-
Posts
5,938 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by TD
-
Margaret for top tier Looks like she uses cards and a book just like her younger sibling Elizabeth.
-
Whoa, jb nerf was so bad it had to be said 3 times. Not liking the implications there... Come on! Ja jb is super cool and it's not like we could do easy air combos as it was! Too many variable you have to be a vet amane just to do the damn things consistently. If this stays we are screwed. Screwed. Everything else sound interesting, pressure and combo wise he seems to change quite a bit, and 5d could actually be a decent poke in neutral now. 2a probably changed to fit the Hari buff, not worried because 2a combos are already ass. 6b for more combo fodder! Hype Lots of quality buff here for offense, but please please please make ja jb work and jb stay the same, what would we do if jb was shit...
-
Thank you guys. 2b is that good huh. Ok. I'll try it out. You don't seem wrong at all. This was my thought process until it wasn't working for me. Maybe because I'm playing him like a trap char when he is more rush down. That is probably it. Nevertheless, this was a great post. There are some things I didn't know here like the shielding and which pokes are good for neutral. Keep thinking 5b is a godly poke but it is such a letdown as a poke and as an antiair. In general he just feel way too gimmicky and I was afraid that he might not be too good a character in a game like this... You put the game plan into perspective for me. Need to start getting that vorp, it's costing me a lot of matches both on offense and defense. Time to practice web swing chain shift stuff. Anyway, I will keep this in mind. Thank you. You gave me the normals to work with - besides 2b, I mean. This will help a lot. I agree with the air stuff again, just doesn't feel right but i will try and get my plans together, thanks to all of you. These posts cleared just about everything I needed to know! Thank you guys once again. I really appreciate it. Now I do have one more question. Reliable anti air? 5b doesn't work, 3c is too slow, ja feels awkward. I am trying to do the 'aa using your best knowledge of the character you are fighting' thing like litchi in Blazblue... Failing miserably. This is probably the most frustrating thing about him, he isn't too fast on the defense and people ASS-ault like crazy and I'm very very sure that shit is beatable
-
I'm fully expecting that invul to get turned down. It won't last as it currently is, seriously. So I'm not even worried about that. The damage for a successful punish could get quite ridiculous. Easy odc into fatal into death because why not. I believe they are trying to make od more useful as a second burst and not an X factor. More useful in general for those who don't use it much for anything but combos. I for one will be pissed if it stays like this invul wise, but a small tone down and it should be ok and my points would be valid. Frankly it should only have invul up to its activation, and if it doesn't now... It should. Anyway, it will definitely help chars like mu and lambda who only have burst to get some offensive momentum and still carry them full screen to start their game. Perhaps compensation will be paid to that. But because of the huge lopsided buff this would give to dp chars, it would be sad indeed.
-
I suppose you could do it that way too, and it sounds legit and can be random as hell too but that doesn't mean it will happen all the time. You are depending on your foe to not know about this mechanic and just keep pressing buttons, which will happen for awhile. People are going to design strings around beating this trick. You see I already gave examples on what could potentially work and won't. You would have to be on point with reaction time, know what your foe is going to do next, or guard cancel obvious strings to get moves to whiff consistently, not counting random occurances. There are still going to be moves that even on whiff can be normal canceled and most moves can indeed be special canceled into a semi tight blockstrings still. I am not forgoing this. But this is not going to happen 100% of the time, normals whiffing everywhere through the cancel. Perhaps for certain characters because I don't know everyone admittedly, plus there are new characters (someone gave an example of lambda having 5d odc'd),but even then it would still be just useful and not broken. My point earlier was that there are options against this, and one is going to need to be a little smart about when to use this, or just lucky, or have a dp. I still stand by my point. This is not a game breaking mechanic by any means. Just a really good sounding one. I could be wrong. I hope I'm not.
-
Forgot to mention, moves could still possibly be buffered of the odc's activation - no one should truly be out of options unless they actually are (bang palm thrust for example... But why) or they are facing a dp. Mind games ensue.
-
The only way to tell how strong odc will be is by how much blockstun it negates. Invul should not last past the moves activation. And even if odc negated all but one frame of blockstun on attacks, who would really be able to take advantage of this? Mostly people with frame 1 reversals. Assuming the worst case (it negates all but one frame of blockstun once used and/or uses it's own recovery), unless you have a dp, im thinking there would only be ways out during certain attacks. For instance, for the first time, litchi 6d won't be safe as kittens anymore because the 27f of blockstun the first hit would turn to one frame of stun for you, and the next hit of 6d would have to activate or she'd need to use ct or her own dp - assuming she doesn't it could be a free punish. But let's use Rachel's 6cd. Level 4 with 4 frame gap in between each hit. Nothing at all minus a reversal is getting through that, not even a jump, and is essentially free pressure whether you block or not. With the prevalence of dp's in this game I find it hard to believe the system will stay exactly the same as it is being described right now, but even if so I ask you guys to think about it. Is it really that broken? It would be good, yes, perhaps really good. But broken? Flawed?
-
Why is that exactly? That doesn't quite answer my question about approaching because it does not move him forward at all. But I'd like to know why you think I should be hitting 2b a lot.
