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Henaki

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Everything posted by Henaki

  1. i believe danzai has multiple hits of super armor, so you need to cancel into an overdrive or jump cancel and block. could be mistaken though, i havent played vs aba in well over 2 years.
  2. fyi heres how you beat super armor hit a button. then do an invincible move.
  3. 2c -> 4d string is a fair price to play for armor -> 720 and b sledge with armor. tager just got a lot more solid now between that and the 6a changes.
  4. A lot of fun of fighting games is discovery...
  5. that'd be really neat if you did that, and i'd hella appreciate it if you did man, no rush or anything tho.
  6. here let me clear up some misconceptions about how i feel about blazblue: blazblue probably has some of the coolest character diversity and character specific gimmicks in any fighting game. imo, the character gameplay designs, in a vacuum, are awesome. (and i feel tager with a few specific improvements would be the best designed grappler in fighting game history, for example). however my major gripe with blazblue is how much slower the game is and how much space there is in the game, along with the tech roll system (which i admit would be much less bad in a game with tighter playable field). basically the pace of the game is too slow and deliberately just tones down the speed of the game with no added benefit. the overall screen size is far too large to make position based sacrifices (tech rolling backward, straight up turtling) actually mean a lot in the long run. generally in older games (that arent sf4 generally), doing something like backdashing to regain room, "up backing", tech rolling away etc provide long term ramifications despite the fact that they essentially reset momentum in your favor. why? because in those games, you hit the corner if you do that 2 or 3 times. meaning despite this, superior decision making and gaining advantage in a match are rewarded much more heavily. in a sense, because of this, blazblue doesn't turn into "minor snowballing in winners favor", it turns into "who can make 5 correct decisions" which imo is bad game design within the established confines of a single round. rounds should be decided by momentum. mind you, the person making good decisions does get momentum, its just absolutely minuscule. like, if they just made the screen size and hitstop a lot smaller, imo it would actually be a good game, but that really holds it back... anyway im getting off topic here... so please don't respond to this post and start an argument over something, feel free to pm me if you have to contend with something i say. as for tager and jin being good, i will bet money they will fall, as they have about the same level of discovery as ragna (if not less), which hurts them in the long run. they may start off very strong however. bang despite looking very powerful, had more to his game than "lol 5a herp", he had bang install crap and strong drive combos to keep him leveled off with litchi.
  7. out of curiosity, did ASW only bring up like, their intended vision with only jin? or did they do it for other characters as well? i would actually like to read about that a lot.
  8. from what i can tell 6a is exactly like his unlimited version, so yes, it will be godlike. the most important thing now is if you magnetize someone, you can pretty much pull them into a mixup from half screen. i see the reason they removed his ability to jump cancel it by the way, because of this, he would be able to potentially pull people from 3/4 screen with absolutely no cahnce of retaliation in some circumstances, then covering the unsafeness of the move with a grab, essentially making sure that almost anyone will no matter what remain at like his 5c range safely. since you can just pink throw people and force a tech, leaving yourself at neutral.
  9. No one translated the character summaries, right? http://generalnantoka.blog35.fc2.com/?mode=m&no=406
  10. Depending on much much less recovery Tager has on 3C, that could be a very good change. In most cases, most characters cant really punish him without a really fast horizontal poke. It might be actually viable to go for primal removal now in a lot of instances.
  11. That is the most likely translation. I highly doubt Tager is going to be strong, but the fact that he FEELS strong relative to the rest of the cast is a good sign that he might start off in top tier and falter down to mid, which is probably the best I could ask for. Edit: Any basic character that appears strong early in a game GENERALLY will not stay that strong, primarily due to lack of ways to expand the character. This isn't really the case in more basic games where a character is straight up fundamentally powerful, but in an anime game, a top tier basic character generally will get worse as time goes on. On that note: unless they were to remove 720, Tager should never, EVER be S tier. Ever.
  12. テイガー強キャラ化確定くせー
  13. If you think having an option that shuts downs options on reaction that is also not tied to a command motion is useless, you are dumb.
  14. http://generalnantoka.blog35.fc2.com/blog-entry-405.html
  15. Also just an FYI, there's a difference between being unable to combo and unable to cancel after Tager's normal throw. I mean, its still a dumb nerf, but you CAN combo without a cancel off it. It looks like the japanese says "no cancel", which does not imply no combo.
  16. Tager + 22D does 100 damage + 2C>3C added - no follow up combo from regular throw lol arcsys. what the hell is this, giving people sprinkles instead of steak.
  17. lol does no one play tager at loketests or something.
  18. also: give a translation star to eirei
  19. thats why zinac and bjholmes were mods of a blazblue forum? also daiandoh is still free, but he runs tournaments and hes kinda cool about his actual level of skill so its ok i guess.
  20. Hmm yes who to believe, the "cocky fuck" or the person who constantly spreads misinformation. Oh right. The cocky fuck is right. He deserves the badge.
  21. BlazBlue has extremely high quality animation, if you've played older games (CVS2/Guilty Gear) the amount of animation per character is a lot lower. Again, we aren't really expecting much at this point and we have other projects lined up until something comes along. We expect a character to take months to make. 400 frames of lienwork, assuming a hobbyist prospective (lets say 15-20 hours a week, similar to what myself and Anotak are putting in) of only linework would yield maybe 1/3 of a character per month at best (realistically I would shoot for 1/5th though). I have pretty realistic expectations of how much work is being put into the project, the problem more along the lines of "is it realistic to find someone who will do this" which is pretty dim for the time being. Edit: And that number was my lowball estimation. Sol uses about 600 frames by the way.
  22. No problem, and I appreciate you going through the effort of helping us find someone. Thanks.
  23. Yeah, I figured it would be easy to read in between the lines but I guess I did not say it: no it's not paid (by commission standards, % based distribution of profit counts as unpaid work). We are aiming for a commercial release however and obviously they would get a good cut. I can easily sympathize with anyone who does not want to work with us based on that and am completely understanding if they refuse since all we have currently is an engine, hearts filled with desire and a good amount of knowledge behind the project which is worth about jack squat (well, the engine is worth something).
  24. Did you like, not read point number 2? At all?
  25. Haha I was looking for that image, thank you.
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