LordSpectreX
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Dengeki FIGHTING CLIMAX: Announced at TGS.
LordSpectreX replied to InWithTheAshes's topic in Misc Fighter Central
I just said Futayo cause she seems the most likely. Any Horizon character will make me jizz. -
Hype Hype Hype! Thank you very much Tong!
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5CC and 2BB catches it midscreen. I'm very doubtful that this Azrael can go through Tsubaki's TK236A orbs with any kind of reliable consistency. The move only has 4F of invincibility. You have to time it extremely well for it to get through. Not to mention that if you read that he's gonna dash while the fireball is around chest height he's basically asking for a free punish. It's as Kiba says, if he's close enough for Dash to be a option, even if he can do it 100% of the time, he has other safer ways to get in at that range anyway.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
LordSpectreX replied to InWithTheAshes's topic in Misc Fighter Central
How is Maou not a main character? Jesus Christ, unless Futayo Honda gets announced as a character, my hype is dead. -
Tier List of Easiest Characters to Play in BlazBlue?
LordSpectreX replied to REPTILE0009's topic in BlazBlue Gameplay
Well the problem I have with ordering characters like that is that there's many different types of difficulty to a character. Even with combos, there are characters with easy combos, but harder hitconfirms, like Kagura. Or characters with easy hitconfirms but harder combos, like Hazama. And then there's the successful part. Makoto and Bullet are rather easy to play, but harder to win with than say, Taokaka, who is harder to play but easier to win with. Then there's difficulty at different player levels... There's a host of other problems too so it just gets rather complicated. Nerdjosh's list has some use, since Guilty Gear has a higher execution barrier at lower levels than BlazBlue and is very untutorialised. With BlazBlue, you can just go into Challenge Mode and get a feel for yourself for how character's combos work. No character in this game is so technically difficult to play that you can't get some idea how they work from messing around with them for a little bit. And yet I still don't know what Dizzy's bubbles even do. -
If someone can manage to make an avatar out of this; https://31.media.tumblr.com/2b4dd70a815a2b9e052d11596f5b7d9e/tumblr_mxb2esp6Ud1s7e5vho1_400.gif I will love you forever. :D If it proves to be impossible though (it is about 3 seconds), then this will also be great as a substitute. https://31.media.tumblr.com/3edbe5dec998dd26d2317941e2f59aed/tumblr_mx9clavMaD1se9xyko2_400.gif
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I would just kinda like an after credits scene on the final episode introducting Azrael, Bullet, Kagura and Amane. But probably not.
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[CP] Azrael vs. Tsubaki Match-up Discussion
LordSpectreX replied to zeth07's topic in Azrael Matchups
As expected of Tsubaki, this matchup is heavily reliant on how much charge she gets. As Azrael's tools are rather unorthodox, if she has no charge, you can literally do anything you want almost for free, but if she has charge you have to start respecting a lot of stuff. Neutral;- If the Tsubaki is good, she'll start with a zoning game with her j.236A and charge behind it. Since Azrael isn't the most mobile character, you only have two options. Either jump over the j.236A and play the dancing air game with j.B, Air Dash and j.2C. Or you can dash into the projectile and TK Growler you get a charge. Both these options will force Tsubaki to quickly stop charging and take action. There's nothing to stop her IAD backwards and doing the process again, but eventually she'll have to reach the corner. In other words, making sure you have presence mid-range is very important. If you can get in, go ahead, but her 2C is a pretty damn good anti air, and her 5B covers ground approaches well. So you'll want to play patiently around the range of a maximum Azrael 5C. Tsubaki has decent ground poke and dash speed. Meanwhile, her capabilities for dealing with Aerial Opponents is limited. Her Air-to-Air normals are honestly kinda garbage, and while 2C is a very good anti air, it's still her only *real* anti air. Playing a dancing aerial game is highly recommended, a good matchup to use Divekick in. Most of her normals can be whiffed cancelled into a followup just like Azrael's 5B>5BB. Because of this, she can easily punish dash attempts through her with even needing to react much. Use with extra caution. Her Charge Orb Dash thing that costs 2 charges is extremely fast and high priority. It will catch you out of careless forward dashing with incredible ease, even if you jump cancel. Aerial Mobility is the way to go. Offense; Once you do get in, how this will go will be either simple or much more complicated depending on how much charge she has. If she has none, then really the only threat is her 623DP, which like Azrael's DP, can be traded with. Her backdash is mediocre and she has no 5F 5A of the sort. So in this scenario, she's at the mercy of her fundamentals. If she has one charge, then she can do 623D, which cannot be traded with, but can be baited and 3D Punished like any most other DPs. The problem comes when she has 3 charges. If she has 3 charges, she can whiff cancel her 623D into j.236D and then whiff cancel that into j.214D. While none of these options are safe, they require very different counters to beat. Adding an extra layer of a mindgame. You don't want to get hit, so as an option select, your best option is too dash forward and let her dive behind you, using all 3 charges. You can't punish it but if you react fast enough you can keep up the momentum. While this is my safest choice, it's not always reliable, as she can whiff cancel her DP almost as fast or as slowly as she likes, so stay vigilant and play safe. But in all, try to not let her get more then 2 charges in the first place. Defense; Tsubaki's mixup pressure got improved in CP by a fair bit, but it is still rather suspect. A lot of blockstrings have very close range, so you don't have to worry about whiffing Growler vs normals much. Tsubaki usually reapplies pressure by cancelling into charge. You can poke her out of this, but how easy it is and which poke to use largely depends on the normal she Charge Cancelled from and the range she did it at. Without knowing the specifics, you can backdash, but since she's at neutral after charge, she can very easily just keep dashing and punish the backdash with little effort. Since her pressure is finnicky, Barrier is very strong vs her and is generally a good idea for when she's doing anything other than stagger 5A pressure. Chicken Blocking when you predict a gap is not a bad option at all considering Tsubaki's limited anti air game. Don't backdash if near the corner to try and make stuff whiff. Due to her whiff cancellable normals, it will almost always never work. -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
LordSpectreX replied to Kurushii's topic in Kokonoe
Sorry if it was said somewhere else, it probably has a simple answer. But when you do the 22B>BlackHole setup, what's to stop them from taking the 22B on purpose? Barely anything seems to work after 22B>BlackHole on hit. -
Yeah that makes sense, especially since it's important to make Gustaf as un-IBable as possible.
