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Everything posted by Akira-Shiro
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[CP] News & Gameplay Discussion (Old)
Akira-Shiro replied to kosmos badgirl's topic in BlazBlue Gameplay
I kinda had a thought,,, Lambda is dead kokonoe refuses to use magic all the while haz is speading his bukakie everywhere... im beinging to think kokonoe is going to take the spare parts of Lambda an a few more murokumos a build herself a battle suit. With this people get kokonoe, lambda players can stop crying, and Mu-12 players.... can get laughed at for maining a fraudulent character ^-^ -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
this is actually quiet interesting,,,, we have an astral thats not 85% useless *updated* -
[CSE] PSN Match Finder/GG Thread
Akira-Shiro replied to Amadeus46Art's topic in BlazBlue Online Play
Shinsyn & i are having a room up...... as for an inv if you want in -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
In the jbb thread they were talking about cantabile>6D>vivace>pickup being most optimal in replacing our Cantabile>2D... though the timing on is is kinda strict so i dont think it will work off a hitconfirm assuming u react on the second hit to try and get ada in... it actually might depending on how many hits we talking. -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
i hope they fix the bug it has,,, apparently they did 3c AH and all ada did was teleport and do a small explosion (Kinda like deadpools exploding belt from MVC3 im assuming), ada had died but the person was still alive. -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
lol screw themes i wana see dem comboz & oki setups FTMFW -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
whats wrong??? -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
Us losing our chase down options is to be expected, we can get about 6k once we catch the opponent and we have a legit oki tool now so it would be almost impposible to escape us not only that our corner carry is absolutely amazing thanks to our jc j2c gattling. Picking up like a boss -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
They said that Adas damage, Hp, and recovery were not changed at all during our OD. It was also confirmed that we dont get a damage buff either, however it was confirmed that we were able to rep 8D x18 which is impossible in this version due to SMP and regular proration, and in this game (EX) we can loop it i think 6 times before they tech in the air. SO its lead to believe that our OD removes SMP & SMP cost on Ada -
Hmmm,,,, i see. Thanks actually
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i actually didnt see the command grab part,, my apologies is suppose. But dora thinks bang is better as a whole did he not mention why???
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I did, it didnt say the minimum damage or how many seals it uses for the DD, it doesnt give details. An iv never played GG so not only do i not know who chipp is i dont know what his DD looks like... An i also asked for opinions,,, XP stop being so rude
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I kinda overlooked bang during the whole CP fiasco,,, so what is he looking like in the next installment,, iv seen the post an all but how due ya'll believe he has been changed. With the removal of FRKZ to Steel rain no longer being a DD. OHH!!!!!! what does his new DD due for min dmg,, since it cost 4 seals im assuming its OP... or is it like tsubakis DD where the dmg is determined by the seals u have at the time of activation
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[CP] News & Gameplay Discussion (Old)
Akira-Shiro replied to kosmos badgirl's topic in BlazBlue Gameplay
