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Everything posted by bakahyl
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After using my headphones i can hear the announcer now saying Counter!, so it was indeed a counterhit which i originally thought. I discarded however that thought because i did not hear Fatal! and i thought that Furu no Tsurugi still had fatal properties in CP. I am still not sure if the bounce of CH Tsurugi can be followed up with, but it does look similar to the bounce of Mu's dp in extend in the corner. So maybe it's possible with just a small dash and 5c meterless. later edit: the lack of FC on the lower levels of tsurugi is not that big of a loss because it has now a 100 p1
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FC Furu no Tsurugi has less wall bounce than expected http://www.youtube.com/watch?v=O09SDPJGWrk&t=1m06s I don't think you can even follow that up without meter at midscreen edit : my mistake it was not even a counterhit at all, but still interesting that if the opponent is high in the air that it will cause a wallbounce instead of a sliding if they hit the wall first instead of the ground
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The flaw is that mu has pretty easy identifiable blockstrings, without some kind of cover i would say that mu's blockstrings are even worse than ragna's or jin's. No matter how much more aggresive you are going to play, you won't be able to outperform the faster in your face type of characters like for example makoto ragna and jin. Also your increased midscreen damage won't help you , if you can't land any attacks. The only advantage that mu has over these character is normals with better range, but even ragna has similar range. Also if they wanted to make mu less of a zoner and more of a direct rushdown characters, then she she obviously is still lacking any decent air to ground attacks (no, i don't consider j.2c a good one because of it's slow speed and overall low reward). Her midscreen damage is slightly around 3k-3,5k so far but her corner damage has been lowered as well, seeing that i saw a 5b starter combo only doing roughly 4k+ Of course mu has only been out for 1 week, but even they will find ways to optimize her combos, i don't think we will be seeing any of those ridiculous corner combo damage back because of the new combo system. So taking risks to set up steins is probably less worth it in CP, seeing that totsuka has less of a pay off and habaya won't cover you trying to set them in most occasions. Also the somewhat nerf and buff of habakiri is questionable. It's damage has been buffed because all of the hits only prorates once but without charging it or not in OD, it only hits once. So i will miss the +40 on block gimmicks in the corner. Let's hope that the current patch did not "fix the problem" that it only prorated once. edit: another nitpick of myself with the removal of the guard primer system habakiri and furu no tsurugi have become less threatening as well
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new angle of habaya and less capable totsuka blade. Her new playing style seems less about steins now but more a straight forward rushdown character Also any idea what they fixed in the 1.01 patch about habakiri? http://blazblue.jp/bbcp_update.html It says "▼ミュー アメノハバキリによる不具合を修正しました"
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Mu's midscreen damage without meter has been buffed, but her corner damage currently looks much lower (eventhough every character with the exception of a few have their overall damage nerfed) It already irks me that CP seems to have nerfed her zoning abilities overall
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The reason for that is because j.2c forces the opponent in a crouching state (unless they were in the air of course) in CP edit: probably to compensate for the loss of fatal counter properties
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Is it me or does the recovery on Totsuka seem longer and the laser move faster? If so, totsuka looks less usefull as a tool to rush down your opponent safely unless you have like 3 or so tactically placed steins to cover lots of distance for your totsuka. Right now in extend, i could cover myself with 2 and in some occasions 1 stein with totsuka blade, but it seems less viable in CP
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I am sure it's stated that it's min. damage was nerfed from 1200 to 900
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[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
That video only showed combo's with 2b and 6b starters, not the stronger 5c, 6c or SoD (which now has a 100 p1 in CP) starters. -
I only seem to like palette no 6 for being black
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in extend or cp? In extend it looks pretty even to me, both can disrupt eachother's long range and look pretty equal at mid range as well(her itsuu and 6b (eventhough slower than mu's 5c) and jc with staff are pretty deadly against people who like to mash 5c ). Mu's corner damage is higher while Litchi's corner oki is probably more dangerious than Mu.
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Watched Mu on the stream and her 6b is really unsafe on block against hakumen (got hit by his 3c). Plus her new Sword of Doom Remix is pretty awesome with more opera like vocals in it. edit her SoD can be followed up by 5c in the corner, eventhough barely even on tager. I think 2b, 6a or even 5b would be more optimal. not sure if it was mentioned earlier but in the corner 6c > crush trigger works. and yes the stream is finished
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6b not cancelling into specials is not much of a problem seeing the new 6b 6c combo on grounded targets. Eventhough i am anxious to know how to combo 6b in the corner, because i doubt 6c has it's minimum ranged shorted by that much based on the earlier video. I am more concerned that it has "longer recovery" in CP, because it used to be pretty safe on block.
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Just speculations but tachi looks unsafe when blocked.
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Doesn't seem different to me. 5c roughly did 7-8% of her health based on measuring it using a ruler on my monitor. Assuming that nu still has 10k health, it should be close or same as the current damage of 720 in extend.
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[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Let's hope that they won't put a region lock in it like p4u. Because of that i still haven't gotten to play it on my european ps3 -
Eventhough mu is annoying to play against, she is not the annoying one. I have seen people comment me that her combos and style take "little effort to play and use" (which i disagreed) mostly because of her damage output. edit: if the current information is correct, then Mu's overdrive will make her steins fire faster. I could be wrong, but it does not look that gamebreaking to me for sacrificing a burst.
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I have no idea how people can use ragna's and hazama's 5a as a somewhat anti air, while i haven't seen any mu players use her 5a as a ghetto anti air eventhough it has more active frames than their 5a. The only reason that i can think of is that mu can't follow it up reliably unless it was a counterhit :/
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[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
speculation and i am not sure if it was mentioned before: seeing that Mori was talking about ending the 6 heroes story and a a new (sub) boss for the arcade, wouldn't it make more sense that it was Nine/Phantom rather than a Murokamo? Seeing that she is in somewhat alive/resurrected in the story. -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Most of my hype went from P4U to BB:CP -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Same can be said for Ryu and evil Ryu or akuma and Oni in ssf4 -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
I am not sure if the burst will regenerate but instead it seems to me that you can use your burst as some kind of short overdrive mode. possible hints to it. -Bang is able to use his new nail distortion with it (it used 50% heat , so it's unlikely an astral) and hakumen can use yukikaze in that mode. -the background is red instead of blue - in the part when hakumen uses yukikaze, you see that meter draining -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
P4U also has a rechargable burst system like GG and i haven't seen people complaining about that too much. -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Doesn't it make more sense that she is in actuallity a female but masquaraded and raised as a man to succeed in her father's footsteps as a master for the other ninja's ? Seeing that in some cultures females cannot be the heir. -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Maybe as a combat form for Saya?