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Urichinan

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Everything posted by Urichinan

  1. So, something interesting happened to me today. I got a message from Blight Gaming, and Blackfoger said they were interested in sponsoring me. The only problem is, it's Blight Gaming. I've wanted to be sponsored for soooooooooooooo long, because I don't have the funds to send myself to tournaments. And now that I FINALLY got an offer, I can't accept it because the company has such a bad reputation. I did a bunch of research, and they've been sending players to tournaments, and then not covering the fees, leaving the players hanging and having to pay for everything out of their own pocket. I can't afford for something like that to happen to me. It's so depressing. You finally get close to a dream, and then it comes tumbling down. =( I'm still going to talk with them though, and see what they have to say before I completely dismiss them. But as of now, I don't really trust them. @Minion, you should try and reposition them a bit. And add a blur to the background, and a 2 pixel black outline around the characters for more depth. Then try your best to find higher quality sprites. Otherwise, not bad.
  2. Another problem is that summoning her takes a long, long time. Unlike Litchi, Platinum, Mu and other characters that have things they need to set/equip, Relius has to stay in place for 20+ frames to get Ignis out safely. 5D/j.D are quick, but he's wide open, and that can't be done during combos without a rapid. A major problem I have with his offensive game, is that you HAVE to use Ignis to make his mixups safe, but even using her leaves holes in pressure. 5A > 5B > 2D > 6A can be DP'd during the middle, between the two hits of 2D. Using 6D makes it unsafe in-between 5B > 6A. This really wouldn't be a problem, but that makes his safest way of preform an overhead fairly weak. Of course you can use jump-in, which are the primary way to preform an overhead mixup. But since 3C is his only jump cancelable normal on block (Aside from 5A, but that whiffs on crouchers) it becomes extremely easy to react to an overhead mixup. I actually wrote a huge post about some of the problems Relius has, with some examples I tested in-game, with the use of frame data here. If you guys are interested in my opinions on some of Relius' flaws, please do read that. I think it could be useful knowledge to those who are struggling with him, and to help them understand his issues. That's enough complaining from me though! I'm still very excited about the new Relius, especially his potential with Geara Lugia+Ignis attacks and his Ignis-less combos.
  3. He isn't unplayable, but he's definitely not a tournament worthy character. He can be really good once he gets the momentum up, but his problem is that he is literally forced to let up on the opponent because of the Ignis gauge. His redeeming qualities are that his damage and meter gain are huge, and is oki is pretty good in the corner. But he lacks almost every other tool you need to be affective at a high level. What's sad is that it would only take a few tweaks to make him really good. Make his 6A faster, and able to gatling into other normals, give him some jump cancelable normals on block, extend 6B's range, make Ignis use less meter, give him the ability to use Ignis specials during an attack (Not just her normals). Just those things alone I think would make him a much better character, but alas, it's useless to hope for such things until a update is released.
  4. Relius is an extremely unpopular character. Mostly because he's really bad, but also because most people won't take the time to learn proper Ignis management. There aren't a lot of us who use him. Even in Japan there aren't many people who use Relius, so there isn't much for us to talk about here. Relius' changes were very subtle, he didn't get big gameplay style changes like most of the characters. He actually got some very questionable nerfs. Since there isn't a whole lot of footage floating around for him, we don't have as much to discuss and theory fight like the other characters. In general, Relius is much better in CP, but don't expect to see him more than you do now.
  5. Air 360 doesn't have an A version, it's just 360C IIRC. So I don't think it actually has any invincibility at all. =/
  6. It's way too early to tell. None of the characters have been explored enough to determine how good anyone is. And the match-ups have been studied even less. So at this current time, the game is very balanced, but will it be in a few weeks/months/years? Nobody knows.
  7. You see, the thing about this is that her command grab combos still only do as much as every other combo in the game that uses 50 Heat, but hers STILL requires the opponent to stay grounded through the whole combo. Hazama, Hakumen, Litchi, Tao, Arakune, Platinum, Bullet, Azrael, Relius and Carl all do slightly less, the same or even more damage than Noel does using the same amount of Heat and a starter of similar properties to those that Noel uses her Muzzle Filter combos from. Of course time will tell whether or not she can get up to 5-6k with only 50 meter, but at the moment, it's no better than anyone else, and is a lot more specific.
  8. I did just a little bit of snooping in the sub-characters section and found this under LC:
  9. Carl is definitely Lieselotte from Arcana Heart.
  10. http://live.nicovideo.jp/watch/lv116652304?ref=ser&zroute=search&track=&date=&keyword=bbcp&filter=+%3Areserved%3A Live in 15 minutes.
  11. Litchi can combo after Tsubame again in the corner. 5B[m] > 2C > 6D(1) > Tsubame > Haku > Hatsu > RiichiA > IppatsuD > Dash Under > 6C(2) > 3C 2C[m] > 6D(1) > Tsubame > Haku > Hatsu > RiichiA > IppatsuD > Dash Under > 2D > j.B > j.C > Staff 2 > 4B[m] > ItsuuA > 4Kote > 3C I don't know what the damage on these were, but that's what I managed to catch from a stream.
  12. Hakumen is actually really good in CP. His neutral game has been greatly buffed, his megatama gain has been sped up, his overall mixup game has become better, he can combo off his 6B, making it a lot more threatening, Tsubaki alone does 2k of damage, he can feint his 4C, he gets megatama from making a black hole, Zantesu doesn't push back as far now, Agito is EXTREMELY good for pressure and mixups, his overall damage from pokes has been increased and he's got a Shippu loop. :3 Honestly, he's very good, he just lost some combo potential. Which is okay because he's meant to be a hard hitting, short combo, space controlling character.
