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Everything posted by TD
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I am not sure what a TAS is, do you mind explaining? Perhaps that may give more light into you r comment for me. Besides that, ok. But even the , these combos involve very specific resources and sometimes, circumstances. I mean it's just too much to ask for to be practical. And whether people want to believe that or not, pragmatism IS important even when talking about characters hardest combos. It's pretty much combo video fodder. My bad on the valk bit, I already agreed he is a bit hard all around (and the reasoning being that his harder stuff tends to pop up more in actual, high level matches, implying these are concepts that actually need to be learned to play well with him), my main point was against izayoi being arguably one of the hardest characters execution wise, which I definitely, definitely do not agree with. In a theoretical situation on that one percent chance that a high level player would even let someone get them in that situation, I guess doing the actual micro dashes are difficult. This is still like the tip of a rather small iceberg, however.
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I don't even know how to say this without sounding lol internet sarcastic, but I'll add the disclaimer. So you guys assume the top level players/ high level play are/is walking talking combo videos, doing all the unnecessaries and what not in real matches, when it was in fact agreed by one of you that this is not the case... By the way this is definitely not the vibe I got from those posts, but it is what it is. I don't think this debate is that important. If you guys say valk and izayoi are like the hardest characters ever, (...excuse me, I mean at the absolutely highest level!) then ok. I don't agree. I stated why, you guys don't agree. Unless someone else knowledgeable wants to drop a DNA bomb in here, I'm afraid we are at an impasse. Tldr: one hard combo or concept does not a hard character make, unless they HAVE to do said combo. My point, reiterated. That is all. Disclaimer:
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He won't quit. Maybe we will get what we asked for in the next game? Hopefully... I do wonder which version of Hazama was the worst.
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Hmm, well rereading what I wrote, could have sworn I was on the same page as you two. At any rate, I can see we are going nowhere from here, so let's agree to disagree.
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Delay the jb.
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I play her, so yes, I have tried most of her stuff. The extremities, such as double Phorizer combos aren't entirely necessary to be good with her, and neither are the micro dashes. The fact that you don't see it at all further proves this point (hell, I don't even see highly competent jp players trying these things in games in either version). You can do the easier combos and be ok, you don't need to be stylish, your hands hurting is the price you pay for wanting to look different, and I respect that, but it shouldn't come into play when we are talking about consistency. When double Phorizer and micro dash become part of her bnb's, I will hands down agree with that. But in this way we would have to include everyone's hard stuff and then it would be "who has the harder stuff" as opposed to "who is harder to play", get what I mean? Again, I don't think she is particularly easy in any sense of the word. Her normal mode combos did take some getting used to, but she definitely is not difficult even if she does the optimal combos, not involving the forementioned.
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Valk I can agree with for many reasons of being difficult, at least for this game. Izayoi though, I'm not so sure. No matter where she is or what she is doing she shouldn't be at a loss for options anymore. Her combos have gotten... Not easy, but every yoi I see are doing the same exact combos in exert situation, normal or GA. She just seems to not have as much trouble as she used to. As for their oki, I would say that is the trade-off, not having great defensive oki for the exchange of some of the best okis in the game besides the mentioned two, kokonoe, litchi... Foes are still forced to stand if the valk or yoi are punishing techs correctly. Valk needs to yomi against dps, but izayoi has a -few- decent options for baiting them. Both are not hurting in damage, either. Anyway i do think valk is difficult to grasp execution and plan wise, whereas izayoi has gotten a bit easier, but I would still put her at intermediate level of execution. Her plan is sort of like Carl too, hit them with certain specials, switch modo, mix them up, with a few variations.
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Hazama chains are a mixup within itself... Guy has what I believe still, best movement in the game, plus top class zoning. And he really isn't that hard. But you do need to learn some things with him. At this present time I think Rachel is extremely unforgiving once she drops the ball or if she never gets it in the first place. Her defense always sucked though and is made up with excellent pressure both near and far away from the foe. I don't thinks she's too execution heavy or anything. Her being hard comes from always needing to make the optimal decision under pressure. One wrong decision could cost her a round against anyone. Carl is hard... Execution heavy, but his gameplan doesn't really change. Catch them with an attack and capitalize on it. Planning is a thing, but his oki is strong anywhere and has been stabilized enough so that it is fairly simple to do. She and Carl definitely fit the bill for some of the hardest, but for different reasons Imo... Who else though? Litchi? Amane? Kune? Everyone else feels natural or at least needing a bit of lag time to get going. Not a lot of intensive study characters unlike gg where you have to spend a few hours learning different variations of the same combo just to hit everyone in the cast with it.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
TD replied to Anne's topic in BlazBlue Gameplay
But they can still skewer us from any and every angle. How does this significantly affect nu players in particular? -
Hmm... Out together like this, she does seem rather worked out... I don't understand the last bit though, about the 236c. Are you saying the foe is cornered but she is a full screen away? Or something else? If they are cornered she could probably get a summon off at that range. But I will let you explain that because I am not sure what you meant. Everything else is kinda gulp though o.o I did not know about the 2b 5b change, that hurts so good. Tari, the jc launch effect is, at least for now, only for combos involving 6c midscreen and corner, which is probably the most basic, optimal, grounded 1 wind confirm. So you don't have to use 2 winds or be point blank to go into a full combo.
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Yes "4b and 5cc are the superior oki options in the corner and it's harder to get double summon but still consistent enough." 3c is arguably better than before midscreen since it leaves the foe closer, but 5cc maximizes the time before you have to use wind again, which is more important than before. Plus, the foe could possibly roll forward out of 3c midscreen now, but this opens up punishment opportunities.
