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evilben

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Everything posted by evilben

  1. im hyped about the XYH to 720 cancel that Yuumura did at the end of the 2nd round v that jin just for shits before he died, was a true cancel out, could be so much fun.... 214b (churn that butter!) C!!!!! and as far as 6a goes, im just excited that we have a counter the the unbeatable dragon punch. its not fool proof but at least its something. also i am pleased with the speed of 3c and the new hammer, if nothing else it gives us more threat range on sledge vs some of the zoning chars. (i still havent seen an example of hammers armor but if it exists with 50 heat it seems you can basically sledge hammer RC for a free close and a primer break on any projectile zoner)
  2. sure thing, i got work early on tuesday but nothing going on for monday

  3. My bro leaves Sunday, so after that I'm good. If anyone is down for games Monday I'm off work and I can host. Only have one setup but have room for more if you can bring.
  4. My brother is in town for x mas, so I'm busy...
  5. Nevermind me... I need to learn to read...
  6. think you mean write up AXIS... do you suggest GF lambda? id guess so because being close to her is very important but it seems like your only real options after it are block, delayed 360a or jump up 720/360 do to gravity seed. also, anyway to deal with act parser a AH besides not be there? i've been caught by that way too many times....
  7. or hell, depending on how the XYH 720 cancel works 214B7896321478C
  8. Two things I noticed in the second video in the first post, 6b did fatal, woooo.6a canceled into 360.
  9. updated the OP with the info from CS2 release, ill keep it updated as i can. i dont have net at home right now (other than my phone) so if you want to edit the post to add stuff feel free to AXIS. i think guard crush tactics are pretty neat, it allows him to be really scary even if his combos do average damage. what i really like about it, is it makes bursting against tager a VERY risky prospect. everyone who bursts besides tager is down to two primers, an RC combo that breaks 5 primers is pretty much a guaranteed guard crush into 360b or 720 for massive damage. we have a hard time getting in on people and this just makes one of the main ways to get tager off you a much less safe option.
  10. yea, the loss of 5C > 6A was in the first loketest i think. but gaining more J.B finishers is awesome (means i should learn to actually do it i guess...) i think most of the changes are going to be as Nobus says, a lot of changes are going to come down to "faster or fast enough to be useful" the changes to mag fall in this, as do 3c and hammer. im most worried about 3c as it is now our follow up if 2c is blocked, its going to suck if there is no remotely safe followup for 2c...
  11. Sledge is not faster, hammer is.
  12. @DJ Koopa im confused as to why you would need to wait... i dont see any changes that would affect that. @AXIS: yea i know... but 5C >> 6A is out, so we will need to find something else i guess. I'd say 6A air throw but we lost that. hell we still have spark air throw but it depends on height. I think we lost some options over the loctests. Hopefully we might see some of them back. Sorry I meant to make a new post and ended up editing yours curse my new powers -_-.
  13. try Spark 2C AH hold instead...
  14. can makoto do that? huh, well, even if she can we can follow up the 2c with 4d which at worst brings us back to neutral and leaves her magged, or if makoto does the high version and blocks id bet that we could snag an AC on her before she recovers from the barrier.
  15. well, i figured id compile a collection of Tager changes from the loketests so we can get an easy compact view of everything we *think* might be different. these are just copy pastes from the front page of each loketest thread, so i might be missing some stuff! Loke 1: * Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit) * 6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight) * 5D has a stronger pull Loke 2: * When guard broken, throws are now green instead of purple * Green bursting now removes half your primers rounded up, meaning a character with five primers would be reduced to two primers (old system: five reduced to three) voltic charge command now 214D + magnetism pull now stronger + 6A can now be held to pull in opponent + can gadget after 360A + sledge hammer much faster + 4D pulls more + Sledge follow up as anti-projectile armor - 5D only pulls opponent during active frames - 5C cannot combo into 6A Loke 3: - Sledge followup slower than in the previous loketest. + Sledge followup has Fatal property. + 5C air unblockable (can be barrier guarded). loke 4: * All characters have either a 5B or 5C that's air unblockable * Guard crush prorate 100% on first hit only, 80% for the rest (no tager changes?) loke 5: * New mechanic: Corner Bound. Red effect appears when they hit the corner, they fall down like they got hit with a knockdown. Most interesting property is the untechable time buff, most of the moves that corner bounce are untechable in air. * System announcer changed again evidently even worse w/r/t engrish. * All characters' Counter Assaults have a gap added into them, making them hard to use. * Instant Block: down to 2-3 frames less of recovery instead of 5. * Meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions * No confirmed corner bounces. * Appears ridiculously strong, according to information from Yuumura-sensei. Charged 6A is surprisingly useful. + 22D does 100 damage + 2C>3C added + B-Tager Buster connects with more characters. Rachel eats 4800 from a B-Buster and gives Tager oki, but was it like this in CS already? I saw Arakune picked up with Gadget Finger after B-Buster. + Backthrow launches opponent straight upward, easier to follow up after. + 3C recovery reduced. + j.2C CH causes knockdown, made slower, easier to follow up after. + Sledge followup has superarmor halfway through. + Can easily sneak 720 from 421B (lit. charge cancel) - 2C > 4D gatling removed - j.D magnetism pull weaker - no follow up combo from regular throw my lunch break is coming to an end, later i will sift through them to get a comprehensive list of the final state of things (unless someone else is bored and does it 1st) final change compilation possible hitbox adjustment..? 6A: chargeable, pulls while held, super armor 5C: air unblockable, 5C >> 6A gone 2C: 2C >> 4D gone, 2C >> 3C added 3C: recovery reduced j2C: knockdown on counter hit mag pull in general stronger 5D: only pulls during active frames 4D: pull increased j.D: pull weaker (compared to CS1 or compared to previous loketests?) Hammer: faster(maybe?) has autoguard half way through, unconfirmed fatal counter (most likely not there) GF: deals 100 dmg, can grab everyone after 360A(?) voltic charge: 214B, can cancel into 720 (im pretty sure the 421 in the loketest 5 was a typo) throws: no combo on forward throw, back throw pops straight up for easy combo, throws in general are going to suck if i remember right. system stuff: insta block advantage reduced. guard primers lost for burst rounds up no tech on throws from guard crush. did i miss anything? ========================================================== ========================================================== CS2 Tager Changes============================================= ========================================================== + 6A: Has upper body super armor with infinite(?) amount of hits. Loses to lows. Has higher pull in and charge up. + J.C>j.b works on hazama, litchi, valk, and hazama. + 360B damage increase? + ASledge buffed (either speed or distance). - 6A loses jump cancel property. o Charge is 214D o 2C has not gatling besides into 3C o GETB has changed magnetism properties (unsure). ill update more as they go up and i see them
  16. ahhh sorry man, im just moving from south city to U city.

