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Everything posted by Zeromus_X
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Aguro (Narukami) vs Nerina FT5: http://www.youtube.com/watch?v=s0XQzR2fHhA&feature=youtu.be
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Zeromus_X replied to ludwig van's topic in Naoto Shirogane
Happy to finally watch footage of Denpa, I was wondering if he even still played the game anymore. It looked like he was struggling against Yukari at first but by the end of the set he totally downloaded Tahichi.exe. And yeah, I am glad Naoto is looking much more solid in the new game. Her zoning looks a lot better, and Venom Zapper helps her control an angle she had trouble dealing with before (plus poison combos are awesome). It looks like her 2B got buffed too, or at least, I see it hit a LOT more often in videos. The gun change will take some getting used to, and may hurt certain matchups, but it's a pretty reasonable change and just forces us to control space with our new tools more and not autopilot shots. Overall, I'm just happy she looks like a much more complete character, because even with her insane comeback/punish potential with SMP in the first game, it felt like she was really lacking options. It looks like she has more tools to make people respect her now. -
Should make air-to-air blockstrings and hitconfirms safer. Ex: reverse beat jB > jA > jB > etc. A minor thing, but should help her air-to-air game a little.
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I find the 2B version the most consistent. Make sure you hit them as low as possible with 2B, super jump immediately for the j2C, and dash in as deep as possible for the followup 2B. Depending on the character's hitbox (Jin and Kokonoe can be tricky iirc), you may have to dash in a bit deeper for the second 2B, but it should work on everyone. If I'm not confident I can hit the dashes due to lag or character hitbox, I just dumb down the combo to throw > dash 6A > 6B > 5C > 6C > oki/SoD for 3k.
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GGs Dark Ranger. Yeah there were some lag spikes, but our connection was pretty good for the most part. Plus it caused some lulzy things to happen... (whiff astral > throw, mixup of the year all years). I'm still not quite sure what to do during Makoto's pressure, so I just guess at times. I was able to block her 6B a few times but I think that was more prediction rather than reaction cause I started getting nailed when you mixed it up with 2B. I remember hearing her command dash was unsafe, so I tried to mash out, but you frame-trapped me with the low move followup, so I stopped trying to do that lol. I'll have to look at her frame data. EDIT: Oh wow her overhead is as fast as Mu's. I guess I can't feel bad if I get hit by it then.
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Not that I don't agree with the change, but if you're trying to safejump something that cannot be safejumped why are they the ones "getting lucky"? Another thing that's unknown is how the backdash/negative penalty will affect her. I wouldn't be opposed to less negative penalty resistance, since you can go ham with backdash/IAD back with little concern in this version. As long as it's not like P4A..."you backdashed 2 times? NEGATIVE PENALTY"
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I must be unlucky, because netplay is a Tao-infested hellscape for me. The Mu changes are pretty minor. She got some minor, but appreciated buffs (CA hitbox, Ikutachi easier to connect) and nerfs on some autopilot things (j2C easier to punish with bigger hurtbox, and DP no longer autoguards from 1F). She should still be really good.
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If her CA doesn't whiff on low-profile moves now, I will be very happy. Overall she seems unchanged, if not buffed, but I wonder how the backdash and Negative Penalty changes will affect her.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Bullet got hella buffs as well. Too bad Taokaka is pretty much the same, and they nerfed poor Makoto. Again. Well, at least Mu is pretty much the same. -
CP Update changes for Mu from the official site: http://blazblue.jp/cp/update110.html Take my crappy translations with a grain of salt. Will update when SoWL posts a full translated list. Counter Assault - Blowback increased? j2C - Not sure. Furu no Tsurugi - Blockstun on max charge version is the same as other versions? (This would be nice if true. Always seemed silly that the full charge is -9). Ikutachi - Speed reduced? I think it's saying something about the "leaping forward" animation being slowed down. (This might make it harder to connect Ikutachi off every hitconfirm). Tsunugui - Armor no longer begins at the startup, now starts during the middle of the move? To compensate, has less recovery. (I'm guessing this means no more full guardpoint from 1F, so her DP is no longer immune to safejumps)
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
lolwut he can use fireball in the air now. Or is that S. Narukami only? I swear this is the first time I've seen that in a video. Edit: S. Narukami is so lulzy. time freeze with Shadow Install and then 1F stabby super lolol. -
GGs to Omni
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I believe Ruben said he's taking a break from hosting this week. -
Yeah, clashing works too. My bad; thought he meant using jB or jC as a safejump.
