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Posted

I think I'm behind the times, but TIL that Bullet's j.D (i think) combos into one of her command grabs(the one where she grabs them and blows em away), and that she has a move kind of move where she shoots at a downed opponent, kinda like Noel's haida, although I didn't see it connect after anything so idk what combos into it. Getting more and more hyped to give Bullet a shot when CP comes out :3

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Posted
I must be the only person who likes fighting games were matches take a long time.

I actually like long matches myself. It's just that the hit-stun in BB really slows the pace down. As for combos, if they're going to take that damn long, then they might as well be done from very specific starters and do a crapload of damage. Persona has the right idea, you can kill people relatively quick with the right starters and I pretty much have to mash during combos to get them to work since the hit-stun is like half of BB's lol.

Posted (edited)

What do you mean lowering damage and blockstring frame advantage is that for makoto from cs2 to extend or is this a change from the loketest?

I think you misunderstood.

I don't know about how they did the super nerf to Makoto but, my friend plays Tsubaki and what they did with her [Tsubaki] was lowering the overall damage and removing frame advantage. They did not completely destroy every single of her combos [like they are doing with Hakumen and Tager, among others], right? : [

Regarding match time:

And while I would say that I am for long matches, I don't want time outs.

I think it is a little boring to watch when Ragna hit confirms whatever into corner carry, then does Blood Kain and wins just because he read/guessed right in the wake-game.

Edited by Isuna
Posted
Whose move is Phalanx Cannon again?

Azrael's guard point stance projectile.

I also must be tired. Because when I read BladeOfJustice's signature:

I read "Gf" as Gadget Finger. I was so confused why your Gadget Finger would say that.... Oh my gosh... zzz.

Lol too much BB.

I never had an option other THAN online play. I tried to get my friends into it, but they're all ass and don't put any time into it. And one of my friends is so bad at fighting games he couldn't even complete Jin's horrendously basic combos. It was like 4 hits if I'm correct. Then the online itself always had at least some lag to it, so I could never feel fully invested in it, especially as Hakumen, when you really can't afford lag. Always had to play with a friend white chatting to tell him the reason I was randomly sucking.

I've been using hakumen since ct, and I've been levelling up from netplaying despite him being the worst character in the game online. Playing enough you know what to watch out for and etc. And then you lose less and less. You just have to be more offensive/pre-emptive than you would play offline.

Just got sick of it, hopefully CP has CT's netcode.

BB's netcode has and always will suck, though I heard they're going to spend a significant amount of time on improving it in this version of the game.

Marvel's timer is also much longer than most games' and you are fighting a team of 3, though.

No just that everyone's damage output is stupidly high. It's 99 seconds like every other game, except KOF.

I actually like long matches myself. It's just that the hit-stun in BB really slows the pace down. As for combos, if they're going to take that damn long, then they might as well be done from very specific starters and do a crapload of damage. Persona has the right idea, you can kill people relatively quick with the right starters and I pretty much have to mash during combos to get them to work since the hit-stun is like half of BB's lol.

So basically CT right?

snip

^:thumbu:

Agreed with everything that was said here, how could they have finished cs rachel, cs2 hakumen, csex makoto, and (potentially) cp hakumen and call them well balanced and viable for high level play. When you take away EVERYTHING that made them strong in the first place. I perosnally found csex hakumen was his most developed version, strong but minimal stupid shit. And still required the right reads to get the win, especially in more difficult matchups (rachel/valkenhayn/tao/lambda). If you don't know those matchups, you will get exposed. And he's still ass online, so he can't be that strong imo.

But whatever, I guess I'll be looking into getting a sub, or wait till a God-sent patch update for him when the game is released in the west.

Posted
It's 99 seconds like every other game, except KOF.

It's 99 Marvel seconds, which is roughly 3 minutes, so no, it's not "like every other game."

Posted
If Amane is mu's replacement I'll be shocked.

Either way I feel like my character loyalty is being tested by mass levels of FABULOUS. Even if they do put mu back in...I don't think I can resist someone so....FAB.

TRAITOR! How could you even consider forsaking the almighty glory that is Mu!

Then again, Bullet's doing the same to me. Derp.

Posted

This is all relevant info guys, keep it up. It'll be useful when I become a pro online player.

So, someone tell me how many pages back info on the next loketest is, or inform me if there isn't any? I don't think I've felt this impatient for a game in awhile.

Posted
I don't see why a supposedly defensive-as-fucking-hell character like Hakumen needs the made-in-ridiculand combos he has on Extend. The constant Drive nerfing is kind of harsh, though.

They have been turning him into more of an offensive character every iteration after CT, killed his 6A, nerf his counters, nerf his neutral maga gain... increase the length of his maga-less combos....

I personally prefferred his CT version, I know I'm one of the few...

Posted (edited)
They have been turning him into more of an offensive character every iteration after CT, killed his 6A, nerf his counters, nerf his neutral maga gain... increase the length of his maga-less combos....

