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Everything posted by Spirit Juice
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Oct15-18, 2010 Season's Beatings Redemption.
Spirit Juice replied to Kyle's topic in Tournament Results
mike z is a big jerky jerk dont listen to him -
Oct15-18, 2010 Season's Beatings Redemption.
Spirit Juice replied to Kyle's topic in Tournament Results
everyone is salty that's just how the world works -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Shut up, you fucking faggots. Get back on topic. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
I'd imagine they would stay the same. All right. I'll fix it in a sec. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Don't worry, they'll call the next BB game Accidental Shenanigans and give it the GGAC treatment: everyone has 7k high damage bread and butters with tons of crazy/silly/random moves! Like for some reason Deadspike will have like 16 frames start up, have 14 active frames, and be +9 on block! -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
I'll have to speak with him again to clarify and make sure he didn't misread the info. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
I wasn't talking about mindless jumping out of pressure in MB and Arcana (because I know you can't in either of those games), but rather that being in the air so much will be discouraged. Barrier is now more valuable, so being in the air and having to protect yourself more should discourage that kind of play. I'm not saying it'll get rid of it completely, but it should tone things down a bit. Also, I'm not sure why Lambda players are crying. From what it seems like, 6C into Cavalier combos should still work in the corner? -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Nigga I'm working on it. I actually do things other than babysit all the man-children on Dustloop. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
I actually agree with this and it does concern me a little bit. They still have time for more loketests though. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
faggots -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
orz I'm not even sure what to say about this post. They're making it harder to get out of block strings instead of just jumping out and barriering, which is, currently, very strong, especially for Arakune and Litchi because of their three frame jumps. People actually have to be smart and take block strings now, rather than just take a nap, watch out for overheads/throws, and then jump out without having to worry about much. It makes the game a lot more dynamic and more difficult to master. I don't see how ASW is catering to scrubs when they just made blocking MORE difficult (B and C normal buffs, primer nerf, and guard crush buff). What's sad that even with all these buffs, Tager's blockstrings will still be ass. Even in the corner. Also, the best thing about this change is that being in the air all the time like it's Melty Blood or Arcana Heart isn't that great anymore. Thank god. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
It doesn't, but I think it's probably safe to say that normals that are physical hits (like Ragna D moves) are not air blockable too. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
I'm pretty sure there are exceptions, since Lambda's swords and Hazama's chains are projectiles. It's fine because Arakune's comfort zone is outside of grounded normals anyways. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Making the game better? -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
http://generalnantoka.blog35.fc2.com/ According to my friend that's a native Japanese speaker, grounded B moves, C moves, and D moves now require you to barrier block them while in the air. BEST. CHANGE. EVER. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Gauntlet Hades is now useless. Pretty cool. Not sure why they would make an already really slow overhead that you couldn't get much damage from anymore in CS not an overhead anymore. -
All day e'eryday.
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The Future of NorCal INSTALL! γ-3 [Monthly Ranbats]
Spirit Juice replied to TaoFTW's topic in Archive
So uh... how about that Microsoft sponsorship? -
hey wtf summer is over...
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PLEASE NOTE THAT ALL CHANGES MAY NOT BE ACCURATE DUE TO MISTRANSLATION, MISINFORMATION, OR TROLLING BY SOME JBBS PEOPLE ALL CHANGES ARE SUBJECT TO CHANGE FROM THIS LOKETEST TO THE NEXT ONE OR RETAIL System Changes: All characters have either a 5B or 5C that's air unblockable Guard crush prorate 100% on first hit only, 80% for the rest Ragna: 2C has ~11 startup frames? (unsure about this one) + Dead Spike: more untechable time when hits the opponent in the air, more hitstop (same as Unlimited Ragna?) - 2B > 6A is not possible anymore. - Gauntlet Hades: causes slight ground bouncing. - Gauntlet Hades follow-up: opponent flies higher, more untechable time, can follow with High Jump and air combo. - Belial Edge: Level has been reduced, less untechable time. - Carnage Scissor: more recovery time on the second hit, it lasts up until the opponent touches the floor. Jin: -2D is even slower than it was in shinjuku Taokaka: +6C CH wall bounces (in shinjuku it only sent them flying) -6A start up increased, 2B>6A won't combo -5D's hit stun has decreased or DA recovery has increased? on crouchers 5DA>5B won't combo -[2]8D has weirdly slowed (thanks ronove for the correction) -Only DD can cancel from 3C (in corner can combo with 5B though) -After 6B normal hits won't combo (up till shinjuku 5B could) -CA motion changed to 6C, sends opponent flying, slides Arakune: +new move 4B added (old 6B) +new move 6B added (old A>6B) +5B>4B gattling added -6A start up increased -6D bug placement is quite far now Litchi: 6B, JC on CH wallbounces Carl: +Folka guaranteed to come out +8D breaks 2 primers -Anima lost it's super armour -J2C bounce height has increased Hakumen: +Enma floats opponents like it used to, enma combos are possible again Lambda: -Increased recovery from crescent cancel -Crescent saber's recovery increased. Cannot pick up combos from TK crescent -6C sends opponent flying (in corner wallbounces) -cannot combo 6C from 2DD Hazama: +Jabaki slides, in corner will wallbounce, 5B>3C>Jabaki>5C>... works in corner Mu-12: +recovery of stein placement decreased. 6C>5D>Habakiri combos +3C downs both air and ground opponents and can't be teched. untech time increased +Ame no Habaya hits 5 times, untech time increased +2B reach incresed -6B moves her less forward -J2C can be teched Makoto: -B, C arrow now have same move proration -comet arrow same move proration increased
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