Luminos564 Posted August 4, 2013 Posted August 4, 2013 So, I've been listening to Faylan's Blue Sanction recently, which as most of you are aware is the new Astral Finish song. At first, I wasn't too keen on it as it sounded a little too "subdued" to me. Not something you'd want to hear for punching the opponent into dust (and the piece of rock they were flying on at the time). But after listening to it for a while, I gotta say it really grew on me. Of course, it does run into the occasional oddity like for say during Hazama and Relius' Astrals which are notoriously "evil" yet the song is more "positive". Perhaps for the next BB, ASW could give a "good" and "evil" Astral song depending on the character's affiliation (for example: like the victory theme music in FF: Dissidia)? I put it in quotations as our heroes are not exactly the most heroic bunch (Ragna, Jin, Haku-men etc.) and some villains are genuinely endearing and victims of circumstance (like v-13).
DragonLordZ Posted August 4, 2013 Posted August 4, 2013 I liked the Extend OP but it wasn't as good as Shinsou for both being an OP and an Astral theme, Blue Sanction was never gonna beat the Arcade OP as a piece of music, OP or Astral theme I'm so disappointed we don't get the arcade excellence.
NeoStrayCat Posted August 5, 2013 Posted August 5, 2013 Yeah, if possible (I know, wishful thinking, but not gonna happen) if CP would have an option to have a choice of what Astral theme gets to play in the BG when performed, but alas, the themes itself only happens between Arcade and Console versions for their own specific theme (from CT/CS/EX).
Airk Posted August 5, 2013 Posted August 5, 2013 But first, they make you respect them, right? Not really; In fact, in a lot of cases, good players do weird stuff even against other good players, that might not even work against less good players. Because the good player is thinking "He wouldn't stop his string there, that's -7!" but by the time they realize that, no, you really DID end your string there, you've had a chance to push a button again and they're effectively minus. I've been seeing Kuresu doing this a lot (relatively. Like, once every few matches) lately, goofy stuff like ending blockstrings on 2BB or 6BB, both of which are markedly minus, but since they ARE so minus, and there are obvious followup choices, people just sit there thinking "Okay, he did 6BB, so obviously now he does 22B." and then the 22B doesn't come, and instead they're back in pressure as he goes back to 5A. It's what some people refer to as Yomi layers. "He knows this isn't safe on block, so he'll try to punish, but he knows I know it's not safe on block, so I'll cancel, so he won't try to punish, but I know he knows, so maybe I'll just..."
Solless Posted August 5, 2013 Posted August 5, 2013 (edited) The way Airk is describing it reminds me a lot of the psychological aspect of the game, particularly the whole function of the 'unexpected.' Having safe strings is of course good, because what it does is keep you safer, allows you to pressure, but also makes your opponent expect things. Hypothetical example would be Akihiko from P4A. He probably has a safe string that makes use of his cyclone gauge and/or his kill rush. 236A and then 4A will be a kill rush to a hook. Do that enough times and the passive opponents will not do a DP, he can then duck forward and do a grab, getting a combo and shaking up the opponent some. Edit: Also, though my knowledge is probably lacking, I don't know of any safe pressure strings with an overhead in the middle of it. Edited August 5, 2013 by Solless
Dark Ranger88 Posted August 5, 2013 Posted August 5, 2013 It's what some people refer to as Yomi layers. "He knows this isn't safe on block, so he'll try to punish, but he knows I know it's not safe on block, so I'll cancel, so he won't try to punish, but I know he knows, so maybe I'll just..." A.K.A Death Note: The Game
HoudiniJr100 Posted August 5, 2013 Posted August 5, 2013 A.K.A Death Note: The Game needs more potato chips
AMB Bakery Posted August 5, 2013 Posted August 5, 2013 (edited) So, I've been listening to Faylan's Blue Sanction recently, which as most of you are aware is the new Astral Finish song. [citation needed] I am no match for you. I admit defeat. Edited August 5, 2013 by AMB Bakery Proven wrong, let's hope for an option to change the astral song instead of just turning it off.
Tokkan Posted August 5, 2013 Posted August 5, 2013 [citation needed] http://youtu.be/LcrBwM5Qlhg?t=9m4s
AMB Bakery Posted August 6, 2013 Posted August 6, 2013 Astralling without music is like not astralling at all.
STenSatsu Posted August 6, 2013 Posted August 6, 2013 I think it fits rather well honestly. Though I think CS1 might still be my fave astral music.
Vulcan422 Posted August 6, 2013 Posted August 6, 2013 Astralling without music is like not astralling at all. I always turn off Astral music. Didn't like it in CS1, though I would've liked to use it in Extend if the sample of Shinsou they used wasn't fucked up.
