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Everything posted by bakahyl
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Depends on what kind of music setup you have to make that ATH-W3000ANV worth it, personally i like custom iem's like my westone es5 more due to being more portable.
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1. Funny , i have been avoiding inferno divider with mu's 2b in lot's of cases even on wakeup ID (Cor or any Mu player can confirm that). I never said that tsugunui will always beat out dead spike, while id will lose. But you were making it look like that deadspike will always beat Tsugunui, while ID will always hit the deadspike user. I was only pointing out that flaw of your statement by using spacing. 2. I am only saying that as an example of instant barrier used as a criteria for defence if you look what's written for valkenheyn. Mu and ragna are both excellent at mid range neutral as Mu has longer reach normals and projectiles and ragna has faster but slightly less reach normals. But let not compare fighting those 2 against eachother. In most battles, the pushback does give her more than enough space to beat many other characters who lack fast long range attacks (exception are the characters who are classified equally or higher in the neutral viability). But i was only saying that Mu benefits more from the pushback, because she can't fight at close range that well as many other characters due either slower normals or short reach normals.
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1.Seeing that we are still in the subject of hitboxes, ragna's ID is vulnerable to moves that have lowered hitboxes at close range. Because ID tend to whiff alot on them while Tsugunui can beat those. ID is not flawless against every pressure string itself. So i don't think that alone makes Ragna's defence viability into S+. Also as for your dead spike example, it depends on the spacing. Because ID can lose and Tsugunui can win against deadspike depending on the range when deadspike was thrown out. 2.Personally i think the pushblock benefits probably mu more, because ragna can still fight decenty at close range while mu is at her weakest.After the barrier pushback, it gives her time to setup steins or create more room by moving away like backdashing or backwards airdashing or by using an arrow of heavens. Mu does not have to throw out her 5c, which has 12f startup. 3 -
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1. It's weaker hitbox should not always be a problem as dp's are most of the time tools to escape pressure string or mixups. If you are mashing dp's on wakeup, then ID can just be as easily baited as tsugunui. As for avoiding dp's, well litchi's is pretty hard to avoid (being 2 part, huge hitbox etc) plus she has itsuu for some attacks with guardpoint as well. But her defence viability is pretty much at the bottem, maybe because she needs her staff to do so. 2.Even if it is not favored, she has an extra defensive tool over Ragna. The main reason why ragna has S+ tier defence is mostly because of ID. While tsugunui still is inferior (but in my opinion not by that much), but mu still has another tool. Also in case of the extra pushback caused by the new barrier guarding, i think mu is better off than ragna by keeping people away. 3. The loss of a primer is worse for Mu, but the number of moves that remove primers have been reduced in extend. Also wasn't the amount drained of the barrier gauge while having 1 primer reduced? So i don't think the higher statistcal value are that much of an issue or Tager would have had better defence viability because of his high health,his 360 or 720 busters as a ground reversal , good backdash and 10 primers.
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Question: I have my doubts about Ragna's defence viability being S+, while Mu's is an A. Both dp's are fairly good because they can be combo'd of in the corner and they can be used in the air. So the 2 dp's are just as usefull. While the startup of Mu's dp is a few frames slower and it's range is quite weak compared to ID, but it has a lower recovery incase if it's baited and it is not as long in counterhit state as ID. Her dp being a high level guardpoint seems to be better than being invul. in some cases, because if she will more often win incase it clashes with other dp's. Also Mu has a fairly good backdash, while ragna's backdash is average. So i think either Ragna's defence viability should be lower or Mu's slightly higher.
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Why the heck are people even talking about dividing by infinity? Infinity itself is not an actual number.
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Does the Mu's 5c nerf in extend really warrent a 4-6 (according to that matchup chart in the blazblue gameplay subforums) against Tager now? I have my doubts though.
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So the matchup Mu vs Tager is now somehow in Tager's favor?
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Valk doesn't seem that much weaker from what i saw from the japanese videos.I would say that his new buffs are just as great as his nerfs, but Mu on the other hand has gained more buffs than nerfs. edit: Atleast his wolf 5b doesn't seem that retarded of an anti air now
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When i tested it in training mode, origins always seems to win from DbD on reaction unless i started origins before he uses DbD. But in that case i would call it that your dp was baited.