I personally prefferred his CT version, I know I'm one of the few...

He was pretty fun in CT, also wasn't an autopilot character like he is in CSEX. He was powerful but also slow, he wasn't great long and midrange but up close he was scary. I really miss his old 6B...

CP seems to be addressing a lot of stuff though. I don't mind nerfing the counters, but I do want them to be effective on IB at least (mostly 6D)

Edited by Akanishi
Posted
The next loketest WAS announced. However, we are not sure how far. It might be later August(?), but there is no confirmation.

I just want the music from the trailer already...

I found the post.

http://www.dustloop.com/forums/showthread.php?14664-BlazBlue-Chrono-Phantasma-General-Discussion-Hype-Thread&p=1376833&viewfull=1#post1376833

Thanks man. I hope we get some confirmation of when the next loketest is soon then. Looking forward to some interesting changes. Maybe some murakumos, maybe.

I doubt it. :kitty:

Posted (edited)

I heard that Noel and Arakune CAs got changed to be matching the rest of the cast, is it true?

Edit: people should stop acting like if Hakumen is fairly balanced and take a tremendous effort to play srsly

Edited by StarGazer
Posted (edited)

You guys..... let's not turn this into netplay general, 'K?

More speculation, more character/system change discussion, and, above all else, more FABULOUSNESS.

EDIT: also, to any Hazbros in here, what do you guys think of 2C being supposedly slower? Also 5B and 5C aren't jump-cancellable on block anymore :(

Edited by MetalMaelstrom
Posted

Haz losing 5C JC will limit extending his combos right?

Nothing but good new for Tager really. Couldn't you dash OTG 5C into j.C?

Posted (edited)

Alright guys lets stop fighting over Hakumen and talk about Arakune instead, I know how much you people love hating him so you'll be rejoiced by reading the latest nerfs! :eng101:

Even assuming that it's gotten easier to hit with, extending curse with the cloud is luck after all.

C and D bugs deplete the meter by 20% and 30%, so even locking someone down in hitstun and opening them up only does around 3500 with 6C(3 hit chain) and dive.

For example, for corner carrying with bird>bird>wheel with proration kicking in at the wall, trying to do so causes A bug to come out and ends it.

CA now knocks them away with 6B too, so you can't follow up with anything. (He actually says guard-cancel instead of CA for the whole thing, but I don't think he knows that he has the terms mixed up...)

The instant curse routes from JD, airthrow, gold burst, reversal beam, CA beam, 2A, 6A, are gone now too. I don't understand what they could possibly be meaning with "easier to get curse from zoning".

I'm not trying to be negative, but it's going to be pretty bad if we don't represent ourselves in the surveys.

Also, for 5D>3C>B Permu, etc. it cancels, but the permu doesn't combo.

The hitbox for the permu spider is also smaller than expected.

This answer the question of Arakune's CA bieng changed or not, I guess, it is now 6B instead of throw.

3C is now ground homing and combos from 5D.

3C's jc got removed though.

The timing for 2C>6D is difficult, but 6D connected after the float from hit 5.

For now, the only route to instant curse seems to be from a 2C in the corner.

a±b slows the opponent OR refills a little bit of the curse meter (about the amount for 1 D bug)

I was shocked that I was only able to do about 3000 with curse combos myself, but I can somehow get around 4000 if I use OD.

If Arakune stays like this, it seems like he might be the weakest character this iteration.

Even for a loc-test, the famous players seem to be having a lot of trouble too.

I guess I'll be filling out that survey...

So far no good, nothing to worry about though, as it is the first loketest ;)

Edited by Mumm-Ra
Posted

Everything looks really cool, and as a bang fan I am happy hes taking a greater role in the story, but I do have one concern. They say they're are only 3 story paths. Now in one respect this makes the story more coherent and easy to follow. But I feel that they run the risk of losing allot of the games charm as a result. I would say allot of what defined the characters was not as much how we saw them in the main story ( don't get me wrong that of course is important as well ), but also the joke and alternate storylines. They allowed us to see the characters in ways we would otherwise not and therefore break them out of their shell and make them less 2 dimensional. Not to mention they were just a ton of fun. Ya they made things a little harder to follow, but not much. But more importantly they made the storyline much more vibrant as you slowly got to know characters and pieced together a puzzle of what was happening slowly, trying to tie up all the loose ends, it was allot of fun.

Anyways just my take on it. I'm sure that arksys will do a good job on it regardless, I just hope that they don't forget that humor is one of the driving factors of the BB storyline in many ways. At least to me it always has been.

Posted

Whoa, you're alive.

Yeah, that's the way I liked the story too. I'm guessing it'll be more True End style, where you play a different character based on whose doing what at the time.

Posted

Putting many different characters on a single story mode route doesn't forbid them from having their own alternate endings. They say that it's going to be bigger than both CT and CS, which means that there's going to be lots and lots of branching choices and alternate endings.

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