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Everything posted by KayEff
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highly doubtful.
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rip mu, you won't be missed you fucker
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i do agree that barrier doesn't see much use and should be tweaked to improve it. all i'm saying is that replacing it with guilty gear mechanics is perhaps not the best choice.
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crush triggers were probably added in order to balance out every character's ability to guard crush. when you consider how certain characters not only had effective ways to guard crush, but were also incredibly strong (e.g. lambda, arakune, mu), you can kinda see the purpose that crush triggers have in BB. although i say this, they also seemed to have removed two characters (possibly for now) that possess the most frightening guard crush pressure, so it may turn out to be a bit overkill. of course it's way too early to say how effective this will actually turn out, but i'm not going to jump on the pessimism bandwagon.
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if you get caught blocking her B version (the one where she sends the staff straight at you) or C version (the one where she sends the staff at your feet), you can ID in between the two hits for a free punish. on IB, you can even 5B for a better punish, although it's riskier and should only be done if you're at point blank range.
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if you want guilty gear, just play guilty gear
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i'm going to assume that non OD version would be similar, if not exactly the same as the BBCSEX version. everyone is only saying is that the OD version of carnage scissors gets more powerful, but given how non OD DbD does roughly 2.2~2.5k, i'm going to assume carnage scissors does the same.
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newest ragna footage, kinda the only thing i notice from this is that ax kick has a lot less horizontal knockback, making oki and the 22A~C option select easier.
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looking back on the loketest videos, i don't think OD being unburstable is true. during the ODs that happen, the OD icon doesn't seem to have a red X over it, so the rumor may just turn out to be wrong after all. i do notice that you cannot burst during a guard crush, so maybe it was referring to that instead?
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j.D > air BK > j.623D seems possible. who knows what kind of combos can come out of it though.
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i think i remember from translation that dash cancelling dead spike is better than without it in terms of frame advantage. as far as confirmation goes, well, just keep in mind that i'm translating posts from a forum board much like this one.
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ドリームサリー: C泡>端に到達するとバウンドせず停止。 A泡>端に到達するとバウンドするのは前作同様。登っていく起動も同じだが、端バウン ド後はC泡の最高度の高さ辺りでゆっくり横に進んで行く。 B泡>未検証 C bubble: simply stops when reaching the corner. does not cause wallbounce. A bubble: causes wallbounce when reaching the corner, similar to previous wallbounce (maybe referring to wallbounce in EX?). traveling speed at startup (lit. ascension startup) is about the same, but after wallbounce, slowly starts traveling next to a point that's located at around the highest point that C bubble travels to B bubble: unknown i'm just a tad bit iffy on this myself, especially considering the fact that dream sally wallbounces, but it's about as good and gramatically correct as i can make it.
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the thing with overdrive is that it still encourages the use in combos, especially when you consider the fact that it uses up your burst. most knowledgeable players in most cases would rather keep the burst than to use it on overdrive and chance it out. some overdrives may have less consequence to just activate out of nowhere (bang's maybe?), but the fact that it uses up a burst still creates an incentive not to do it. my guess with overdrive is to give players more decisions this time around, what with the addition of crush triggers and overdrives. should i spend 25 heat to try and force an opening on my opponent, or should i save the heat for when i need it more? should i use up the overdrive and try to finish the round as soon as possible, or should i keep it just in case my opponent somehow manages to land a potential kill combo? these particular design choices do deepen the strategy behind BB quite a bit, so it's definitely a step in the right direction. i'm all for what's to await this rendition.
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no it's not
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Annoying → Taokaka, Rachel, Valk, Lambda, Hakumen, Litchi Shitty Annoying → Mu, Jin, Ragna, Carl, Bang, Tsubaki, Hazama, Arakune it's a tier list of who the poster personally thinks are stupid and annoying characters; kuso-kyaras, if you will. if i were to guess though, i'd say this is more relevant to EX rather than CP.
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that's how the sentence was actually written. unless i'm missing some context, that's as accurate as it's going to get.
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hey. hey. i'm translating a wall of text just about every day, cut me some slack
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by "being able to jump out" it's probably meant in that after the move is blocked, the opponent can jump out and be able to block in the air. this implies that the advantage is something below +2 or +3, assuming that the move used afterwards is 5 or 6 frames startup and jump startup is 4 frames (of course, i could be wrong. they are making the game faster after all). the way to test it is to use the move, have the opponent block, then jump after blockstun is finished, then use a move afterwards to see if the opponent blocks it or not. you cannot block during jump startup, so it's either they block or they don't block. regardless, if gauntlet hades does turn out to be safe on block, then it'll really help ragna's pressure out a lot. it's a nice change of pace from when more than half of your moves aren't safe without meter.
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i'mma herpin and i'mma derpin
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dunno, but i would conjecture that it would be impossible to followup meterlessly, just like with carnage scissors though it's just conjecture
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i'm pretty sure they're going to change DbD's P2 now, maybe make it to somewhere around 50, especially when you consider the fact that you can now RC DbD.
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well minus the incredible normals tsubaki has all that stuff and even then tsubaki's normals are okay and ragna's normals aren't really that great
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dead spike doesn't launch opponents into the air. neither does 5C.
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if the opponent's on the ground, how do you get from 214D to j.C? also for 623D >> 236C >> 236C and afterwards, you might just want to use 623D(1) >> 236C >> 236C > crossunder 3C > whatever. if you end up using 5D into either DID or CS, you lose both corner and effective oki afterwards. the only reason you should ever use 5D after 623D wallpunch is when you plan on using carnage scissors, in which case you should only use that if the combo would kill the opponent.