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Posted

How about having her Drive not completely shut down melee characters? Like, I dunno, actually making graviton gauge management important?

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Posted

I feel the same about Ouroburos meter 75% of the time.
I swear that monkey never runs out of chains.

Posted

You really can't balance a character like her without making her absolutely shit.

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Bull^%&^*.  First off. What do you even mean by "a character like her"?  There's no unifying theme to her design at all besides "She can do everything!".  Second of all, there are about a million things they could do.  Make some of her stuff actually punishable?  Make her projectiles go away if she gets hit? Maybe she shouldn't have far and away the best anti-air in the game? (11F startup, FRAME 4 head invuln? Seriously? Tsubaki's anti air was 'so good' with frame 7 invuln in Extend that they NERFED that for CP)  Fix her cancels so she can't gatling freakin' everything in everything else? (And note that literally EVERY normal she has can be special cancelled. WTF is that?)  Seriously LOOK at her gatling table and her cancel options.  They BARELY touched them for this patch.  Slow down her teleport.  Make some of her normals actually unsafe on block.    Whatever. There's a HUGE PILE of stuff they can tune about this character and they'd have to tune ALL of it, HARD, to make her suck.

Posted

I feel the same about Ouroburos meter 75% of the time.

I swear that monkey never runs out of chains.

 

Ouroboros meter exists for one reason and one reason ONLY.  To keep Hazama from infinitely chaining up into the sky to be uncatchable as soon as he has a life lead.  It does nothing else, for any useful intent or purpose.

Posted

Ouroboros meter exists for one reason and one reason ONLY. To keep Hazama from infinitely chaining up into the sky to be uncatchable as soon as he has a life lead. It does nothing else, for any useful intent or purpose.

it doesnt do that either lol
Posted

Even when Haz runs out of oroboros that doesn't mean dick since he still has the long range chains, almost defeating the purposes.  I remember Dogura suggesting that he not even be able to use D attacks period when he runs out.

Posted

I dunno about going that far, but fuck his chains. They're one of the most obnoxious things in this game to me.

I'm waiting for BBCP to get a PC release so I can mod platinums items into Ragna.

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Posted

I dunno about going that far, but fuck his chains. They're one of the most obnoxious things in this game to me.

I'm waiting for BBCP to get a PC release so I can mod platinums items into Ragna.

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Does that mean like... modding Platinum to use Ragnas? 'Cause I would love to see Platinum Overdrive into tossing a storm of fullscreen Hell's Fangs at the opponent.

Posted

Even when Haz runs out of oroboros that doesn't mean dick since he still has the long range chains, almost defeating the purposes.  I remember Dogura suggesting that he not even be able to use D attacks period when he runs out.

I'd much prefer if they just did what they did with Amane and put his chains on CD for a short period of time. 

Posted

Does that mean like... modding Platinum to use Ragnas? 'Cause I would love to see Platinum Overdrive into tossing a storm of fullscreen Hell's Fangs at the opponent.

 

Damn that would be too funny. 214D with "Missiles" would spawn 3 Ragnas who hesitate slightly before flying across the screen at the opponent.

 

Frying pan would pull out a Ragna sprite and swing it at the opponent. OD pan would pull out Ragna's sprite but flipped horizontally :D

 

Magical present would spawn a crouching Ragna, who Inferno Dividers when the opponent gets close.

Posted

As someone who just recently picked Izayoi for a sub. Does the 2nd air dash changes her playstyle dramatically? Or is it more like a nice mobility buff?

Posted

Bull^%&^*.  First off. What do you even mean by "a character like her"?  There's no unifying theme to her design at all besides "She can do everything!".  Second of all, there are about a million things they could do.  Make some of her stuff actually punishable?  Make her projectiles go away if she gets hit? Maybe she shouldn't have far and away the best anti-air in the game? (11F startup, FRAME 4 head invuln? Seriously? Tsubaki's anti air was 'so good' with frame 7 invuln in Extend that they NERFED that for CP)  Fix her cancels so she can't gatling freakin' everything in everything else? (And note that literally EVERY normal she has can be special cancelled. WTF is that?)  Seriously LOOK at her gatling table and her cancel options.  They BARELY touched them for this patch.  Slow down her teleport.  Make some of her normals actually unsafe on block.    Whatever. There's a HUGE PILE of stuff they can tune about this character and they'd have to tune ALL of it, HARD, to make her suck.

 

A lot of here insane pressure, godly resets/cross ups and shit comes from here trap. They should just remove the trap from her arsenal and she should be much fairer, a teleport nerf would be enjoyable though.

 

Also her fireball super is kinda of dumb that it doesn't disappear on hit as well as it making it hard as hell to see here pink grabbing you or going for an overhead, this is more a of a personal opinion though.

 

 

I'd much prefer if they just did what they did with Amane and put his chains on CD for a short period of time. 

Hazama has 27 frames of recovery for his chains on the ground if they get fully extended while on the ground and 40 while in the air. Considering the games new speed that is ample time to go and punish him since he can't retract it or move when it's at zero.