I agree with this 100% As you said, he gets heat while standing completely still he has great pokes, and he in general has amazing defensive options. It is because of his defensive options that force majority of the players in the game to approach/pressure/bait alot differently when fighting him. People may disagree with me on this however iv always thought of Haku as one of the scariest to fight against in the game. His single hits do alot & are kinda fast to be C's (Jc & 4C) so poking him is kinda risky, he has 2 OH's that both do about 2k by themselves and one is extremely fast so its best not to let him pressure for to long. He gains heat for just sitting there so that he may spam more 2k OH's (I know he cant spam them, they cost 4 stars), an to put the icing on the cake he has counters to force people to end there pressure early and return to neutral if they dont get in on the first few hits. With all of the options he has its kinda hard to not see why arks nerfed him. Trailing of iirc someone said something about Jin using ice blade and haku countering it, unfortunatly getting in on Haku with options like that doesnt work due to the counter being UB. With this new counter Haku has it actually puts emphasis on Hakus (Im only assuming) original design. I believe Mori truly wanted him to be the Neutral/counter type, the type of character who sits and waits for the opponent to make there move and with the proper reads/reaction Haku can blow any character up and becomes one of the most by far formidable characters in the game. However this was overlooked because haku's counters while they were not godlike put a serious tamper on alot of characters play styles. For instance Carl who is generally suppose to be the 'if u get caught u die' type of character. However due to hakus play style D's kinda blew up carls strong points, while at the same time we have the lowest Hp in the game and he hits for about 1k each time. TBH i think the counter was changed due to random D spamming and trying to punish with delay fatal would get u countered depending on which one he does. Now sure grabs due stop that, but then if the grab is broken ur automatically placed back at a disadvantage. Now the issue i explain tbh isnt that big but its the fraudulent part of this character, the part i think mori may have been trying to remove. An as for his damage, everyone kinda lost there midscreen combos Mori did say he was trying to make the combo's alot shorter. What i think he meant were some of the hitconfirms aka ragna 5a 5b 5D pickup turning into 5 second combos. SO i wouldnt worry to much about Haku, like someone had said earlier they are getting alot better at balancing out the characters with each installment. -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
lol i second that notion all the way,, i never played carl against a hakumen for that exact reason. But now we body them like they never deserved it. -
This is actually the last of it for carl テネレッツァは6Dの1.5~2倍くらいのリーチがある。横は信頼できるが縦はペラペラ。カンタービレをこれで拾うつもりなら覚悟しておいた方がいい。モーションは小振りな4D。爪先からイグニスの2Dと同じエフェクトがでる。ヒット時の相手の動きはイグニスを参照に。 アニマは補正関連あんまり変わってなさそう。ただコンボに組み込んだ場合にダメージが固定じゃないだけ。 適当>アニマ>2B>5B>エリアルで3000弱。 ODは確かに姉さんの技後硬直が減ってる。硬直に関してはアンリミ並。ただ、発生は変わらないから、アンリミの8D連打壁とかはムリポ。使えないことはないとは言い切れない。 追憶のラプソディが速い。拘束時間がへった。 カンタータの吹き飛びが斜め下に。 4Dがめちゃくちゃ追撃しづらい。 カンタービレ浮き低すぎ。本体追撃云々以前にEXでの練習もできない。 と色々ネガりましたが個人的にはこういう調整もありなんじゃないかと。毎回稼働初期はネガって、後に投げハメや疑似ガー不ループの見付かるキャラなので今回も期待しています。 テネレッツァとかに関して分かりにくい点等ありましたら聞いて下さい。 ロケテ勢の方本当に乙です。 テネレッツァは攻撃レベルもイグニス2Dみたいな感じですか? ロケテお疲れ様でしたー 8Dガー不試して来たけど、現行のレシピで問題無く完走出来ましたが、補正が切れなかったです。 中央 2D>J2C>5C>ブリオ>JB>JB>JC>テネレッツァ が繋がりました、その後は知りません。 2C>ビバ>JB>J2C>JCとか出来たんで、姉呼べばコンボ出来ると思います。 ただ、2Cビバの後のJB僕が試した時は全部青かったんでちゃんと繋がるかはわかりません。 3Dはダウンのままなの? 2C>ビバ>JB>J2C>JCとか出来たんで、姉呼べばコンボ出来ると思います。 ただ、2Cビバの後のJB僕が試した時は全部青かったんでちゃんと繋がるかはわかりません。 ??? なんという矛盾、結局本体はまともなコンボなしか ロケテ乙です >>602 は、他の人がやってた時はちゃんと繋がってたとかじゃないのか? ギリギリ繋がる受身不能時間ってことか? ブリオch時に受け身不能になってる? 前のレスでJAすら繋がらないって書いてるし これもうわかんねえな ここまで情報が食い違うと誰が予想できただろうか。 責任持って回答お願い!! 大事なとこだから。 ワンチャン場所によって調整内容(ロム)が違うとか? 日本語が怪しいだけだろうに。 カルルが端で既存のコンボ使っただけで6200出したって まーた糞キャラ化してんのかこいつは 端ダウン奪えないがな でも簡単なコンボで6000以上出るってちょっと 森「職人系のキャラクターは強くてもいいんですよ。その代わり難しくしろと。」 森P「私はうそつき」 おどりゃクソ森 なんか普通に流されてるけど5Cガード時jc可とかさすがにネタだよね? よくわからんけど、5Cガード時jcができるとどう変わるの? むっちーが言ってるし嘘じゃないだろう。 暴れ潰しに次ぐ暴れ潰しの後平然と逃げられる カルルっぽくないんだよなあ 5B>5C>6D>JC が永久ループして初心者が涙目になる。 冗談は置いといて、5Cはリーチ的にかなり触りやすくてそれがジャンプできちゃうと上のコンボみたいに距離を詰めつつ中段択仕掛けられたり5C先端距離からの後方ジャンプで仕切り直しにできたりと、バリガで距離離された時の幅が広がる。 姉さんを絡めればカルルは大抵のことはできちゃうから、本体の立ち回りが1増えるだけで総合的な立ち回り力は5くらい伸びる 確認しましたが本当みたいですね、お騒がせしました でもこれなら素直に5Bjcできた方がいい気がするなあ な、普通にBでいいよ
