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Beautiful Death

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Everything posted by Beautiful Death

  1. + No proration on guard crushes WOWZERS. Wonder how much Dudena would be able to get off a guard crush now. Hee hee upgrading from 5000+ to 7500, GO. Guess this might be a way of making the primer system more important. Now you REALLY don't want to be guard crushed.
  2. Mmmm. Well, that's a huge step up from a lot of other character's 3C's. Guess It's time for some 22C dude stuff. Well, guess it only makes sense that you can 22C off of 3C. f you couldn't when would you get a 22C? From a point blank 2D? Lolz. And going 3C>22C>66>5B>5D>etc. etc. is still damn good damage. It's actually pretty much the same as before. The heat gain potential is still kinda hit, but you can still reach the 50 milestone if you do double belial instead of a double 22C ender. Guess the only difference is that you can't really get anything from a max distance 3C sweep and hitconfirming might be different. Mmmmmm. HRRMMMMMMM. Good stuff Dudena.
  3. @ Eirei. So true. Anyway. About Dudena's 3C. So you can 22C off of it? Was the hitstun ramped back to CS or is it JUST enough for 22C? As in, might you be able to 5D or 2B off of a 3C knockdown? This is kinda big. Well.....maybe not. If all you can get off of a 3C is a 22C pickup then you can still combo afterwards. Gotta be point blank, though. Ah well. Dudena ain't looking bad at all.
  4. naw. Her air-unblockables are 6A, the first two hits of 2C, Parsley C, and a ground Super Sword.
  5. Ah. Was wondering if someone would say that. I found it hard to believe that it was the stage size and not so much the camera that made the difference.
  6. As I sub Lambchops, I am not looking forward to just how much faster Sledge is. Doesn't sound fun.
  7. Mmmmm. Dudena's not looking so hot, after all. Guess it looks like Rachel Carl or Jean will be it. Or Slayer. And I'm pretty sure J236D is reserved for when Lambchops is given an air Sickle Storm.
  8. Hey well at the very moment she doesn't look so bad. Not so hot. But yeah? She isn't so hot as she is in CS as it is. She looks fine. ARGH. Mid-tier or so. Around her current position. And about gravity......well, if it's losing it's invincibility as people have been saying, might it's proration be brought down? Remember, Nu's gravity had 100/99 proration, probably because well, uh, it was a slow mid attack? Like, who would get hit with this raw. Really. Lambda's had monstrous 60/99 proration because well, it was of DP of course. Guess it doesn't matter. I can't see when anyone would ever get hit by a 19 frame mid attack with no invincibility, so I suppose it'll be a combo fodder move. Would be nice if the meter was removed, of course. I would love that.
  9. This is what The Man says. So.....pretty long. Thank god for The Man.
  10. oh wow someone finally brought this up? Well, I personally ALWAYS play on this stage along with MOTOR HEAD. This stage and that song are the only ones I can really stand in this game. Everything else is distracting to me. So no, I don't think it's ugly at all. Very simple, clean design without a bunch of background animations clogging up my vision. Really interesting that stage choice would possibly create an issue though. Thought the only fighting game in which stages REALLY matter was smash. Regardless of how much I like this stage in comparion to everything else, since it could possibly cause people to mess up their combos since there is no easy way to tell where you are in the stage in relation to the corners, which can be PRETTY important for some characters, yes. Ban it. Hee hee hee banning stages. Never thought I'd see this for BlazBlue. So, guess just go with Auto every time. Doesn't seem a hard rule to enforce. Ah well. Guess I can listen to Motor Head and play on Blue Stage in training mode.
  11. Okay. My question concerns a matter of numbers. Anyone know how much frame advantage you have after like a 5B, 5C, 5B>5C etc. poke into Hell's Fang without followup? I know it's got to be somewhere between 1-3 frames. And in that case I already can imagine it's pointless knowing the exact number since in short- -A long distance poke into Hell's Fang minus followup nets you very slight frame advantage. Still. Anyone know somehow? Argh. I need to take a crash course in figuring out this stuff.
  12. Woa I was actually just thinking about this very topic like now. But uh, I'm pretty sure that when you see dudes pull of a purple throw off a say, 5A or 2A or JA gatling is because they either must have predicted the opponent would have tried to barrier OS at that point or they reacted to the barrier and gatling into the grab from the jab or whatever, getting a reject since they hit B+C. So in a perfect world you would always react to throws instead of barrier OSing. Too bad, so sad. And I don't really think it's reasonable to think you can react to every throw either. Because if top players like Buppa and Satoshi Barrier OS a great deal of the time, I'm pretty sure it's just a fact of life you have to deal with. A recent example of this is in this set of matches. http://www.youtube.com/watch?v=dHpDqmp-3fY At 11:38 Goro jumps, does 5A, then Gatlings into a grab and as you can see, it was a purple reject throw. Satoshi had just jumped and barrier OS'ed, and Goro either predicted that or reacted to the Barrier animation and so instead of jumping straight into an air thow he first jabbed THEN grabbed to ensure the grab. I think it also happend at 11:53, but I can't be sure. I do think that Tsujikawa pulled this off against Satoshi in the SBO grand finals as well, although I'm not so sure. That brings me to my question. How long are you put into throw reject state after hitting B+C? Could be useful. Maybe I'll have to hit the man up on Throw Reject State frames. And if I am out of my mind, do me a favor and let me know.
  13. Ragna's mixup is fine. I wish he had a command grab though lolz. And no, 22C does not count of course. Blood Kain is fine where it is. I don't think Blood Kain is implemented correctly, but in terms of effectiveness, it's pretty much flawless. And what on earth? Are people saying Ragna has a bad grab? It's FINE. Around 3300 damage and 50 heat is FINE. Getting a grab with 50 meter and going into Blood Kain for 5500 damage is FINE. And as everyone is saying, if you have a good idea that someone is going to mash jab out of block, well, that's what 2C is for. Fatal for a million damage. You can't use his overheads against someone that's going to punch you. You have to make someone not want to get hit with a frame trap before you can try overheads. There is a counter to just about anything anybody does when they are blocking. It's all about guessing and deploying the appropiate counter. If Ragna where to stay the same as he is now when the patch comes out, I would say the only things could use are an extra normal like say, 4D or J2D or something, better implementation of his life steal thing and better implementation of Blood Kain.
  14. YES. This sounds SO much like what the MAN up here in Alaska said about overheads. Guess great minds think alike! For the most part, in high-level play, you're going to be hitting with overheads when your opponent is seriously under pressure and/or paying attention to other things like breaking grabs, jumping aways from you, etc. So, it's probably not something you want to use every single time you get somebody blocking. And about 6B and Hades. Everyone. Don't forget about the notes. Because I used to think OMG!!!!! TK Hades is 12 frame startup! WOW! But then I read. "Hits crouching on 23." Oh. That's like the same as 6B. Same with Bang's 5C. It has a 15 frame startup, but hits crouching at around 23 or so. Around the same speed as Ragna's. Anyway. Point is. From the way some people talk about Dudena's 6B you'd think it's very snail-like when it's like around the speed of every single overhead in Blaz. Soo....Doesn't make sense.
  15. Well, remember that most overheads on block aren't gatling-able on block. Period. So Ragna is lucky. And you can go into 6B from 5A, 2A, 6A, and 2B. Guess it's only pretty early on you'll be getting a shot at 6B, but whatever I suppose. And unless I'm crazy AGAIN, I'm pretty sure both Gauntlet Hades are around the same speed as 6B. Around 23 frames.
  16. I can only think of two times in which you would get a 2C. 1. They are trying to jab out of block and you frame trap them. Which would make it a fatal. Which could be 8000 BLOOD KAIN combo! YESSSSS!!!! 2. They are trying to instant block EVERYTHING and because of that get hit due to them trying to time for instant block. Which would make it a regular hit. Dunno when else you'll get one. Something else. It seems that many people see Ragna's 6B is slow? How so? It's like around the same speed as all the other overheads in BlazBlue. Unless I am crazy again. Or does this "slow" factor have to do with the animation. I think it's kind of distinct.
  17. Guess I should probably post it HERE instead. AH ha ha! Oh lol. I just made a table in Microsoft word. Nothing special. Just tested everything myself and wrote down everything. Yup.