  13. I'm not near the game right now to test it, but I'm positive Asterius doesn't recover in time for you to do it. You most definitely can't do it from a regular one, so if you could, it'd have to be the Titanomachia version. But like I side, I don't think Asteris recovers in time for you to do the IK.
  14. Stuff > Id Lauger~Haas > Geara Lugia C > 6D works mid-screen, you might be able to follow it up with another Geara Nose if you use 2D or maybe 4D. Close to the corner: 5B > 3C > Id Lauger~Haas > Geara Lugia C > 4D > Val Lanto > Geara Lugia C might work. It'd be even better if you had time to run in and finish the combo after 4D.
  15. I would play Melty more if I had a good controller to play it on, and I could actually read the text in online mode. Right now I just get a bunch of random and crazy symbols. I also have an issue with mine where if I start a match, the game overlays itself during the round call and I can't see anything for about 3-4 seconds after each round has started. Normally ending with me eating a combo. I like Melty though, it's fun. Kohaku & Mech (Team) are awesome.
  16. I wonder if she can loop Ground Persia's. That'd be hilarious. Like, what if she could do: 5C > 236A~A > 5C > 236A~A > 5C > 236A~A just for lulz? I really like the look of her new combos, less 22C stuff not only means we can do our combos more consistently online and against every character, but it's also a nice change of pace. Hopefully we'll see some of these guys from the jbbs show up in match videos soon. :3
  17. Mu and Nu are time release characters, they won't be in until the patch. No word on Izayoi though, but she currently isn't on the CP website. The site also went up today, so if she's not there then I'll assume she'll be coming out with Nu and Mu. =/
  18. BB? BB!? BB!?!?!?!?!?!?!?!?!? BEEEEEEEEEEEEEEBEEEEEEEEEEEEEEEEEEE!?!?!?!?!?!?!?!?!?!?!?!?! BLAZBLUEEEEEEEEEEEEEEEEEEEEEEEEE!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!? *dies* I'm with Bane though, I'm going to be on Nico all day today. I'm super excited to see some quality footage, the final changes, all the stages, the new themes and colors, combos, Amane, Bullet, Azrael and Izayoi. Today is going to be fantastic!
  19. 4, 7, 10 and 15. I'll probably be using 4 and 10 the most, but 7 is beautiful. I'm also a fan of 8, but I need to see that one in-game.
  20. GGs to everybody I played tonight. I had fun.
  21. New BB character, Izayoi: http://i.imgur.com/MQemt.jpg Izayoi is the name of Tsubaki's weapon, and this is being called Tsubaki's "True form" or basically her being fully transformed by her weapon. She looks BOSS.
  22. Litchi's Astral could be combo'd into from all her BnB's that involve IppatsuA, so it's pretty useful. I miss her CT Astral glitch. If you used RiichiA, you could jump off and use her Astral on the ground by doing 4476D, she would do her double backdash and then do it in the air. It looked super dumb. Lol The second one can only be done with easy specials.
  23. LITCHI STUFF YES! -The first hit of 6D is special cancelable again -New normal, 4B[m]. It's a vertical anti-air, and it launches -4B[m] can be used in combos -2B[m] > 4B works as an OTG launcher -4B[m] combos into ItsuuA -Hastu has a longer untechable period -Litchi falls faster after Hatsu > Chun -She can combo after Haku > Hastu > Chun without a rapid -4D causes a ground slide -6C[m] no longer pushes the opponent back half-screen -6C[m] > 5D/2D allows for a combo followup -6B[m] > 6C combos on normal hit (Might be crouching only) -Hatsu > RiichiA > IppatsuB/IppatsuD combo directly, without the need of IppatsuA -Haku > Chun no longer send the opponent flying, it instead causes a very small ground bounce (We don't know if it can be followed up) -IppatsuD is now a new move that replaces her Astral input. Litchi falls straight down off the staff, doing the same animation as j.2D[m]. It's two hits and causes a ground bounce. -New staffless special. 421C. It's like Jam's puffball, but small. On CH it causes a ground slide -Tsubame Gaeshi's first hits causes the opponent to spin backwards, guaranteeing the final hit to knockdown -6D[m] now causes a 2D set and 4D[m] now causes a 5D set. (Reverse from Extend) -6D[m] now causes a wallsplat instead of a wallbound -Kokushi now has two versions. One is with all the punches into the the spiral (The current version) and the other goes straight into the spiral, but extended. (The new version) They appear to change depending on what set the staff is in. -6A[e] > 5C[m] > 4D > Haku > Hatsu > Chun > 5B > 5C > j.B > dj.B > j.C works in the corner, it could be possible mid-screen as well. -Air Throw > 2B[m] > 4B > ItsuuA > 6Kote > Haku > Hastu > RiichiA > IppatsuD works There's probably a whole lot more, but that's all I got from videos.
  24. He was more than likely holding down throughout the duration of his knockdown. So it would be buffered during the very first neutral frame that he had. So it could still be pretty long. I really don't think it is though, since this IS an ASW game, and their charges are really fast anyway. I'm liking her changes, her items honestly look better now than in Extend. The loss of hammer loops is okay with me if we get a guard crush from it every time. j.D with the Pan looks crazy and the Cat Hammer does indeed look like it's faster.
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