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Out of curiosity why would you tiger magnum instead of gustaf?
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Just to be clear I agree with you on quite a few things...scratch that, pretty much all the things you've said and I do appreciate the time you taken to write this out. I just simply do not agree with jump canceling for pressure, and hell, even that is just for that matchup. That's really all. I'm only showing some skepticism towards one piece of advice only because I agree with the rest of it. Even after all that however, I figured out doing rising J.D beats 5A clean, so I think I could make jump cancels more unpredictable if I do rising J.D more, forcing him to commit to slower moves instead of the one move he can use to counter everything.
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I strongly disagree. Hazama has the best anti air options, or is at least top 3. Even if he doesn't, he hits you with 5A while you are RISING yet alone doing it later. Not to mention he also has access to 5C, 2C and 214DB, all great anti airs that lead into incredible damage. Sure, I might get away with it occassionally, but most of the time, he's just gonna rapidfire 5A and hit me for 3.1k. The risk vs reward is nowhere near in Azrael's favour to warrant jump canceling. It's not like he has to interchange his moves. 5A acts as both the anti air and the punish. If I do jump, 5A, if i do 5BB, 5A, if I do 5D, 5A. Hence why I gustaf'd so much, to try and punish 5A after an insta blocked 5B. I did find out later that doing rising j.Axn to punish the 5A might work, but it was kinda dodgy.
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To be honest, while I appreciate the advice, jump canceling in pressure vs Hazama simply does not work. His 5A anti airs you as you are rising (yet alone falling with a j.b/j.a) and goes into 3.1k even without counterhit. Grab don't really work either since this guy pretty much always techs them. 2A>5D and such is legit, and I started doing that a lot later along with stuff like raw 5D on wakeup. Worked well. But yeah, I don't think you're wrong, but vs Hazama jcs just don't function.
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New Videos, there's a lot of footage not expecting anyone to go through it, but might as well post it anyway. Azrael vs Hazama (1/3) Azrael vs Hazama (2/3) Azrael vs Hazama (3/3) Did a lot of airdashing since it's Hazama and all but tried to keep it to full range mostly. Stopped doing TCL BHS except to kill. Tried to be more aggressive. Additional advice would be great.
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http://en.wikipedia.org/wiki/Honor_killing And even if they won't, Tsubaki is certainly not the type of person who could handle bringing shame to her family. Especially since she's supposed to be one of their few prodigies left.
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If you like Kanji, you'll probably like Kagura. He's pretty straightforward. Great DP, Great Oki, Great Damage. You'll start to notice Kagura's flaws once you get better, but early on, Kagura gives quite a lot reward for little effort. Lolwut? Do you even Jin?
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On top of that, she just fought her best friend only a few hours earlier and her Childhood/Love Interest turned crazy and beat her, only not killing her cause "you're not worth killing". Add her inner doubts over the NOL and what she's doing. Even if after all that, she's obviously not in the right state of mind, it's not like she'd be in a position to think about anything other than suicide.
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Astral Heat: Overdrive April 19th London, UK
LordSpectreX replied to Zoular's topic in International Events
No I obviously won my first match 1-0 and advanced despite the rules being best of three. http://cdn.memegenerator.net/instances/250x250/37217613.jpg (Idontactuallycarebtw) -
Astral Heat: Overdrive April 19th London, UK
LordSpectreX replied to Zoular's topic in International Events
http://challonge.com/Astral_Heat_Overdrive_01 Shoutouts to two of my games having incorrect scores. D: -
Can't really find out, so sorry if this info is accessible somewhere, but what does; 1-10GP(A) for Sentinel Crush mean? Cause it doesnt seem to have GP on the first frame, but if A means Active, but I've had it block during the startup before. And how do you read 10(Active-7)GP Does it mean 17 frames of GP + how much you hold it for? I'm confused. Thanks.
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Good advice guys. Thanks, I appreciate it. I'll work on it.
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Wow. They actually put some character development into Lambda. Maybe I'll actually have some feels later on.
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Chrono Phantasma Story Discussion [fun tentatively allowed again]
LordSpectreX replied to Chaoschao222's topic in Zepp Museum
I think Kagura is the only person who actually treats with Ragna with any sort of respect whatsoever.