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I don't think she lost too much quantity wise, but yes quality wise she did lose a lot of traditional, "this is Rachel" stuff. Wind in particular is very sad to see. Despite her changes, I feel that wind will still be there most of the time when you need it, just not as much. One cannot zone too much with wind anymore but that was slightly compensated with 236c getting its old trajectory back. Many of her combos use one or two less winds than before for the same result, most notably 5djc gaining the juggle property, and windless corner lobelia loops. Combos will generate one wind, unless it's a ja combo or something, in which case wind gained is after successful oki (meaning we may have to rely more on George oki than pumpkin in the corner). Combos are also more consistent, more chances to end them in a favorable position, or not be screwed up as much if you mess them up. Most of her nerfs can basically be worked around. Different combos into oki, 4b and 5cc are the superior oki options in the corner and it's harder to get double summon but still consistent enough. Mid screen, besides 236c, lotus bats are still counted as poles which can force some down time for wind revenue/respect. She just needs to be played more carefully than before. She is still quite viable, even though some matchups will suck, particularly bullet, nu, hazama. Od raid joins the fray. It will probably benefit Rachel, but I don't think it will hurt her too much externally. Some issues I foresee is 2a (foe OD raid) 5b. Most stuff from 2a actually, besides 2a. Might mean 2a 6c will become decent further down the line for lockdown, or 2a spam to bait the raid. If someone could test this as I don't have the game yet, that would be appreciated. Are all of Rachel's attacks jump cancel in OD?
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
TD replied to Anne's topic in BlazBlue Gameplay
In the character sub forums -
play Rachel. We get hate mail like a desert gets water. I think I've gotten about 3 so far, and this is dating all the way back to ct. So few that I still remember the contents of each one. My bones being broken and discarded in the trash by green jeans, the threat of several slaps by a certain rampage chuck, and some guy named puppet trainee telling me to get better even after he lost. :p
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236d, stomp super, 2a OS mentioned, and 5b OS. 2b is really long recovery if this is unsuccessful for virtually the same reward as 5b if not slightly less. One could also backdash to prevent forward tech out of corner, but pressure afterward is less effective if the foe does not roll forward.
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Everyone gather around and drink all you want. It's on blackyakuzu tonight!
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It's always fun to read these. Good work. I like how you put what compliments each mixup. I know some people who know mixups but don't know what to do when it gets countered, so for Marie players this shouldn't be a problem.
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Hcl in range to punish sword summons both on ground and in air. Get used to max range hcl. Movement is key. Knowing the plethora of movement options ino possesses will help to survive neutral better. 66, 663, 66 airdash, even dive and stbt can get you out of stick situations when a sword is about to teleport and attack. Respect her equipped 2s, a slower, but bigger version of el's. Approach wise, it is difficult to deal with because of shuts down ino dash in, low profiles hcl, kills stbt. Getting hit by it also sucks, and even has a slow frame trap with equipped 2h. You get a few opportunities to shoot note, make the most of them, because that is your safest bet in vs ram. This advice is quite elementary in nature. I won't pretend to know too much about the matchup, besides these things, but it has been quite useful. I recommend taking a look on the ram forums as well, how to block ram if she gets in and what to expect from her oki.
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Personally, that would mean I never cared about tournaments in the past, and that simply isn't true. I think it's a by-person basis. Some people just don't get stage fright. It's all about confidence after all. People who get scared of something that isn't deadly are victims of their own imagination. It's not to pick fun at them, but usually, if a person is scared of something no matter how minute the detail, it usually is irrational, and these people are assuming the worst. "What if" would sum up their train of thought at the moment quite nicely. What if they get dead last, what if my pad/stick breaks, what if I wake up late or never make it to the venue, what if I suddenly appear there naked... It can get quite silly, but I empathize. We all have those moments, and most of the tips here maybe will work for several people outside of tournaments, even. As for my advice, I agree, breathing is like #1 priority. Deep breathing calms the nerves, clears the head, and you overall feel as though you can handle life better, even better than a minute ago. I swear by deep breathing. If you aren't doing it, you aren't just not having fun, you are not living. Definitely socialize. It's not enough to test your might against others if you leave the tournament without learning something new, especially from those who place higher in the tourny (though one can learn from even the smallest creature). Use your senses. Look at how people play their matches. Ask questions. Write stuff down. If you have a portable hobby, like you love the vita or you play dominoes... Whatever, bring it with you. The happy memories attached to the hobby in question will make you feel in a familiar place. A good luck charm, if you will. I also recommend becoming great friends with chewing gum. Besides cleaning that unsightly garlic breath and gunk from your mouth, chewing food makes one feel safe (you likely won't be able to run from a gun while eating a burrito), and therefore, comfortable. If I taught nothing else today, it's that comfortability can lead to fake confidence, which leads to real confidence, and then, win or lose, you can have fun. Because besides winning, why else would a person go to a tournament?
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
TD replied to Tong's topic in Zepp Museum
Beautiful. It really is too bad some of these colors cannot be used in-game. -
Money isn't the issue, just needed an approximation to expect; I just want the game as fast as possible. But I do appreciate the detailed response. So now I know how to go about it. Thank you.
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Anyone know the price of cp extend? I'm assuming we have to import it. Somewhere around $80-$100 USD? Also where can it be purchased. Thanks
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Once cp2 ships, I'll be on this game like white on rice. Maybe. Until then, stuck with streamed cp, which is seriously not worth anyone's time.
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Sometimes, the truth is stranger than fiction. It would sound incredibly unlikely to you, but perhaps the situation could be viewed as coincidence?
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DustLoop, sir. To learn about the characters, system mechanics, or ask questions. Probably the best site in terms of info, and there are a few people here willing to share their knowledge.