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SoWL

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Everything posted by SoWL

  1. Remember when I said how far charged Flint pushes back people? I'm an idiot who doesn't check his statements (v:v:v), and it turns out to be the exact opposite: it doesn't have any pushback at all. Even 6A and 5B push you farther. That means that charged Flint is actually a valid option to throw out in blockstrings if you feel like they respect you too much... or that they can't react to it, which is less likely. EDIT: This makes me think of using regular Flint to make them respect the charged one. Hmm...
  2. I played through a good chunk of P4 and still liked it I watched it in raw.
  3. Episode 4 turned out to be surprisingly decent. Not only did we finally get a proper OP animation, but the script finally covers important plotlines instead of zipping between badly staged action scenes. Oh, and Ragna is going to be a mummy this Halloween.
  4. So basically, the only H0 combo route on non-CH crouchers is 5C 2C 5D, correct? That's too bad, but you can't expect anything grand from H0, anyways.
  5. Best item name ever. I like this new Abyss, it feels less like a mindless grind and more like a proper challenge.
  6. Speaking of this, I can't land a 3C in a combo unless it's after a naked 5C for some reason. Do I have to just do it faster, or it's more situational than I thought? The hardest part of her combos for me so far is jc j.C: I'm doing it way too late for some reason. Still, I feel like I got an idea of her combo routes, and that feels great.
  7. You can see them on the official website, it's the same for all characters. http://blazblue.jp/cp/dlc_detail.html
  8. Didn't try Abyss yet, but maybe it gives you 100% Heat gauge, like in GG and P4U?
  9. Faust > * . Truefax. I wouldn't be too worried about Baiken, either, since she's one of the characters who've been playable since the very beginning.
  10. It's also worth mentioning that while the Faust only got one new move on the list, he might still have lots of space for innovation (aside from the changes in normals). I mean, they can just add more items.
  11. Pretty sure they've confirmed it a long time ago.
  12. That's what I've experienced, as well. They just don't have anything to compare the anime to, maybe except other anime of similar genres, and though it might seem like a jumbled mess, that urges some people to explore it through other means.
  13. That makes sense, though when I was writing the wiki article, I've been using the mook notation, which used lv.1, 2 and 3. I suppose the mook writers were not in touch with ASW about this.
  14. Aww hell yeah. Expected Eddie, wanted Faust. Thanks, ASW. The only new move I can see is a vertical jump (?) on the pogo.
  15. My main gripe after playing Bullet for the first time (with little to no time spent in the lab) is that I can't end her aerial combos with j.D to save my life: her lv.1 circle just doesn't reach the opponent. Am I supposed to high-jump or leave some attacks out? As an example of a combo where I can't land a j.D: 4BC 236[A] 5B 6B jc j.B djc j.B j.C j.D
  16. Man, it's always difficult to fight Tager as a new character, especially when both of you prefer to fight on the same range. I'll have to get used to abusing 5B and 2B, though it feels like it's still not enough to keep Tager away (Drive doesn't reach him, Flint Shooter gets eaten by Sledge, Afterburner gives him time to charge Spark Bolt). And Bullet's defense sucks even more against Gadget Finger: even if you do a Cutting Shear, Tager can just throw a 5A and block after it passes through your invul frames.
  17. It's already out on PSN, yeah.
  18. Well, the only overheads I can compare it to are Tager's and Plat's, and those are pretty horrible, so 6A looks amazing in comparison. We have to work with what we have, but yeah, it's not as safe as throwing. I'll finally have a chance to play at my friend's place tomorrow, so it's very nice that this thread got more active. There's no easy solution to Bullet's main weakness: you have to actively dodge the projectiles to get in, and when you do, expect your opponent to do a DP or something similar to blow you away again. It's especially difficult if they give you no chance to Afterburner, since that leaves you without a full-screen Flint Shooter, long dashes and the Drive radius. At least she can actually dash, unlike some other certain Sector Seven brawlers.
  19. I'm actually in a similar situation, since I never played Ranked (though it mostly has to do with my region). I do play with my friends online, though, and I can say that the most important thing is realising your mistakes and learning from them. Record replays, watch them, see what you did wrong and try not to do it again. Sounds easy, but it's enough to improve your gameplay by leaps and bounds. Come on, it could be worse. Why have no one but you QQ'd about Bullet so far? Speaking of which, feel free to drop by the character forums and don't be afraid of asking questions - we are here to share our info, after all.
  20. In that case, you have 6B with amazing range and head invul. I suppose Snaphance works too, but that depends on the exact situation. Oh, and you can hold D for more invul! Sounds kinky.
  21. I guess the first question is, what levels should the ones in the arcade sparring mode be? We got lots of combos that have been tested in the arcades, where you can't control your health value as precisely as on the console: all the options they had are full health, about half of the gauge, and red health. I suppose it's something close to OD10, OD5 and OD7.
  22. Don't forget to use Flint Shooter and Miquelet against zoners, they work wonders against single-hit projectiles. Some thoughts on the blockstrings and stuff: - They should be pretty tight as long as you don't go for mix-ups. Both 2A and 5C are neutral, and the latter also gets you closer to negate the pushback from blocking, but it's not like you can mash them over and over again - especially when the opponent learns to IB them. - The most obvious way of improving your blockstrings is the Drive on higher Lock-On levels. However, you have to hit them to get it, and it hurts your damage when they block it. Still, I guess it's worth spending a level or two on implementing some 5Ds into your blockstrings, if only to condition them not to throw stuff at you when you go for the 2D/6D mix-up. - Between Bullet's two main lows, 2B and 2C, I'd certainly prefer the former in a blockstring. It might be -9 on block, but it can gatling into both 5B (-1) and 2C (-5), even cancel into specials in a pinch. By itself, 2C is not too hot: it can't gatling into anything but a Drive, and when you don't have it, IB'ing the second hit leaves enough room to throw a jab at you. I don't consider 3C here because of its 21 frames of start-up, which lets the enemy simply jump on reaction. Oh, and it can't even gatling into Drive. - Bullet's ground overhead, 6A, is pretty decent: leads into good combos, relatively safe on block (just -3), gatlings into 5C in case you want to stay close or get neutral frame advantage. The only downside is its huge start-up: if they see it coming or disrespect you, it won't be too difficult to DP you. - 6C is a quirky move, but I feel like Bullet's gonna need it if she wants to keep her enemies on their toes. Yes, it takes ages to come out and can be punished by anything, but leaving her airborne and being jump-cancelable is huge. If they respect you, a whole new world of mix-ups opens to you: JC and use aerial overheads, land and go for the lows instead, or even land and go for a 6A for the authentic Princess Bride experience. - It's a sad thing that most of Bullet's specials are unfit for blockstrings, with a single questionable exception. Charged Flint Shooter has whopping 25 frames of start-up, but has the greatest frame advantage among all of her non-Drive moves. Too bad that it pushes you a bit too far away and can't even be followed up by anything short of RC. If only you could dash-cancel it...
  23. Some characters have to deal a certain amount of damage instead (Bullet's challenge is to deal 10000 damage). Gotta fix that, too.
  24. Now I can't tell to the fans of other fighting game franchises "Well at least our game is not about a tournament!". Why would the world do this to me?
  25. All those people talking while the game is playing in the background with even more talking reminds me of some LPs. Great to see Sugita enjoying VVV and spreading the word, I didn't know it's even that popular in Japan. And of course, Imajin keeps on being the most adorable thing in the world.
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