Airk Posted January 31, 2013 Posted January 31, 2013 And just as before it seems like playtime matters as much as skill. Well, up to a certain point at least. Don't really see how this would be the case with the system as described, since according to the descriptions folks have posted here, playing people who are ranked worse than you gets you nothing, and only by defeating players of your rank will you advance? (Does beating someone of higher rank count? If so, that kinda sucks for the higher ranked person).
WolfCrimson Posted January 31, 2013 Posted January 31, 2013 In a world of blockable throws, fullscreen throw reject, instantaneous guardbreak via 2a What. Who has these bugs, I've never seen them in the game.
Tong Posted January 31, 2013 Posted January 31, 2013 Bang's throw is blockable during landing frames.
C0R Posted January 31, 2013 Posted January 31, 2013 What. Who has these bugs, I've never seen them in the game. µ and Carl both have bugs where if you meaty throw and a move that would guardcrush someone, the throw hit lands and all their primers come back. Then, following the combo off throw, anything that makes the opponent block will guard crush the opponent, so things like projectiles (small stein hits) or 2a's.
bakahyl Posted January 31, 2013 Posted January 31, 2013 µ and Carl both have bugs where if you meaty throw and a move that would guardcrush someone, the throw hit lands and all their primers come back. Then, following the combo off throw, anything that makes the opponent block will guard crush the opponent, so things like projectiles (small stein hits) or 2a's. Rachel could do that as well with her tempest dahlia edit: that mu video has been removed, but the one with rachel is still on youtube http://www.youtube.com/watch?feature=player_embedded&v=w7XmQd9Ubwk
Blackwing55 Posted January 31, 2013 Posted January 31, 2013 I really hope Hazama will be voiced by Doug erholtz I liked him way more than the other two. At least when I listen to the dub usually I just play in Japanese. I wouldn't mind a new voice actor for Rachel as well. How do you think should the voice acting.
Dawn of Musou Posted January 31, 2013 Posted January 31, 2013 Talking about bugs, why is Azrael so fucking buggy? http://youtu.be/ie9YcG-RbzI?t=5m6s Lol.
JokerAceX Posted February 2, 2013 Posted February 2, 2013 Monthly team EXE stream on www.twitch.tv/team_exe and www.twitch.tv/team_exe2
Devdan Posted February 2, 2013 Posted February 2, 2013 Incoming ramble. As someone who hasn't kept up on Mu tech at all since the game came out (since CS2 came out, really), I was happy to discover today that you can cancel 6B into 6C. I'm sure literally everyone already knew that, but it's certainly making me perform less poorly in general now that I know. Combine that with 214D (if you have steins in the right place), and you can actually get some decent damage off it! Now I just need to figure out what one does with 63214 B. I've only played a few dozen real matches, due to no money, but I finally played a competent Hakumen today. I think I get why that guy is top tier, man, he's scary. The guy had 300 matches, and 200 or so wins, so he was probably competent (I hope). I fought him 3 times, and won the last time, but lost the two previous times. All of the matches were very close though. One round, he basically took 75% of my life off in like one blue beat combo. Maybe I just don't know how to approach him right, but he's got scary blue beat combos. Screw up once, and you're stuck for another 5 seconds. He kept countering my stein stuff with his D super too. Could he always do that? I've fought tons of Hakumen online in CS/CS2, but most of them were bad, so I wouldn't know. Also, his (new?) aerial straight down thing is really intimidating, and I feel like his aerial moves come out faster than they used to (I've played virtually no CSEX, but once again, in CS/CS2, I fought a ton of Hakumen online, so I'm pretty sure I haven't forgotten how to time Mu's aerial C to beat Hakumen's...it's not impossible though, maybe I did.)
Skeletal Minion Posted February 3, 2013 Posted February 3, 2013 ^^^ 1. If he's hitting you with blue beat combos, that means you could have teched. Look under the combo counter. When a combo blue beats, a little "no" symbol (circle with a slash through it, like on a no smoking sign) and a number will appear. That number is the hit you could have teched on. In BBCP you can simply hold a button to tech ASAP, in earlier iterations you have to press it on a frame you can tech (i.e., right before their next attack hits you). 2. Hakumen's counter super, Yukikaze, can activate on projectiles, but you'll still be able to move around since it only freezes you in hitstop if it catches a physical attack. If Hakumen is countering your projectiles, double jump out of the way and let him waste his meter. 3. Mu's j.C can definitely beat Hakumen's j.C cleanly. It has the range and is fast enough. If his j.C is beating yours, you're aren't throwing it out quickly enough.
Devdan Posted February 3, 2013 Posted February 3, 2013 1 - I know what a blue beat combo is, that is why I specified blue beat combo. Generally, when a combo starts to blue beat, it isn't capable of carrying on for much longer, which is what I was getting at with 'his blue beat combos last forever'. The holding the button thing is good to know (I thought i had heard that, but wasn't positive), but like, techs can be baited by players who really know what they're doing. 2 - You make it sound so easy. He got me right as I was starting an air dash. Maybe I still could've escaped, but the pressure~ 3 - I realize that, but it still seems faster than it used to be. Toward the end I as adjusting (hence, winning the last match), but he kept getting me with it in the first two. I'd like to think I'd be more on top of this stuff, but I try not to spend more than 1,000 - 1,500 yen per arcade visit, and bemani games are usually a safer investment because anyone worth fighting in BB is probably going to beat me at least once before I beat them.
