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Everything posted by Delrian
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Seconded nomination for LunaKage, he keeps the MI scene going outside of tourneys.
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Sweet.
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So... best solution is no commentators.
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I find that happens quite a bit...
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That way people can pick it up and put it down, having learned the best lesson there is to learn.
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FB is dumb anyways...
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Most SRK posts for MI are new people asking where the scene is.
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Not to mention other FG forums...
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Nope, only a 5 frame buffer for button presses (maybe directions too, not sure). Basically if you press a button 5 frames earlier than a link, you'll get the link anyways.
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Q&A about Joystick Building, Parts, and Purchasing
Delrian replied to mr.mortified's topic in Hardware
Well if you need replacement buttons, I have like 6 extra. :P -
For the record, you could have someone else create some artwork for your stick as well, should you know any artists (there are a few here on DL, only one that comes to mind right now is C0R). In the arcade stick business, they provide the simplest way to get a good arcade stick for fighting games. A lot of their other stuff is not so good, but their TE sticks (both the SFIV and the BBCS stick you were looking at) use Sanwa parts out of the box (no extra work putting them in yourself). If you can get the CS LE, it is very similar to the SFIV TE, but I don't know if they're in stock. If you have specific questions about arcade sticks, I'd be happy to answer them, or you can ask Mr. Mortified in his thread.
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You have only yourself to blame.
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Q&A about Joystick Building, Parts, and Purchasing
Delrian replied to mr.mortified's topic in Hardware
Not sure because when I bought the Mayflash I modded it immediately. From what I've heard the stick is kind of loose. Buttons are crap imo. :/ -
a tl;dr of previous posts When comboed: 1. Are you in the air? (most likely scenario) Mash* A and B (not C because that could trigger Throw Reject Miss), watch for opponent's attempt to throw you midcombo. You have some invulnerability when you tech, and can tech in three directions. 2. Are you on the ground but still standing? (...usually Carl) Hold back/down back to prevent possible reset, don't mash unless you're knocked down or knocked into the air. 3. Are you on the floor? Mash*, but choose your ground roll wisely (and change often). See above post for more info on the four ground rolls. * - There are tech traps, so there may be situations where it is advantageous to delay your tech. For ground techs, I think there's one type of roll which will beat certain tech traps, but there could be an exception, I'm not sure. For air techs, I know in CS1 I had to delay air tech to avoid being pulled in by magnetism, but when you get hit enough by the traps you'll recognize them and know when it's not safe to mash.
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Yeah, key part of this post. Air teching is less complicated, only three techs, for forward, neutral, and back teching. Unlike ground techs, they all have the same invulnerability. Because a lot of the combos in Blazblue put you in the air, these are the techs you will be using most often. If it's already hit blue it doesn't (necessarily) mean you can tech it at anytime, it means you COULD have teched it, but you missed your chance to. When being comboed on the ground (often done by Carl), you don't need to tech unless your opponent knocks you down. If you're pressing buttons when the combo ends and you're out of hitstun, then you're attacking (and may get counterhit). When being comboed on the ground, it's better to hold back or down back to block possible resets (especially against Carl). ...Think that covers everything.
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No, it means if someone was beating on you and you land on the ground, eventually you will get up via quick roll. If you were on the ground and you pressed down (2) + A, B, or C, then you will do the quick roll earlier. All the rolls have their advantages, neutral roll has the most invulnerability, but you're in the same place. Your opponent can act on this by applying pressure again or by throwing out a move you need to block after the invulnerability is over (this is called a meaty attack, because the startup frames happen while you're invulnerable, and the move becomes active right as the invulnerability goes away). If someone decides to use a command grab whenever you neutral tech, you probably wouldn't be able to jump out in time (so even if you're good at blocking meaty attacks, neutral teching isn't always the best option). Thus there are situations where a back roll or a quick roll is better suited, and there are situations where they are worse off. It depends on your opponent, so you should think about (and change often) they way you tech.
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Projectile and attack properties, I think. But yeah, can be sledged or cut, which makes me hate Tager/Haku even more...
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Not necessarily. Rachel and Nu were the best characters in CT... >.> And Rachel can do a little rushdown if you know how.
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It might. Not sure. My first FG character was Lambda though, so the transition to Rachel was a bit rough, I felt it the most through the shorter normals and the more complex combos. Rachel also has to keep different things in mind, as the pumpkin and the frog and you and your opponent are all affected by wind... and your projectiles should you have any out. Plus you have to manage your wind... I just think that Rachel is one of the more complex characters compared to the rest of the cast.
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IMO Rachel is harder to learn, but I really haven't played Valkenhayne so I couldn't tell you about him. The wind and shorter normals makes Rachel harder to learn in general.
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If you don't pick someone and stick with them you'll always lose online.
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Unfortunately there is a LOT to learn when it comes to games like this. There is no single answer to what to do when you're under pressure (pressure - when the opponent is forcing you to block or react to what they give you), but there are a few things you can do. Counter Assault (after blocking, forward + A+B) - 50% heat, has invulnerability, often an attack, but sometimes not. Barrier Blocking (A+B while blocking) - drains barrier gauge, increases pushback on opponent's moves, giving you some breathing space or an opening if they try to continue pressure. Instant Blocking (tap back to block) - lessens the time you're in blockstun, giving you a couple extra frames to throw out a poke or something. Backdash (double tap back) - risky, but most backdashes have some invulnerability, but VERY RISKY. Burst (A+B+C+D) - invuln, blows away (if green burst) or sends upward (if gold burst). Can be baited. These are a number of the options available when you're on defense. There are other parts to the game where neither person is pressuring, or when you're pressuring your opponent, where you have to keep in mind their options while using yours. Explore around the rest of the beginner mode forums as well as the forums for your specific character for more help. Combos come with practice by the way, just get a basic one down (often called a bread n butter (bnb) combo) that you can get to from a number of moves.
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Q&A about Joystick Building, Parts, and Purchasing
Delrian replied to mr.mortified's topic in Hardware
The CHIMP board acts as an imp board and a ps3 board on the same one. That means it goes through the imp first, which picks either the attached 360 USB or the PS3 part of the board.