Yazumatto Posted August 6, 2013 Posted August 6, 2013 Time to never astral anybody ever~ I'm trying to imagine hearing this during Planet Crusher and Patriot Apocalypse. ... ...I'm okay with it. I prefer the arcade version, especially for Patriot Apocalypse but this isn't that bad.
Luminos564 Posted August 6, 2013 Posted August 6, 2013 I'm trying to imagine hearing this during Planet Crusher and Patriot Apocalypse. ... ...I'm okay with it. I prefer the arcade version, especially for Patriot Apocalypse but this isn't that bad. I mentioned it earlier, but while the song is rather catchy, it doesn't exactly mesh well with the more antagonistic characters. The song is just a tad too upbeat and heroic, speaking of justice and not giving up etc. Such qualities however don't apply to monstrous characters like Arakune, Azrael, Hazama/Terumi or Relius. Though the song is a real nice fit for characters like Makoto, Noel/u-12, Bullet, Taokaka and possibly even Bang though for him I'd rather have someone like Masaki Endoh providing the hot-burning passion.
TD Posted August 6, 2013 Posted August 6, 2013 The way Airk is describing it reminds me a lot of the psychological aspect of the game, particularly the whole function of the 'unexpected.' Having safe strings is of course good, because what it does is keep you safer, allows you to pressure, but also makes your opponent expect things. Hypothetical example would be Akihiko from P4A. He probably has a safe string that makes use of his cyclone gauge and/or his kill rush. 236A and then 4A will be a kill rush to a hook. Do that enough times and the passive opponents will not do a DP, he can then duck forward and do a grab, getting a combo and shaking up the opponent some. Edit: Also, though my knowledge is probably lacking, I don't know of any safe pressure strings with an overhead in the middle of it. they exist. somewhere...
Rhiya Posted August 6, 2013 Posted August 6, 2013 Well, there are some where the overhead itself is safe, but that normally requires doing something unsafe as setup (imagine throwing out Relius's Duo Bios super in the middle of some random string, and then using it to cover airdash mixup). I can't think of any completely safe overhead strings in non-broken games that aren't part of an oki game.
LionHeartx Posted August 6, 2013 Posted August 6, 2013 yeah im not digging that new astral theme meh maybe it will grow on me.... probably not though...
Airk Posted August 6, 2013 Posted August 6, 2013 Well, there are some where the overhead itself is safe, but that normally requires doing something unsafe as setup (imagine throwing out Relius's Duo Bios super in the middle of some random string, and then using it to cover airdash mixup). How does throwing out a completely invulnerable super that pretty much inescapably locks down the opponent if they're in range count as doing "something unsafe"? Okay, fine, the opponent could theoretically hit you ONCE before Ignis CH's them in the face and gives you a free combo, but unless that one hit kills you, that's a net positive for you, and that's the worst case situation.
toanenadiz Posted August 6, 2013 Posted August 6, 2013 Well, there are some where the overhead itself is safe, but that normally requires doing something unsafe as setup (imagine throwing out Relius's Duo Bios super in the middle of some random string, and then using it to cover airdash mixup). I can't think of any completely safe overhead strings in non-broken games that aren't part of an oki game. Are Rachel's blockstrings with instant overheads in them not safe?
samthegreat Posted August 6, 2013 Posted August 6, 2013 They are safe if the instant overheads are done from 5B.
Errol Posted August 6, 2013 Posted August 6, 2013 How does throwing out a completely invulnerable super that pretty much inescapably locks down the opponent if they're in range count as doing "something unsafe"? Okay, fine, the opponent could theoretically hit you ONCE before Ignis CH's them in the face and gives you a free combo, but unless that one hit kills you, that's a net positive for you, and that's the worst case situation. please, don't let relius do duo bios in the middle of some random string. you jump, take 1 hit, tech out, and be done with it.
Airk Posted August 6, 2013 Posted August 6, 2013 please, don't let relius do duo bios in the middle of some random string. you jump, take 1 hit, tech out, and be done with it. Why can't he convert into an air combo?
Myoro Posted August 6, 2013 Posted August 6, 2013 (edited) Why can't he convert into an air combo? What I do a lot (air block or hit) is do an air grab. If it works they're dropped on Ignis get hit and are sent back at you for a tasty TRM. then I just loop air grab. I've gotten upwards of 6000 damage off of this, and if it misses, the worst that happens is that they drop right into ignis pressure as she is currently attacking where the opponent is going to land after the grab break. It's also fun to air grab an opponent that is dumb enough to think that they can simply air dash over Dio Bios, that way you can start this whole scenario with a green grab! Edited August 6, 2013 by Myoro
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