-
You guys how does he play the neutral and approach I'm just not understanding and approaching via web swings feels so yolo and unsafe
-
Tapping 5d prevents this problem if only slightly, and doesn't give the lv3 chip, but does provide a sort of strike/strike longer mixup with plus frames.
-
No it doesn't :v You can use the burst to stop momentum, which is absolutely huge for every character in this game, but maybe not more so than in unib unless you at rachel or valk or even Noel and makoto. Lesser combos will not change bursting mechanics at all, and will infact bolster it's effectiveness as matches drag on longer. Also, you forgot instant and barrier block as a defensive option - some characters like rach and amane have no dp at all and just have to deal with pressure. Resources aren't consistent, if one were to get stuck in pressure with none of the above options they would have no reason or space to get out without proper use of blocking mechanics, which is the most reliable and safe form of defense. Realistically, blockstrings last about half this long on average in this game. This ain't unib.
-
But 4b 3c already connects via a link. And isn't 4b special cancel only? Seems like both a buff and a nerf to me, depending on how high the foe is when using 4b to juggle. The higher the better, for example it would be easier to use 5cc from the highest 4b hit without using a wind, but any lower and it will be hard to connect things like 5cc as a filler for wind regen/oki combos. Then there is the raw 4b hit. It was already difficult to connect 5a from this, so I want to know how this lower bounce is going to affect her. Really bogus list of rachel nerfs had me scared to death, but it turned out to be expectations. We were looking at a worse cs1 rachel for a moment, or maybe just slightly better. But for now we don't have much, with only the 4b bit sounding legit so far.
-
In general. Uniel is so different and so less free in neutral. I want my freedom. Freedom to fly.
-
If you cannot wait until the final changes, then goodbye.
-
Who still plays on the east coast
-
Seems our fabulous fruitcake will be getting some buffs~ Interesting buffs indeed. Hitboxes on hariken followups sound fun. I always thought he needed a plan b to the stance. A kick doesn't quite cut it and seems more like a "win more" buff, but it hasn't been seen yet and who knows what it could mean. 5d sounds legit now, no more having to give up pressure using it. I wonder how level 3 is going to be affected now that 5d level 3 somehow died. We could use some c normal buffs. Maybe better hitboxes or less recovery or easier hitconfirming. In fact, we could use quite a few things, but let's see what they give us to work with
-
Definitely need this mechanic clarified. At it's current properties what exactly would be the point. And who would benefit? Anyone with a passive OD most likely, and that's it.
-
This isn't going to stay.
-
The How and What regarding thinking in matches and adaptation
TD replied to TeeJay's topic in BlazBlue Gameplay
Knowledge is power. It would be quite useful to get familiar with ALL fighting game terms. You never know what you could apply to any given situation... Unless you actually know. The more you have to play the player and matchup and not your character or game, which both should already be an extension of your mental capabilities, the better. If you don't know how to make the scissors to beat the paper, you're going to get wrecked mercilessly. -
Anything regarding rachel yet? Please arcsys fix a lotus or take it the hell out. Give it some exploding properties or something. Don't make combos impossible/easier to drop/ time wasting. Right now the move is complete and utter trash with no practical uses whatsoever.
-
agreed. hilda can push the buttons from anywhere, and the farther away she is the more safe. sure, you may be able to get in from close range as merkava and if you do, she can die. that doesn't mean every time you approach you are going to win. and the same can be said if hilda touches you; safe, legit oki with a plethora of options. hilda beats fly if she want wit her many anti airs as eshi has mentioned. on the ground, hilda has a variety of horizontal attacks that have variable timings so she can get counter hits. merkava's arm stretch can be countered by her skewer. each player is going to have to play mind games with each other in the neutral in order to get their game going, and the matchup feels about even. who works harder? hilda definitely needs to work a little harder to win this matchup, but she can win this with momentum
-
Linne can definitely choke on a brick. She is just so annoying to fight. She fucks up everything. everything. Carmine feels hard. Orie also feels more difficult than it should.
-
Technically, he saw you. Lol
-
214 a/b/c into 214a/b/c is a legit link if the web capture has not been used yet. Makes some severely prorated combos work. Also extremely far hits from 5c work like this, if the foe is in juggle state. Like 2c 5c 214b land 214c x a etc... Helps confirm certain attacks where are combo won't work. Rekkas work from max range, but you have to use the b version, and it is less versatile than shooting a web. Also helps with one direction corner carry especially if using 214c as the second web. I've managed to get 3 webs from a good starter and low/moderate proration already applied, and it is very easy so long as the foe is still in the capture state and you can get the web placed on them exactly, which simply comes with experience. 3/4 screen corner carry and not as inconsistent as the web followups can be.
-
You have 3 options. Dp and jump are the most harmonious and prominent, with DP beating any attempts to anti air, meaty normal, or grab, but also gets blown up hard if baited. Jump is great especially if your char has a DP. Beats the grab and dp bait, loses only to anti air. The third option is to press 5a. The fastest move in any characters arsenal, it will blow up mistimed meaties, but loses to pretty much anything minus dp bait or a mistake in their end. Without a dp, you literally have two very skewed options in mash and jump, so you have to guess.