  17. id like to but the scheduling might be a bit hard. i work 8-5 mon-fri and o'fallon is quite a drive for me. but i can probably handle being dead tired at work for one day (as long as my boss doesnt find me a sleep in my chair!) as far as a BB scene in STL, id like to get a more active community on dustloop just so we all know we are here for blazblue. i tried SRK for a while but found it hard to actually find anything about any blazblue happening! everyone here seems to have joined the stl bb group i made, that could be a convenient place for organizing ourselves as well, allow us some more space to post and what not.
  18. i use B C D T A lose the shortcuts, they are only there for controllers.
  19. ...have you tried this? its not really possible with how quickly tager's damage goes to 1. unless you are planning on getting a 4000 hit combo in 99 seconds some how. there are only 3 ways that i can think of to make someone stand up: make them tech a throw, back off and let them get up, or GF. oh hey, you can always gadget flinger them too... if youre feeling awesome, or go for a GF reset.
  20. lol yea i know its got tons of holes. i guess if all else fails you get 100 heat, put them in a corner then sit there and wait till they get up... or just keep the combo going until time runs out if you are ahead...
  21. i believe mike talked about this earlier too, if nothing else you can always 5b 5c 6a jump air throw to make them do something. if they dont tech that its free throw dmg, if they do you can go for the late jD 720 trap
  22. ahhh, id love to go to the one this weekend but im moving, so its a no go for me
  23. id like to, but im moving this weekend, so its a no go for me, next time hopefully!

  24. haha, yea, i shoulda won too! id still like to get a stl blazblue meetup going. if anyone is interested, id like to play more in person games against more people! so tell your friends and post here if you are interested. thanks ~EB
  25. six people showed up, PJ won a round robin. good games were had by all, all day long.
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