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Afro-Demon

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Everything posted by Afro-Demon

  1. By the way Mumm-Ra, can you explain how that first Arakune combo I saw even works? I saw something like 5D>3C>j.2A>5D, but it could be slightly different from that. Did Ara get the unlimited version 3C or something? How could 5D>3C even works otherwise...
  2. I think it was yesterday Valth, but see if I'm wrong. Should be Monday in Aki right now, and I believe they said only till sunday, unless something changed.
  3. I just thought of something. Amane's supposed Astral turns people younger. What will it do to Carl? Placenta?
  4. it isn't a cycle for tager, it's just one long trip to hell and all that's playing is polka music.
  5. AA spark bolt isn't as scary as you think. It's angle makes it so it hits jumps at half screen, but only super jumps at full. It's made to accommodate new collider bounce. It's not a new air normal apparently. People are saying it's his j. 63214A. It gives hard knockdown on hit followed by that body slam thing we saw in the trailer. It hits really low. Clashed with a Plat 2B. 3C AC fling already has a new combo involving 3C>AC>6B>6C>? involving mag so far. Edit: Mumm-ra, I believe so. It's like, 4 pm in aki right now.
  6. I didn't flare up at people for them trying to tell their own views on astrals. I flared up on him because he called me stupid. His bad. And like I said earlier, you don't know what they have planned for since you don't work there. For all you know, astrals could be completely broken shit this time around.
  7. They don't all need to be combo friendly. For instance, look at Carl. His is garbage atm, but what if the diameter was increased to 1.5 screens? Opponents with superior movement could avoid it (tao, hazama, ara wall teleport), so it's still easily avoidable. For characters with more average movement (noel, rags, jin), they play the ultimate footsie game from hell. Win and you live, lose and you die. That's a pretty interesting concept in itself. As for Tager well...let's just blame that on the match up. They don't all need to combo, but they could all have some practical use. That's why I wanted the combo part to change. Combo-type astrals suffer because of it. And like, 80% if the cast are combo types. Edit: Why are people assuming it'll be easier or we'll see them "every other match" if we bring it back to CT? Go find 70 videos of astrals in tournaments in Ct or your argument is invalid. It's still pretty hard to not use burst and keep 100% heat in match point anyway.
  8. GG insta kills have can be a bad day for some one got dizzied. just look up the best moments montages on youtube. As for P4A, idk, I don't plan on following that game for the first title. Lambda's was useful. It was part of a 4 way mix up. Carl's, rachel's, and ara's could use tweaking, though not much. Anyway, still waiting on some footage from the new test. It's about 3 pm in akihabara right about now.
  9. Then tell me mAc, is the point of all moves to troll everyone possible? Please enlighten us.
  10. Tell zeth, do you know the point of astrals? Do you work ASW? Unless ASW says otherwise, shut up. The point of a move is to use it at the time it is most efficiently used to do the most damage possible, otherwise all moves in the game might as well do shit tier damage. Ok, Let's break this down. No heat combo. Across the board average, 3-4k 50 heat combo. average is 4.5-5.5k. 100 heat combo. generally around 5.4-8k, depending on your character. Why would it be so broken to allow astrals to not be totally useless? You need to keep 100 heat saved until when you actually use it. That means you need to use means other than heat to combo. That means you will only be getting around 3-4k, depending on your characters. Put on the last 3-4k of health for the astral, and that makes about 8k. That's about the same as the upper end on 100% heat combos, not to mention you need to use all your heat at once rather than spreading the two supers spread out in the combo, need to have your burst/OD available, and has to be match point. And that's only if they make it so you can do it from mid combo pre 35% like we're asking. Astrals right now can only be activated once they are below 35% and out of a combo from before they were above, along with the requirements you know. That means right now, with the way things are, you are spending 100% heat, burst/OD, waiting till match point, just to land a...3-4K. I can do that without heat thank you. Either make it useful or just scrap the mechanic altogether. It's useless right now.
  11. Why all the hate on astrals? I'm not asking for them to be broken mechanic shit. I'm asking for them to be more than useless. If you get hit by an astral in any blazblue, it means you were playing like so much shit that round that you didn't even make them use heat or a burst. It's gotten to a point were we just use it to troll people. I don't want that. I want it to at least not be useless. Guilty Gear IK's have more utility than this shit, and yet I've never seen anyone complain about those. wtf dustloop.
  12. I know exactly what you're talking about Moy. God. You should at least have the benefit of finishing a 4K combo with an astral when you actually do get the opportunity. Edit: Not super viable. Just more than useless. I don't care if you have to be in OD, the opponent less than 35% health, and need 100 heat. Don't make me have to reset my combo if I actually want to astral him when he hits less than 35%.
  13. Akira, some edits you need to make. Make sure to put this as the CP loketest changes. This isn't the real game yet. It's 6D that causes slide. 5D does nothing on nirvana. 5B is no longer jump cancellable on block. It should still be jump cancellable on hit. Other than that nice work. Where'd you find that allegretto gets a wall bound? Also, I have something to add. In the carl mirror video I saw 2C give a wall bound, though I don't know how untechable it is. It will help solo carl corner combos, but looks like it'll be harder to combo with nirvana in the corner.
  14. I'm gonna make BBCP thread in a bit. Edit: NVM, akira beat me to it.
  15. Not every astral needs to flashy. Mu-12's does need to be retouched because the quality is ass. Carl's is fine, but just needs a bit of buffing to be somewhat useful, and I've grown fond of the impending doom arakune astral ever since the renai circulation combo video. Buff it if they must, but it's just so lolzy.
