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Everything posted by redsilversnake
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...Except it is GG's spiritual successor. Yes, there are differences that make it it's own game, but one simply cannot play both games and not see the direct link between them. And yes, if ASW marketed it as "the new GG" (I only learned of CT a month before it came out on consoles, so I have no idea what marketing was like before then), then you're right that they shot themselves in the foot, but it still wasn't entirely baseless.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
redsilversnake replied to pktazn's topic in Archive
Hence why I said "decent," not "good." It is indeed inconsistent, but from what I've seen, it still usually hovers around 2k and doesn't often go lower. Well, as Airk keeps pointing out, it is rather poor for a 5B now, so it's not nearly as useful as it was in CS2. Granted, there are three ways to cancel it, but it does change her neutral game, especially midscreen. Indeed. Very glad to see it unchanged, at least for the most part. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
redsilversnake replied to pktazn's topic in Archive
Reward assessment is probably because she still gets decent damage and hard KD without stock while getting noticeably more of the former without sacrificing the latter with at least one charge. Defensive viability is most likely taking into account her 623D (and 2C, depending on his definition of defense); if he is including 2C, I can see how he'd classify her defense as B+. If not, though, I'd be inclined to agree with you and place it at B- or C+. -
Some of these placements seem odd, mostly in A. What makes you put Tsubaki so high, while Platinum and Arakune are so low?
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
redsilversnake replied to pktazn's topic in Archive
No, she's obviously weaker. Much weaker, in fact. The 5B nerf in particular really hurts her footsies, since that's the only useful move she has for it. The 5C buff may be decent for frame-traps, but it's not enough to compensate for the fact that she's going to have an even harder time against characters like Ragna with a much better spacing game. Combine that with a generally lower damage output due to both it now being somewhat harder to get charge and the harsher proration on D moves, and it's clear how much weaker she is than in CS2. Like you said, no one's unplayable in Extend, and Dusk is exaggerating quite a bit, but all of her matchups are going to more uphill than they were before. Which is why I'm joining Kiba in profound sadness, seeing as I can't think of many matchups that were even, let alone in her favor. -
Blazblue: Short Stories and Novel Discussion
redsilversnake replied to zephyr07's topic in Zepp Museum
No, it used to be. Still not entirely sure why,though, or why it was unstickied. -
That's nothing new. In CS1, Valkenhayn could get at least 1.7k from a CH CA midscreen. Anyway, good stuff, Kiba. I didn't know her parry lost to lows (though I really should've figured), so I'll have to keep that in mind for future matches.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
redsilversnake replied to pktazn's topic in Archive
In one vid, someone tried it and it bluebeat at 236B. No clue if he delayed it too long or if it's only possible from certain starters now. As for charge, it doesn't seem too bad, just noticeably more difficult. It is still relatively early, though, and there still aren't that many vids of her, so who knows. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
redsilversnake replied to pktazn's topic in Archive
Didn't Sony say it'd come out it in NA and Europe in Early 2012? They could very well see it in January or February, March at the latest. Though we won't. ...Dammit, Solar. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
redsilversnake replied to pktazn's topic in Archive
From what I saw, Taokaka was pretty low, so Satsuno may just have teched before the first j.C hit. Anyway, thanks for the vids! And yeah, Tsubaki doesn't seem that bad so far. -
As others have said, Nocturne isn't part of the Persona canon, so you don't need to play it before or after any of the Persona games (it is quite good, though). However, although they're numbered sequels, you don't need to play 3 and 4 after 1 and 2. They have passing references to the first two, but nothing important. Hell, you don't even need to play 3 before 4, since the latter doesn't even have passing references to the former until the school trip. 1 and 2, though, do seem more connected, but I'm not that far into Innocent Sin, so I dunno if it's better to play those two in order.
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For that combo, it's best done if the 22C hits them while they're still relatively high. That way, they're still sliding when you use 5C. It's also more consistent if you do a very short dash after 22C. Also, Jin's hitbox makes it hard to connect certain OTG combos, so you'll want to practice on other characters.