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[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
A little later on towards the end one of the posters talked about how we shouldnt get to down, we can still get a a little bit higher then 6k from a simple combo.... then others talk about how a lack of creativity and stuff,,, ugh kinda iffy dont take to much of it to heart. Im very shitty at this -
If anyone would be so kind as to translate for me,, i believe these are combos that test carls regular damage vs his OD damage doing the same combos... ・前投げ>2Dのダメージが通常時もOD中も変わらない。(1915) ・立ちB>立ちC>ラプソディのダメージが通常時もOD中も変わらない。(2331) OD発動しても人形技の単発ダメージも乗算も変化なしっぽい。DD強化も無し。 ・俺がやるとめくりJ2C>立ちBは繋がらない。 ・アストラルは64641236Dで出た。641236にコマンド変更とかあっても知らない。 「デウスエクスマキナー!」って叫んでたから同じ技らしい。 人形がカルルの前に転移してきてからの小さい自爆? ヒットさせたら相手がよろけておわり。相手は生きてる。試合続行。たぶんバグ。 結局アストラルの正常演出は見ずに終わった。 ・その他 カンタービレ>6Dはカンタービレ2段目ヒットと同時にD離しでおk。 ブリオ>立ちBは確か1770ダメージくらい。 2D>立ちBは確か1000ダメージくらい。
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[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
hmm thanks alot actually im not sure how this combo makes any sense but it says su stuff into brio then jb>j2c>jb>j2c>jb>jb>jc this specific repetition would only be possible if we had our old j2c back,,, meaning we can assume we have are old j2c back allowing us to preform it as many times as we want so long as we are air born... Also it looks as if there is a proration problem with 2D, the said 5b>2D nets around 1k while 5b brio nets about 1.7k An further down they begin to talk about how cantabile 6D vivace is possible but kinda strict,, im assuming they mean in OCN position to put them into CON position for a combo would be difficult due to the recovery off of a cantabile we looking at a last minute time'd 6D to provide us time to swap positions as they get hit and begin the slide animation. THey also said that 4D woulnd work due to the second hits hitbox. However due to the fact that they are looking for a combo filler that does nothing but solidifiy our suspicions of using 2D meaning that it is no longer good to do in combos anymore. Ladies and gentle men i believe our 2D has been nerfed. -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akira-Shiro replied to Akira-Shiro's topic in Archive
where is the page were people keep viewing changes for all the characters,, im very interested in giving translating a whirl -
Its been confirmed that carls overdrive does absolutely nothing noticeably to nirvana, it does not increase her damage output nor does it increase her speed, and her meter also stays the same. However it was confrimed that she can link roughly 12 8D's in one combo prior to CP carl could only link 6 without smp taking a large toll, so it can be assumed that his OD removes SMP/same move cost from nirvana all together. But this is still under speculation. A list of all of carls changes have also been compiled here http://www.dustloop.com/forums/showthread.php?14787-Carl-clover-BBCP-loketest-changes-and-discussions-thread We cant confirm what carls OD does just yet, but we know what it doesnt do & thats buff adas speed/strength
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[CP] News & Gameplay Discussion (Old)
Akira-Shiro replied to kosmos badgirl's topic in BlazBlue Gameplay
thankyou, and i have absolutely no intention of flipping through 150+ pages of useless crap just to find what im looking for and also keep the attitude to yourself it wasnt needed. But thanks for the info anyway