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Beginner Mode - The BlazBlue Mechanics Discussion Show! (Character Tutorial Mode)


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Posted
Welp, tonight's lesson was a dud, tune in on Thursday 10/24/11 8pm PST for the REAL lesson 3!

So wait, you didn't stream on Monday 8 pm, or you did but want to redo it?

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Posted

Last night, while still fun and a little informative, really could have used a bit more preparation.

I definitely think that, if you have to just limit episodes in the beginning to about two a week in order to make sure you are in good shape to present them, then you'll have a better product. Your ideas are understandable but you have to present them with clarity and mastery. Otherwise you look like an undergrad fumbling with notes for a bad presentation.

So - for now, either step up your work to fit your time between episodes or slow it down.

When you get to characters, definitely make sure this is cared for - everyone wants really good episodes out of those come time.

PS: If you fuck up the Litchi episode I'm gonna rage.

Posted

Hey xie, thanks for the effort man. I've been trying to get my friends into fighting games, and I think I'll borrow generously from your library to help get them started. Also, I think it would be really interesting if you could do some high level match analysis later on once the basics are covered.

Posted

I've only watched 0 and 1, so you may have already covered this, but I'd like to know about Arcade sticks... Just all about them like is it okay to get something cheapish like the Hori one that is around $50 or is it better to save for higher end? Are there specific things to look for, specific ones that are bad, etc. I don't have one, but I want to get one and don't really know what to get.

Posted

Thanks for the link, I'll check it out. However if his goal really is to teach absolute beginners to play fighting games and raise the overall level in fighting games and in BB, then explaining about Arcade Sticks is a good idea. Just my opinion as a noob to serious fighting game play.

Posted (edited)

In Ep 5, I didn't follow the explanation for how p1 baits the failed throw escape. I guess I don't understand the setup: p2 blocks 2C at close range, so you have +1 adv, dash in, throw... what does that frame gap look like? Then Xie says the defender could try to counter that tactic with their own throw, which I guess will land because we used our frame adv to dash, is that correct? So in anticipation of that tactic, p1 uses 2A before the throw... but 2A is no faster and would also lose (unless there is some distance factor coming in here.) Also, how does the player 2 option select the block into their throw... Xie called it a 'safe throw escape' or something... I would think B+C or 4B+C would cause a throw attack to come out if the escape window was not open. Anyway, that was just a lot of complex stuff in a short time period, of course he goes on to say it's not very rocket sciencey stuff... ummm ^^;

http://www.youtube.com/watch?v=FVpCuBMU8Zs&t=47m18s

Edited by Tengato
Added link to the part in the ep 5
Posted

The frame gap between 2c and dashing and throw depends on distance, but at best it would be exactly 6 or 7 frames. As I mentioned earlier on, the moment the opponent inputs B+C and the throw comes out (specifically, begins starting up), the game allows him to break throws for the next 16 frames. So if the opponent presses B+C in the frame gap correctly and he starts throwing, it will allow him to break it.

As for safe throw breaking, the way it works is to purposefully input a throw when a throw attack cannot occur. I was intentionally vague because this could entail a lot of things (inputting throw with 6A+B+C to perform counter assault + throw break + throw or 4A+B+C to barrier + throw break or 1/4~B+C to instant block then throw break or just B+C/4B+C during blockstun etc), but the general idea is what I previously mentioned, if you purposefully attempt to throw break when your throw attack will not occur 100% of the time, that is how you can combine the option with something that allows you to block. I suppose I should have specifically highlighted 4+A+B+C because it is a very simple example, so perhaps next time.

I hope that cleared things up a bit.

Posted

i think he was saying "if we run in to 2A him with a frame gap of 6-7 frames and he inputs a throw, why don't we get hit by his throw during our 2A startup?"

Posted

Aha, 4A+B+C, that makes sense.

And yes I was wondering about that question the_difinitive rephrased nicely, although it seems plausible enough that 2A could land from outside of throw range.

I'm surprised and a little intimidated at the depth within this one situation - learning how to understand navigate these exchanges at game speed seems like a pretty big task...

Thanks!

Posted
I'm surprised and a little intimidated at the depth within this one situation - learning how to understand navigate these exchanges at game speed seems like a pretty big task...

Yeah, situations like that are typically something you could practice inside of training mode, seeing what options your opponent has in situations you create, and then acting on them. Also seeing what options you have in the situations your opponent creates is useful to learn certain matchups or to actually not lose in a situation. :x

Posted

the thing to remember is that your opponent is human as well. they don't react with perfect speed. they can't just mash 4A+B+C after every hit of your blockstring because it creates the throw reject miss state which you can severely punish if you notice it. so they have to react to something you do in your pressure string that makes them think that you're going to throw them. in this situation it's the dash. they see the dash and go "well he might throw me" by this point the dash is most likely already over and the throw start-up isn't fast enough to catch you. therefore the opponent can either keep blocking and try to react to the green throw, or they can safe throw break, which loses to 2a->pinkthrow. i haven't seen beginner modes past ep 5 since i'm never home when they stream T_T but there's a third situation where the opponent can just mash jab or some other fast move while blocking to try and hit you out of your dash and we have ways to bait and punish that too.

Posted

Sorry all, I've got to cancel the official lesson tonight and move it to Thursday. I don't have enough time to actually go over everything and make the necessary diagrams for tonight as I got home around 9PM yesterday and just passed out until today. I'll still be streaming some kind of show tonight, but it will probably just be a tournament recap and talking about random stuff that happened.

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