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Actually, I tested this yesterday (since I wasn't entirely sure), and it seems her 5A will trade with his 2A if you IB. However, you can DP after blocking even without IB. With the D version, anyway; forgot to check if the A version works or trades.
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Certain people here could probably give you a good rundown, but some basic stuff from the matches I've played: As Ginseng says in the first post, 2C works well if he pulls in on a blocked chain. However, most good Hazamas won't pull in on block, so doing it on reaction might be more reliable, since 2C can be punished if he just retracts it. Unless you've got him knocked down in the corner, you may not want to charge, since it leaves you vulnerable. Instead, focus more on getting in and pushing him to the corner. I'm pretty sure Ressenga (Falling Fang; the overhead special a lot of Hazama players use after 3C) is still +2 on block, but even with the IB changes, IBing it and using 5A right afterwards might work. Jayoku is less fearsome as a reversal since the proration is shit now, but if he finishes a combo off of it properly, you're still at a disadvantage, so keep an eye on his meter and bait it if he tends to use it often. And don't be conservative with Counter Assault. He can get good damage both midscreen and in the corner, so if you have meter and he's pressuring you, use CA ASAP.
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Analysis/Commentary/Review/Discussion of GG's story
redsilversnake replied to danceljoy's topic in Guilty Gear General
You do realize that what you cited to "debunk" the claim that Aria was/could have been Justice heavily implies that that's the case, right? -
No, it is not. The US games didn't get story modes until XX, so #Reload and Accent Core Plus would probably be your best bet. The first game does have cutscenes and endings with varying amounts of canon, but it and X+ (the first game to have an actual story mode) both have their full scripts online. As for novels, there are two, but neither have been translated. Summaries do exist, though. There are also drama CDs that expand on certain things. #Reload and Accent Core Plus are, I'd argue. Both are executed much better than the earlier games. GG2: Overture as well, but the gameplay for that one is rather polarizing.
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That reminds me, I saw a Tachikawa player (I think it was Konan, but it could've been Spinoza) do 214D>5C>2CC>236D>5C>2CC>IAD j.CC>5B>2CC>236X>214B>22X, which does a bit more damage (4.4k, I believe) and has similar corner carry. It also has height dependency, but it's easy to get used to, IMO. Just need to delay the 236D if they're pretty high after 2CC and both 5Cs have particular timing, especially the second one. You could probably omit it thanks to 236D's untechable time, though.
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You also need to time the 5B differently on Haku-men; maybe Arakune as well, but it's been a while since I tested it on him, so I don't remember that well. And, as Errol said, it seems to not work on Valkenhayn, but I didn't test him that extensively, so he could just be like Haku-men. I also couldn't get it to work on Tager in training mode, but I think I pulled it off on him in a match the other day, so he also might just need different timing. Everyone else, though, it works fine on, even Platinum and Carl.
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Did you mistype there? 'Cause I know it's possible to do B+C>236D>5B>2CC>236B>214B>22B/C.
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
redsilversnake replied to furix's topic in Misc Fighter Central
Probably to indicate either/or. Basically, that you can end the combo with either j.B>j.C or j.A>j.4B. I don't play Saki, though, so it's just a guess and anyone who knows is free to correct me. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
redsilversnake replied to Hecatom's topic in Under Night In Birth
As far as I know, the definition hasn't changed since Nabokov's days, so it's still the defining factor. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
redsilversnake replied to Hecatom's topic in Under Night In Birth
Actually, no. Nymphet and loli are basically the same thing, so she's neither if she's 15. -
The original doesn't have an actual story mode, so you shouldn't get your hopes up on that one. It does have cutscenes with Testament and Justice, and every character except them and Baiken have their own endings, but aside from that, everything's in the manual and supplementary material. X also doesn't have a story mode. X+ does, but that was never released in the U.S. (there is a full English transcript, though; just look for Blade and click his signature). And Isuka is more of a side game than anything and doesn't contribute to the overall story, so the only reason for you to pick it up is for the silly gameplay. As for AC versus AC+, they're the same gameplay-wise, but AC+ has a different story mode than #Reload and two characters that aren't in AC, as well as more modes.