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Tong

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Everything posted by Tong

  1. Made by ASW? Coming to consoles? Check HD 2D sprites? Check Mostly balanced and unique playstyles? Check Excellent netplay? Check Shouji composing all the music? BOLDLY CHECK However, lets not get toooo excited but OH, I AM.
  2. So, I'm guessing that j.2C wont crossup anymore... Not sure if you guys heard about the horizontal hitbox change
  3. Air GH.
  4. Great, Im updated to 1.03 But now, wont detect my pad ingame. I can config it and all, but no response Had to use Xpadder, wtf Edit: fuck yeah!! The delay is gone!
  5. Dont forget to also read "Lambda vs Ragna" thread in Lambda forums. Check stuff from their perspective.
  6. Where is it. Auto patcher is being gay and insists in updating to 1.01
  7. Alright, found this by accident. No idea who made, but it is extremely well done!
  8. Tong

    Wake up attacks

    360 is invicible, thats why it beats 2A's. Only reason it doesnt work with you, it is because either your timing is off or you're using the wrong version of the 360. Only the A version is invicible. 360's will never beat airborne/invul moves, like Inferno Divider. When to use this stuff? When your intuition says it's fine to do so, most reversal stuff can be severely punished. Thats why people preffer to block. Blocking is good. Neutral tech is fully invicible, nothing can beat it. To do it, press any button but D. To start blocking right away, use barrier. Hope it clears some stuff.
  9. Alright, seriously What's up with this game buffering/inputting system? Let me describe my current situation: -If I input 6A from neutral, quickly, a 5A will comeout -If Im walking then release 6, if I input A too fast, a 6A will comeout -if I input ANY MOTION too fast, 2x wil comeout. The issue is definitevly not me, since all of my Fighting games are "delayless" and ,to be honest, my inputs are not bad. All of my delayed games are 'emulated' or a port of some kind, but BBBR IS a freaking PC game. This phantom delay is almost making me drop the game, its unbeararable in most combos.
  10. Because I'm BR=Brainly Retard huuurr I was just joking, Twinkle Queen is a trash fighting game. Dont play it. My point was that Blazblue scene here isnt big as the likes of SF4, MVC3 or 3S. You should expect often meet the same folks when playing BB. Welcome.
  11. Thank you, I was looking in Mizumi since underground fgames are there.
  12. How the heck doesn Rouga "drive" works? Is there a wiki for this game?
  13. If he comes flying at you, AA CH 5A 5D will provide a nice combo, however it will sometimes lose to angled j.2C. His close pressure strings are predicable, just watch for dat Gasaishou.
  14. Another friend's request and decided to give a try, this time, not Bureiburu. This is so goddamned big I had to compact both PNG and PSD(100+mb :o ). Res is up to 5200x something Huge PNG: http://www.megaupload.com/?d=R3XT8F3L
  15. Lol, I had the feeling this thread was going to mindscrew someone. Anyway, no question is too noobish or simple to ask... Alright, I'll talk about my untested Reverse 6A Airthrow After a wallbound divider, instead of finishing with 3C or 5D, Reverse dash 6A (HJC) Airthrow. If it hits good, if it gets teched, airborne Ragna has many ways to continue and counter incoming stuff, like: -Delay Air Dash j.C j.D -Delay j.214B(Gauntlet Hades) -Immediate Air Dash Belial Edge -Fall, then forward Double Jump j.C/j.D And I believe Air Dash Divider or Double Jump Divider can beat stuff coming at you. Again, needs lots of testing yet. Give it try if you may!
  16. The most intriguing thing is, Bang's 5C Overhead hits at same time as Ragnas'.
  17. Twinkle Queens is much more hyped than BBCS2 around here.
  18. Feels very laggish... Also, what are the inputs for basic moves? Like burst?
  19. Dudes, why the heck the inputting system is so unforgiving? If i dont input 623 SLOWLY for DP, a 2A will comeout... Not to mention the odd dashing attack system, probably to avoid tick jabs.
  20. We should put in some real gameplay footage and point stuff, like, "thats how he got asshanded dont do this!" For that, someone who knows a great deal about Video Editing programs would be very welcome. The Okizeme/Pressure part is looking very good and detailed. It will look great in video form, but I would emphasize simpler stuff as, Tick-Throwing and anti airing(6A). I mean, if most newbies start with Ragna, we need to give them a good notion of how the flow is in Blazblue, and fighting games as a whole, is...
  21. The layout's fine Kay. People usually start with combos, they just love combos. I think we should sort it by Levels, like: Basic BnBs Lvl1- 5B 5C 214A 214D Lvl2- 5B 6A~ Air combo Lvl3- 5B 6A 214B 5A 6A~Air combo. Slowly, we should give them the feeling of progress/getting better somehow... Yeah every BnB, even Lvl1, are important but I hope the newbies get this idea by themselves. But that's just me I think >: And let's adopt a cool and easy to understand notation. For strategies, simple stuff like: "If you score a knockdown, throw in a 6B since they will be expecting a low attack. In case a reversal owns you, get close and block next time since they will be expecting your 6B..." Should do for awhile. Somethings just come with feeling and lots of battles. Yomi and advanced strats are one of them.
  22. hmm, after 2D in the corner seems the best option. If they quick, Deadspike will launch them for a very damaging combo. 5k+ meterless granted! Forward/Back roll seems to beat it. This meaty sometimes is not very reliable, you need to condition your adversary to neutral tech first.
  23. Nice start, even though we are way too late. Well, Ultima's Ragna 101 covers absolutely everthing the beginner needs to learn. It's very throroughful. Maybe the beginner player is looking for simplicity, simple stuff like combos and 'spam 6B alot'... For the moment, let's see what the gais think;
  24. To sum it up, Deadspike acts like a standard projectile, like Hishouken. Ragna is not "part" of the active frames, he recovers as soon it is thrown. So, if it hits on the last frame, the 13th, total recovery will occur in 2 frames. On hit, it means monstrous +23 advantage and ~17 on block. A quick test made my aforementioned theory useless. 2D, meaty Deadspike> 6C actually worked. So yeah, HolyOrderChipp was indeed right.
  25. Yes, already been posted. The highest possible meterless damage is: On crouching and corner 214D dash 6D j.D dash 5C 6C (DC) 6D (JC) j.C j.214C delay 5C delay 5D (DC) 3C 22C dash 5A 5B 5C 623D~Wallbound 5D/Reverse dash 5D 22C
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