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Everything posted by Warhound
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Having the hardest time learning to block moves correctly
Warhound replied to MrPenguinRox's topic in P4:Arena Gameplay
I'm not sure if it's just that you aren't quite adjusted to blocking here or if it's just you're adjusting to the feel of a new game. But I can understand. Honestly, it just comes down to you getting familiar with the casts' move sets, and how people string them together. You learn the timing for it. But over netcode? I don't know, I haven't been on the PS3's online yet. -
How's that thing suppose to cross up? Just air dash it or what?
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I'm trying to get the hang of Yukiko too. Not sure who else I'd be good with. I originally had planned for Mitsuru, but she's got charge moves... It's day one for me, had to wait for the paycheck. But god, it feels like the first day I picked up BB. Felt like I might have wasted my money a few times. Also, I'm still getting used to to the fact that the button layout is entirely different than BB's default sans the Square button (X button).
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Man, I don't know what it is. If it's like the button layout, or it's faster then BB or what. But I'm spending so much freaking time on combos I should realistically be able to do. Don't have a stick, I guess that would really help.
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BBCT's net code was amazing. It was just about as good as fighting a friend sitting next to you. Beast net code. Give it to me.
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[CP] News & Gameplay Discussion (Old)
Warhound replied to kosmos badgirl's topic in BlazBlue Gameplay
Either way there is no way they can just do away with data and detailed sprites for a character....wait...Mu... You know what forget I said anything. -
IF you can manage to hit someone with the overhead, it's extremely easy to follow up on, just scoop em off the ground with 2C. But otherwise, it's way too slow, it's proration is terrible and like most of the guys here are saying, it's only useful when the opponent (much like the player) forgets its even a part of Hakumen's arsenal, or to stuff back dashes if you yomi like dat. Tsubaki or rather CS1 Tsubaki was a godsend to Hakumen's mix-up game. Most important thing was that it was quick, led to some big damage and gave something for people on the defense to fear as well as simultaneously making Zantetsu entirely obsolete. You know what I miss? 6D > full charge 6C...why in the hell did that die out so quick?
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Yeah but what were your chances of getting a CH Tsubaki anyhow? I don't think it could even stuff low jabs >_< What was weird is that in CT I could pull off Hotarus and Tsubakis like nobody's business, when CS rolled around I got worse at it....until they changed the input for Renka, thank god. CT though huh? I remember the days when Gurren > 6C > Shippu actually DID something.
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I'm sorry, I worded that terribly. Yeah CS and CS2 really put him in the corner, but even still, his j.2A (or in CT j.2C) pushed them to the corner, and it's definitely a spot he excelled in, rather than attacking from mid-screen, if I recall correctly. I meant that the changes we're seeing in CP is really changing his character quite a bit. j.2A no longer defies gravity, throw keeps them in place, Tsubaki no longer slides (not that I care), and so on. CS1 Tsubaki was godly. We had an overhead to dread. CT Tsubaki could be comboed off of? I wonder why no one really tried it then. Figured there had to be some practical reason why no one bothered with it.
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Certainly hope it's not as slow as Makoto's. I pictured it like Hazama's j.214B. If it's got crossup potential...I dunno, that's going to be odd. I'm amazed we still don't quite know what it is. Only thing I can think of is that it pushes them back just enough for 2B to not connect, but hop Tsubaki can. Otherwise? Yeah, that makes no sense. Not much needs to be said here. I agree, it's killing one of his view tools to get around zoners. As Hakumen, I don't want to just be sitting around on my big, white, metal ass all day cutting projectiles and saying "Nah nah you can't hit me!". What about ducking under dem chains, huh? I hope you guys are right about most of this not sticking and is just a mad-scientist testing ground for new stuff. I haven't been skulking around the other forums quite as much, but do the changes look as drastic to everyone else? Haku has always been a corner rape guy, even back in CT when he had nothing the likes of our current j.C. Every change has been putting him farther away from the corner. And if they do keep him away from the corner, how are they going to work him? He's gonna need a damn lot more viable combos from mix-ups and cross-ups.
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I'll try to keep those in mind, thanks. Just gotta wait, to train again or else I risk my fingers falling off.
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combos involving lvl2 j.2C are just plain discouraging. I've had a rough time with Rachel in the past but, I've always been able to figure her out combo-wise. But this is terrible, I practiced for about 2 hours and I could only get it to the point where I can do it about 30% of the time. I've read about the common problems with doing combos that utilize lvl2 j.2C but it only helps so much. I don't know how you guys do it.
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Ah okay, thank you.
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So I'm playing around with Rachel's challenge mode combos, and I can usually do most everyone's challenge combos, (except Carl because I hate the little bastard!) and something that I'm guessing was implemented during CS2 (where I took a hiatus) was part of her combos where it goes something like enemy in the air > j.C > jump > 2D > 2C, Which if done correctly cause the opponent to bounce off the ground and allow the continuation of combos instead of just teching when the hit the ground. I'm sorry if this is a sort of scrubby question, and I'm not even sure where to go looking for answers for this problem, so I'm asking: What is the technique for this maneuver? I either hit them with j.2C and they tech immediately or they just tech before it even hits them. Once 1/100 tries are the right outcome but otherwise I'm trying to figure this out on my own and simply can't.
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I'm still trying to get my bearings back, (I also have a faulty Y button) but give me a holler, I'm startin' to FEEL IT AGAIN! I should be able to put up a decent fight. And in my opinion, from what I've fought (mostly newbs and people trying to get back into the groove of things) not much has changed, here. It's still the same game as before, keep him out, and don't throw things out he can easily make a barrier out of of.
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Haven't played in over half a year....Ugh. Gotta get mah fightin' legs back.
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It feels nice to do TK Hotaru so easily now, but for reals the new input for Renka is messing me up. My muscle memory takes over and it keeps wanting to do 214B.
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Yeah that's the thing though, the guy had them in the corner a few times and he could have really used that hop Tsubaki.
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Hm, I really like the usage of 6A > hop Hotaru, I think that'd catch a few mashers off guard. I'm seeing a surprising lack of hop Tsubaki, and against two characters with no real DP no less.
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Tried watching those vids using the redirector. Couldn't watch em.
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Burado ovu Justisu will likely make the change himself but I'll just go ahead and make it easier for him. First vid: http://www.youtube.com/watch?v=eaH_6Awx8EQ#t=4m57s Second vid: http://www.youtube.com/watch?v=RGOW18nEAH4#t=10m32s Third vid: http://www.youtube.com/watch?v=4hNloAUKZow#t=3m16s Thanks for the vids Sophisticat, that first vid was really good. So now we have a definite BnB in the corner which is: 214B (1) > 623A > 6C > 2C > (h)j.2A > f.j.2C > 2C > j.2A > air dash > j.2A > j.C
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It's really too bad the guy didn't win, saw some really good combos from him.
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I kept trying to do that but I could never get it quite right. Thanks for the actual instructions.
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That's some interesting stuff right there. It's about time we see some note-worthy Hakus coming forward. I keep wanting to see combos that use 6C, but those are pretty situational. If you can do them, they put out some good damage.
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It probably has to do with the fact that all of his C moves got faster.