  18. Everyone make note that Jin's C DP is prettyyyyyy bad. In case this wasn't obvious. So feel free to pressure him on wakeup all the time unless he has at least 25 heat.
  19. Oh lol. I just made a table in Microsoft word. Nothing special. Just tested everything myself and wrote down everything. Yup.

  20. May as well post this one as well. Lambda Block Gatlings don't know why I left the jump cancel space for JA blank, but you cannot jump cancel it, even on hit. in case some dudes didn't know, she can gatling into a grab from a good number of her attacks. WOOOOOO HOOOOOOO
  21. Ah. You misunderstand. My mistake. I can dash cancel out of 5D(1) and jump out of 6C just fine. I don't have a problem with anything. I am wondering WHY it is this way. You can mash out the dash cancel after 5D(2) but with 5D(1) you have to time it. You can hit up as soon as 5A, 6A, and 3C connects and get a jump, but not with 6C(2). Dunno why it's that way. Thought someone would have an idea of WHY it is this way. Cause I have no idea. And I'm pretty sure it's just fine to use 6C on block occasionally. Anything Kaqn does I'm sure is not completely dumb. May as well post this here. Some weirdos might find this interesting. Ragna Block Gatlings
  22. Alright. About 5D and 6C. Anyone know why you can't buffer a dash after the first hit of 5D or buffer a jump after the second hit of 6C? Dunno why I wouldn't be able to mash the dash cancel for the first 5D hit like the second one. Or why I can't hit up right after the 6C for a jump LIKE I CAN FOR NORMAL ATTACKS. Like, was this made to prevent anything? Or WAS IT JUST FOR THE SAKE OF RANDOMNESS. Just found it weird.
  23. hmmm if Parsley B after 5DD is weird, sounds like it might be because Parsley B was changed to travel a set distance like A and C rather then adjusting to the opponents position. or something. how super lame.
  24. urgh. do you know if the 4D or 4DD JC is on wiff? or just period? don't really care about the wiff thing. that's just over the top. but having that on block would be reallly, really, really nice. and uh, what are you doing to get 6000 damage of off 5B? The most I'm getting is a little over 5000. This isn't on of those double or triple Parsley C things is it? just watch. "oh. the JC 5D was a joke. no harm done I hope." "Lol 6B into Parsley C on CH? Just kidding?
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