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Origins can cancel out unblockable astrals like Jin's, Rachel's or Bang's with the proper timing. Of course doing it too late or too early will still get you killed. So that's why i originally thought it had guard point and invincibility. Because all of the other guard points can be thrown or be hit with unblockables. edit: bang's and rachel's astrals seems to be the only other guard point move that also can't be hit by unblockables or throws edit2: bangs astral is classified as a throw in the frama data :0 somehow i can still hear the sound effect of my guard point blocking his stab with his huge nail that has a "throw" attribute .
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I am still playing using a pad, because i can't seem to adjust to a stick that well. edit: yay i got my ps3 finally back and i don't have to use a borrowed xbox360 for blazblue.
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You could have assigned the shoulder buttons for a rapid
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That was originally the reason for asking about the origins, but due to my below average english i could not phrase my question that way. On a different subject: Is Mu really that good (as in higher or top tier material) in extend? I still haven't played extend yet but she looks mostly the same, except with a few more gimmicks.
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So in a sense it's an invulnerability like the other dp's without actually being an invulnerability I think an invul. would have been better, but a guard point that guards against everything makes more sense for a barrier type move like origins.
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My point of asking about origins was that the guard point (i am almost sure that it also has invincibility, but i think the frame data on dustloop is incomplete on that) that it has seems probably more a liability than an advantage, because it can clash more often with random moves. Most of the time, i don't think of mashing it incase it will clash and i end up at the receiving end of the pain. Though i never said dead spike, because i know they just cancel eachother out and not clash due to lack of lightning clashing effect (like mashing inferno divider vs inferno divider, i love those dp-only battles that i have for the fun with my friend to see who wins. ) edit: eventhough i am not from the USA , which means i could never attend EVO. I am still surprised that blazblue is not in it this year.
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I have been wondering for some time, but was there any point that Mu's dp also has a guard point besides it's invincibility? Other dp's don't have it and origins seems to clash more often with random moves than other dp's.
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Probably to show one of the smallest and oddest hitboxes :0
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I think rachel wins with her usual fatness reallyfuckinbigpicture.jpg \/ http://www.dustloop.com/guides/bbcs2/frameData/rachel/rc450_10.png
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the closest thing mu has with the similar big hitbox is Ragna is OP edit: nvm ragna's hitbox on that is slightly bigger
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This is the first time that i was called a spammer online by contantly setting ups steins and using totsuka the whole time. The guy calling me a spammer was a lambda player, who was stupid enough to let me get away with all those totsuka.
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Getting angry never helped for me, it makes you probably more reckless and less rational. So you could end up making more (and probably sillier) mistakes than before. Just learn from those mistakes. I probably fought against Nemesis last night once on xbox live , but it was a little laggy though. But then again i am from Europe and he probably is living somewhere in the USA. edit: the blue airthrow at the end when you got hit by a habaya was not intentional, because i was assuming you were jumped over it.
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Creativity is probably a thing that will sometimes work just a few times by suprise if you are fighting an opponent of an exact skill level who also knows your habbits . But most of the time it will backfire, because the character that you are using are either not optimal suited for that playing style or you are taking more risks than usual. In the end you will probably resort to your usual playing style, because the element of suprise will be gone and the opponent will also take your risky style of playing into account. But i don't think using something remotely creative would win you matches that often if your character matchup is horrible, like 3-7 or something. edit i agree with the previous posters that creativity are considered tricks and that adapting is a better solution. I also think that there is not much that you can actually be creative about in blazblue. Most of the characters don't have a single role/type (every zoner can rush down although not equally as the pure rushdown characters and the defensive characters should be played aggresively in some situations) So fighting an equally skilled opponent who actually knows your playing style probably already has taken into account what your character is capable of, including the riskier lesser used "creative" gimmicks.
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Do you have a receipt or a mail confirming the payment?
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i don't mind losing omoikane for that