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Any type of meaty will get devoured by Mu's DP because of the autoguard; because of this, 5C will get eaten and it can't actually be safe-jumped. Dead Spike oki or just hard baiting the DP is the way to go since its hitbox isn't very big.
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Yo C0R, what does "HCA" mean in the first post of the combo thread? I'm guessing it means you can't use a certain number of normals after the starter for the combo to work, but I don't see an explanation in the OP.
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^2B (2C/5C/3C) > SoD > dash 2B > 5C > 2C > sj2C > 2B > 5C > 2C > 5[D] > jC > j2C > 3C > 214D > j2C > Omoi does a little more damage (4.5k), but uses up all of your steins.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
So apparently Valentine is a boss in Xrd and will be time released. She sounds like Mu + Rachel with a hop dash. I'm totally down. Hopefully some brave soul will sneak out some loketest footage. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Ougon game of the year all years. Or we could go back and play like, BBCT or CS1 lol. -
It would be nice if they gave Miquelet more projectile invul closer to the startup. As it is now, you pretty much have to use it on prediction rather than reaction to go through projectiles. If Bullet gets stronger pressure and a better neutral along with the same damage she has now, she could be a force to be reckoned with in CP2. All aboard the Bullet train!
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs everyone. Especially the Tuscon crew. Hakumen 6B will be forever unblockable. Those brownies were awesome Ryan. Although I think the YC's afterward slayed me. I can't believe I was even able to eat so much -
As endearing as Tsubaki having a Sonic Boom is, her projectile didn't seem quite good enough to need a charge motion, so I'm happy with the change. A 41236 motion or something instead would be nice.
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GGs Aozaki_Kyo. I would've played a bit longer but I was starving.
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I think it's a misconception that Terumi can just gain a whole bunch of meter off any stray hit confirm. With 2A for example, you can combo from 5D into 6D for nice meter gain and a midscreen safejump...but you pretty much have to be grinding against the opponent's sprite for it to connect. More realistically, you'll either have to A. combo into 236D and then use 50 meter for Burensen to get oki/corner carry or B. end in 5D > 6C for oki and forfeit about 20 meter gain. Certainly, in the corner, he gains a ton of heat and it can be somewhat scary when he gets the 6D vortex started, but off random midscreen hits he really doesn't gain a whole lot or set up a scary situation, which is why it's so easy to disrespect his pressure. If they gave his 236D better positioning, or maybe made his 2D faster with more active frames for oki, it would go a long way to making him a more solid character.
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12/04 Gamechariot https://www.youtube.com/watch?v=fNdoQ2ceQwU#t=3m59s FunyaQ vs Yoshi (Nu) 12/07 Gamechariot https://www.youtube.com/watch?v=6O5QGRof0kI Washi vs Lotsa Spaghetti (Arakune) https://www.youtube.com/watch?v=6O5QGRof0kI#t=7m58s Washi vs Paarou (Makoto) 12/11 Gamechariot https://www.youtube.com/watch?v=VIEosT89qV0 Washi vs Lotsa Spaghetti (Arakune) https://www.youtube.com/watch?v=VIEosT89qV0#t=12m1s FunyaQ vs Shadow (Hazama) https://www.youtube.com/watch?v=vC8YkZ4MOI0#t=2m35s FunyaQ vs Hasegawa (Hazama) https://www.youtube.com/watch?v=76VMFIcxcH0#t=8m27s Kaqn vs Yutta (Relius) 12/14 Gamechariot https://www.youtube.com/watch?v=Z1Hc0WD5biE#t=12m14s Ryouta (Hazama) vs Washi https://www.youtube.com/watch?v=fBumqdXlOU0#t=4m19s Hazegawa (Hazama) vs FunyaQ (till end of video)