to block. (You still have to time it correctly on their wake up, as they can just neutral tech through it, so there is a way around it, but that's not on topic.)

Point is, I'm not gonna say having oki is amazing, or that having oki is over rated, or any of those things. I'm just gonna say that what BlazBlue has honestly works just fine, especially since the game is meant to be a little easier than most fighting games. Sure, if they really wanted to balance something about this aspect of the game, they'd help give some of the characters with weaker oki better options, but as far as the teching system goes, it's just fine and quite easy to abuse.

If you have trouble with people rolling away from you or not teching, then find ways to punish it. That's what Training Mode's teching options for the dummy are for.

This being said, I like having oki. I'm just fine with this aspect of BlazBlue staying the way it is.

Edited by LuminAbyss
Posted

Unless I got the definition of the term "okizeme" wrong, isn't Arakune's post curse oki one of the strongest, if not the strongest in the game?

Posted

Can someone explain me how Litchi's okizeme beats this? (CS1 video, but still works on CS2).

Like I said, I might have the wrong idea about what okizeme actually is, I don't know.

Posted

That looks more like a combo video.

When people talk about oki they're talking about the character being able to control the opponent and lock them down on wakeup.

Litchi can use her staff and distortions to pretty much make it impossible to do anything but get up and block. Same with Makoto and her orb.

Posted

The way I see it Litchi has five huge Pros going for her.

1. Huge Tits.

2. One of the best oki options with meter.

3. One of the best neutral games.

4. A good DP that's hard to punish well by many of the cast.

5. Gigantic Boobies.

Posted
That looks more like a combo video.

When people talk about oki they're talking about the character being able to control the opponent and lock them down on wakeup.

Litchi can use her staff and distortions to pretty much make it impossible to do anything but get up and block. Same with Makoto and her orb.

Uh, those are completely viable, I guess that since nobody talks crap about Arakune noone would know.

In that case Arakune would have the best okizeme in the game, post-curse, of course, no?

Posted

Makoto's orb was obviously made for oki, but makoto's orb still gets beat by wake up supers and DP's, same with Arakune (I think Arakune has to guess which option you do on wake up to punish you properly) daisharin on the other hand covers EVERY single option the opponent attempts to do. The only 100% way of getting out of daisharin is counter assault > rapid cancel. Daisharin is the uncontested best oki tool in the game.

Posted

So LK, what do you think Tager's worst matchups in CS2 are, and what do you think the developers can do to balance them out?

Posted (edited)

LOL give Tager Sliding Head and HammerFall...

My question:

How much of Platinum's stuff should I be Barrier Blocking with Litchi?

Edited by Star-Demon
Posted
So LK, what do you think Tager's worst matchups in CS2 are, and what do you think the developers can do to balance them out?

Hazama and Mu easily. And it's really just their designs that shit on him.

Posted

4. A good DP that's hard to punish well by many of the cast.

Nobody should be having trouble punishing Tsubame for high damage.

Posted
So LK, what do you think Tager's worst matchups in CS2 are, and what do you think the developers can do to balance them out?

Wait wait let me get this straight.

You ask a Litchi main what Tager's worst match ups are?

Ok then let me help you out with this because this has been answered many times before:

Arakune and Hazama.

Everyone else is bad to its not so bad.

But those two are the worst of the worst.

I'd rather fight a militia of bears in the dark with raw meat strapped to my chest than fight Arakune and Hazama.

Posted
Wait wait let me get this straight.

You ask a Litchi main what Tager's worst match ups are?

Ok then let me help you out with this because this has been answered many times before:

Arakune and Hazama.

Everyone else is bad to its not so bad.

But those two are the worst of the worst.

I'd rather fight a militia of bears in the dark with raw meat strapped to my chest than fight Arakune and Hazama.

Isn't Mu-12 also just as bad?

Posted
So LK, what do you think Tager's worst matchups in CS2 are, and what do you think the developers can do to balance them out?

Matchups like those are going to be bad just by design. Slow grapplers are forever going to have a hard time against strong zoning characters in any games.

Posted (edited)
Wait wait let me get this straight.

You ask a Litchi main what Tager's worst match ups are?

Ok then let me help you out with this because this has been answered many times before:

Arakune and Hazama.

Everyone else is bad to its not so bad.

But those two are the worst of the worst.

I'd rather fight a militia of bears in the dark with raw meat strapped to my chest than fight Arakune and Hazama.

People have asked LK stranger things.

Tager is a grappler. Grapplers are always going to be great up close (theoretically) and bad from afar. So you don't want them to be good across the board anyway. I mean, if a zoner couldn't keep out the easiest type of character to keep out for them then they would have to be terrible.

Just another day in the life of Tager.

Edited by mAc Chaos
Posted

It's not just that though.

Those 2 characters are just impossible for tager to catch as there's almost nothing he can do against their options. Against other zoners like Lambda, he can make a good read and get something (like spart bolt or sledge) but against hazama and ara he has well.. nothing. His "anti-zoner" tools, sledge and spark bolt work worse against them then anybody else.

Tager just needs sledge to not be so crappy and some solid way to shut down people trying to jump out. Like.. faster normals.

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