Posted

Bull^%&^*.  First off. What do you even mean by "a character like her"?  There's no unifying theme to her design at all besides "She can do everything!".  Second of all, there are about a million things they could do.  Make some of her stuff actually punishable?  Make her projectiles go away if she gets hit? Maybe she shouldn't have far and away the best anti-air in the game? (11F startup, FRAME 4 head invuln? Seriously? Tsubaki's anti air was 'so good' with frame 7 invuln in Extend that they NERFED that for CP)  Fix her cancels so she can't gatling freakin' everything in everything else? (And note that literally EVERY normal she has can be special cancelled. WTF is that?)  Seriously LOOK at her gatling table and her cancel options.  They BARELY touched them for this patch.  Slow down her teleport.  Make some of her normals actually unsafe on block.    Whatever. There's a HUGE PILE of stuff they can tune about this character and they'd have to tune ALL of it, HARD, to make her suck.

 

By "a character like her" I mean that her style of play revolves around screwing over the opponent's movement, something which is essential in a game like Blazblue. As long as she has that, she'll always be good.

 

Anyway, I'm not saying they shouldn't do anything to her, but rather at what point does she become balanced without breaking both of her legs and continuously beating her with the nerf stick.

Posted

By "a character like her" I mean that her style of play revolves around screwing over the opponent's movement, something which is essential in a game like Blazblue. As long as she has that, she'll always be good.

 

Anyway, I'm not saying they shouldn't do anything to her, but rather at what point does she become balanced without breaking both of her legs and continuously beating her with the nerf stick.

 

Nonsense. The "will always be good" stuff just makes me feel like people have no idea how these games actually work.  Post patch, Kokonoe's "movement screwing abilities" result in her neutral being...somewhat annoying. Big deal.  It's not remotely the cause of her being too good (that would be all the other **** that has nothing to do with screwing with people's movement) - as evidenced by the fact that her Graviton doesn't even hit in neutral anymore, and she's still stupid good.  Because she has INSANELY GOOD NORMALS, and some other random BS.

 

You know what EVERY character in BB who is good has, and what no characters who are bad have? Good normals.

 

You know who else "screws with people's movement"? Tager.  Just sayin'.

 

I agree that the trap is a part of the problem, but I don't think it's the whole one.  I don't even think it needs to be removed. Just give it basically zero blockstun and a lot of the nonsense she can do with it goes away. 

Posted

Slow down [Kokonoe's] teleport.

I know right? Izayoi is so jealous of Kokonoe's teleport with its frame 1 invulnerability. Izayoi gets countered if she tries to teleport while blocking.

 

As someone who just recently picked Izayoi for a sub. Does the 2nd air dash changes her playstyle dramatically? Or is it more like a nice mobility buff?

I'll play around with it some tomorrow after the patch goes live (Yay!  :yaaay: ), but from the Izayoi footage I've seen, it seems like it does change her play-style quite a bit. Since you can do 2 double jumps now and have the angled airdash, it looks like it dramatically changes the way she can control space now, as well as giving her more options for setups and mixups. So yeah, that's definitely a huge change IMO. The general mobility buff is a nice bonus too since it makes her harder to trap in the corner.

Posted

Nonsense. The "will always be good" stuff just makes me feel like people have no idea how these games actually work.  Post patch, Kokonoe's "movement screwing abilities" result in her neutral being...somewhat annoying. Big deal.  It's not remotely the cause of her being too good (that would be all the other **** that has nothing to do with screwing with people's movement) - as evidenced by the fact that her Graviton doesn't even hit in neutral anymore, and she's still stupid good.  Because she has INSANELY GOOD NORMALS, and some other random BS.

 

You know what EVERY character in BB who is good has, and what no characters who are bad have? Good normals.

 

You know who else "screws with people's movement"? Tager.  Just sayin'.

 

I agree that the trap is a part of the problem, but I don't think it's the whole one.  I don't even think it needs to be removed. Just give it basically zero blockstun and a lot of the nonsense she can do with it goes away. 

The thing is Tager has to tag you first to screw with your movement, Kokonoe merely needs to press D and a direction to pull you which ever way (Which is like more like giving Rachel unlimited wind and while her fireballs are like flying Georges that are already activated their whole animation.), and even then all of his movement screwing moves are so slow to come out AND recover they end up getting him screwed. I don't consider it the same thing, there's that huge a difference.

 

Koko has the advantage of projectiles, speed, and other BS to make her Graviton safe, whereas Tager is restricted to using it for combos and Oki only (Both of which Koko still does better.)

 

If she could only effectively use Graviton on you after she landed 236A/B which could be changed so that instead of a sticky bomb it attaches a graviton receiver and the opponent has to hit Koko or wait a certain amount of time to get it off, then I'd consider it balanced. (Graviton would still work on her fireballs and teleports tho)

Posted

And the silliest universal change in BBCP1.1: Astrals now all do more damage.

 

They might as well go all Tatsunoko vs Capcom on us and give us the damage in billions lol.

Posted

It's only for the JP version atm.  The US version should be up later tonight

Posted

I missed the memo about not being able to press anything after the round is over.  I'm sad.

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