  16. Atm clap, Idk. I wanted them to test with the lower 2C launch hit if it was possible to vivA>6A>air combo, but no one has said anything about it yet. We could very well have very low solo carl damage again, but it's the first loketest. Let's wait and see.
  17. Akira, I believe you are the one confusing me right now hahaha. Ok, Let's put it down into words exactly what I mean one more time. I KNOW CARL HAS SMP. I have not played blazblue since Continuum Shift 2. Because I was not around for Blazblue Continuum Shift Extend, I was unsure if Carl had some of his SMP properties removed or not. Considering all that you have said so far, I can assume Carl had all the same SMP properties in Continuum Shift Extend. In your previous response, you worded your sentence like you knew that Carl's OD removed SMP, but your latest response says that is not the case. I'm sorry for the confusion, but I was just trying to respond to what I thought you had written.
  18. Can you show me a source of this Akira? It would be quite wonderful if this were the case, but I have yet to see any indication of what it does either through footage or text.
  19. I didn't ask the creators to remove SMP on nirvana lol. I was asking if they were already removed in BBCSEX, because I didn't play that game enough to notice. I was saying that because we have so many combo routes on nirvana now midscreen, we won't have to worry about ending combos early midscreen because we can constantly change our moves to avoid SMP. I can predict with this that we could get some very overwhelming damage. And I've been through every loketest that BB hass gone through as well. I still have the first footage of nirvana using volante in CS1 loketests favorited on my youtube. It's just...really early for them to already be pumping out another version. I mean, it's been about 4 days. They haven't even had much time to take note of what all the changes did in the first version, let alone make any new changes based off of them for a second. I can only assume that either arcsys is going to be bringing in the murakumo units (or their equivalents), or that they had too many ideas in a brainstorm meeting and are just trying to get as many ideas out to the public as they can. Edit: If OD did remove SMP on us, we would be such a lulzy character. Wait until low health, activate OD, allegreto>8D forever XD. I really wish I knew what our OD did though. NO ONE KNOWS.
  20. Carl's could very well be practical if they just made it either a 1.5 screen diameter, or made it so nirvana constantly is moving in the direction of the opponent. Rachel's does suck because there's no way to lock people down for it to hit. Maybe new cat bat poles will help but I still feel it wouldn't be enough. Ragna doesn't really need a cooler astral. Jin's is fine the way it is. I wouldn't be surprised to see a new noel astral because they did basically redraw everything on her. Bang's is unblockable, learn to get those half circles in fast, and you can cancel it from j.D before the j.D hits.
  21. A new version for the loketests already? Dang. Here's to hoping murakumo's make an appearance. Thanks again for the work Isuna...More Carl please? And lamby/murakumo replacement if they are there.
  22. When we saw 4D in the carl mirror, it looked like they couldn't tech until they hit the ground, so I think B viv 5C could end up working. Cantabile pop > 6D now is an easy combo pick in CON, so much so I wanna know if we can cantabile>6D>cantabile>46D>whatever. With all these new moves for launching and keeping them closer to nirvana, we have a lot more on combo routes midscreen, and can avoid SMP much more easily. Though I'm not sure if the SMP moves have been removed on nirvana, since I didn't follow Extend all that much. So long as we can keep the routes varied and find optimized our damage on CON, we could probably hit higher this time around. This could also help our corner game as well, considering corner has always been that much better for everyone in BB. Also, according to the general thread, they are already launching a new version of the game for the loketests from now till sunday >_>. So expect some changes.
  23. Also, after closer inspection, 46D causes a vacuum ground bounce on air opponents, though untech time seemed low at about 21 hits about 3:06 on the carl mirror. And the combo blue beat earlier, but at least we can see some utility. It's funny, because with all these nirvana moves causing vacuums (4D, 46D), launches or comboable knockdown (anima, 2D, 8D, 6D), or even just air untechable (volante), it seems like we might have great mid screen combo potential. I mean, can you imagine a combo game for carl centering around whole bunch of movement around nirvana? It would finally be fun to watch carl matches.
  24. Isuna, I want to thank you for all the vids. 70% of my questions were answered. Now if only I knew what Carl's OD really did, if you can land 6A off 2C>viv a, and if air tager buster is comboable. If that's what Azrael does, it's a good thing the drives actually need to connect to make weak points. But if that's true, his OD sounds stupid good. Bullet...looks scary...and I like it. Amane I want to see someone good try him. And for the people saying there might be 1 or 2 new characters, can I please see a source? That's too much to hope for in without proof. Especially when lamby is on the line.
  25. 46D is fast. Like, faster than volante fast. I wonder if it keep be used to can people wary of just dashing in to jab then run. Have to see it's attack properties. 4Throw looks like the trajectory changed. Utility still looks the same. 4D I'm not sure how I feel yet, but it at least has potential. 2C...please, someone test if you can connect 6A after A viv. I was screaming that at my computer screen. Anima has become interesting. Finally I can use the dang thing. Cantabile. Oh yeah everyone, unless you have doll or meter to burn (which you're carl, it'll happen), treat it as oki. And god, if you're listening, make it low. Allegretto gives a a weird rise at the end of the animation. wonder how that will affect dash agretto. 6D...please keep that. I swore fermata also had like houtenjin height. I don't think they went completely offscreen before. Still can't tell for ass what OD does. Overall, not bad for the first loke test, at least compared to everyone else atm. I expect to gain another 2 or so nerfs in the next one along with another buff.
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