Skeletal Minion Posted February 3, 2013 Posted February 3, 2013 Escaping blue beat combos is a lot easier than it is for your opponent to bait it/tech trap you. Hold a button when the combo starts and the direction you'd like to tech in. In BB, you can tech forward, backward, or neutral (if you don't hold a direction). One important thing to note is that you can tech slightly earlier if you fwd/back tech, but both of those cause your character to "pop up" and stay airborne longer, meaning it can potentially be easier to reset you. tl;dr: If you're holding a button and direction and he's still blue beating you or tech trapping you, try teching in a different direction. Yukikaze is easy to avoid when you aren't frozen. If you're in the middle of something when the super flash occurs, you can usually still avoid it by recovering for whatever you did, then super jumping. It might seem tricky at first, but you should be able to get it down after practicing it for even a few minutes. Keep it up man, you'll get the hang of it. Practice makes perfect, etc.
Skye Posted February 3, 2013 Posted February 3, 2013 1 - I know what a blue beat combo is, that is why I specified blue beat combo. Generally, when a combo starts to blue beat, it isn't capable of carrying on for much longer, which is what I was getting at with 'his blue beat combos last forever'. The holding the button thing is good to know (I thought i had heard that, but wasn't positive), but like, techs can be baited by players who really know what they're doing. This isn't exactly true. If a blue beat combo continues, it continues under it's usual hitstun of the given attacks in the combo, barring the hitstun and proration hasn't already gone stale. So lets say your opponent simply mistimed the next attack in his combo, it may have blue beat, but the combo would continue as it normally would. Just for reference, a blue beat combo is when something combos that shouldn't have, the reasons vary though.
Ctrlaltwtf Posted February 3, 2013 Posted February 3, 2013 (edited) If the hold-to-tech feature is in CP, I still believe you have to properly tap a button in order to Emergency Roll. A failed Emergency Roll is probably one of the most common forms of "blue beat combos" and you can't rely on the hold-to-tech to time it for you. Edited February 3, 2013 by Ctrlaltwtf
toanenadiz Posted February 3, 2013 Posted February 3, 2013 Pretty sure you can. Isn't that the whole point of the hold to tech feature so you don't have to correctly time your button press?
Ctrlaltwtf Posted February 3, 2013 Posted February 3, 2013 (edited) Pretty sure you can. Isn't that the whole point of the hold to tech feature so you don't have to correctly time your button press? You still have to properly time Emergency Rolls in P4A, as anyone who's been hit by Yu's Sweep > 5D knows. Edited February 3, 2013 by Ctrlaltwtf
Ctrlaltwtf Posted February 3, 2013 Posted February 3, 2013 Persona has rolls? This is news to me . Emergency Roll yes, forward/backward roll, no.
toanenadiz Posted February 3, 2013 Posted February 3, 2013 It is actually called Emergency Tech, since it isn't a roll
Ctrlaltwtf Posted February 3, 2013 Posted February 3, 2013 It is actually called Emergency Tech, since it isn't a roll Well, I call it Emergency Roll just because that's what its been called in every BB ever. The Training menu calls it "Ground Recovery." But I'm fiddling about with it in Training and suddenly I'm able to do it by holding, so scratch what I said. Maybe it's just netplay shenanigans because I can guarantee whenever Yu does this to me in real fights I always get blue-beated (yellow-beat?) by Sweep 5D even when I'm holding a tech button.
bakahyl Posted February 3, 2013 Posted February 3, 2013 3 - I realize that, but it still seems faster than it used to be. Toward the end I as adjusting (hence, winning the last match), but he kept getting me with it in the first two. Hakumen's j.c in cs,cs2 and extend was always slightly faster than Mu's j.c and it's hurtbox is shorter. That's why Mu can easily lose an arial battle against hakumen if you intend to IAD j.c him.
Devdan Posted February 3, 2013 Posted February 3, 2013 This isn't exactly true. If a blue beat combo continues, it continues under it's usual hitstun of the given attacks in the combo, barring the hitstun and proration hasn't already gone stale. So lets say your opponent simply mistimed the next attack in his combo, it may have blue beat, but the combo would continue as it normally would. Just for reference, a blue beat combo is when something combos that shouldn't have, the reasons vary though. Well, one way or another, he was pulling it off a lot better and more frequently than most people I've encountered. [edit] To the above post; I don't usually do that (if I'm playing well), because Hakumen is the usually the one trying to close to the gap, so I just jump up (or back) and C. It usually works.
Lord Pwnge18 Posted February 3, 2013 Posted February 3, 2013 I have a feeling that even though they're implementing holding the button to tech, I'm going to end up mashing to tech anyways just because that's what I'm used to.
Tong Posted February 3, 2013 Posted February 3, 2013 (edited) You still have to properly time Emergency Rolls in P4A, as anyone who's been hit by Yu's Sweep > 5D knows. Incorrect, you can hold any button to Emergency Tech as soon as you can. You can only tech before getting knocked down. So if you delay past that point, you won't be able to get up for some time. Edited February 3, 2013 by Tong
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