-
Posts
1,011 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Seiki
-
Chandler scratch that. I'm really liking Naoto. Plus TN needs less aki's and no one plays naoto.
-
Fine then I'll use Amy and her 20 second time stop lol
-
Yo I got mad tech skill I know how to control metal sonic bro.
-
I'm just going to stick with Akihiko. It reminds me of CT Bang. Lots of bad matchups, heavily depended on good reads and skill as a player to win. Also, X Blaze characters look like Undernight in Birth rejects.
-
I'm on xbl if any of you want to play
-
Sorry I don't have anything to contribute. I'm not a combo type person. Can't even complete bnb's. I wouldn't mind making a character or matchup guide if I can make time.
-
Ugghhh...god that trailer was awful. Is this Blazblue's Overture?! lol makes Overture look like game of the year.
-
I don't like how long combos go in that game. Even midscreen they are able to do a lot of damage. What is the the tension bar in the middle? I know it is like the guard libra in that offensive actions tips it in your favor but what does the circle do and what happens if one player completely dominates the bar.
-
thanks. Damn having good reactions is more important in 3d fighting games than in 2d.
-
Star I'm not good at finding quality videos of Persona gameplay. Can you help me find good vids of Akihiko matches?
-
ggs to Tad last night. You all need to stop playing your shitty single player games and play me. No homo.
-
I'm on xbox live atm if anyone wants some matches.
-
ugh hate how this is typical dustloop mentality.
-
Uh...akihiko's all out attack is 27 frames. It's reactable so throwing it out raw doesn't help and it's not like Yu's where there is a giant stream of lightning covering his ass you can see akihiko. The super armor on all out attack isn't until a few frames into the move, meaning a preemptive attempt at stuffing it with a standing jab works if they predict you are going to overhead (just tested it with chie), but they don't have to. A raw all out attack is fairly easy to see coming and you can block and punish. If a dude is going to DP due to wanting to stuff your attack attempt (all out attack or any attack for that matter) he/she will hit you before the super armor activates since the dp hitbox activates much faster than the super armor and this is refering to hit type dps like mitsuru and yu. If it's a counter type dp they'll just counter your all out attack. I just tested the Chie Meteors thing. What do you mean run up and roll? I always get counterhited out of my roll No matter where I am on the screen. Even if you are a few feet away from her and you do it you end up on the other side of her but she has meteors that cover part of the area behind her and you are forced to block or you get hit out of the roll. Unless you are literally right next to her can you roll out safely and end up far enough behind her to where the meteors don't hit but why would she use meteors when you are right next to her... Yes you have to block aki's super but it doesn't matter when the mixup he gets off of it is really weak...and not worth the meter... I'm going to bed.
-
You aren't forced to block so long as you have 50 heat. And if you argue that you can punish CA if you read it...is it really worth it...for 100 meter to have to do two layers of reading? One for the CA and after that another for a mixup? And his mixup game is not very strong without atleast 25 heat so technically a setup that requires 125 heat? That's too expensive. If I am going to have to do two layers of reading I'd rather ex corkscrew and omc for 75 heat instead. And Again FULLSCREEN DOESN'T have enough blockstun. So you aren't forced to block him. You can roll, dp, or press a button to counter hit him if you think he is going to try to throw. It's an equal risk for both parties. Nothing in favor of Akihiko and it costs 100 heat?? Zio OMC mixup is only useful if you do it midrange or closer and excorkscrew omc can do the same thing. Chie can move in to about 3/4 of fullscreen and do meteors. Even if you jump not enough meteors reach you to keep you in the air but enough hit you to force you to block on the ground.
-
I guess I understated how terrible killrush is as a gap closer...unless you are doing something super slow from far away (which idk why you would) or are jumping and I do killrush really early...like way before you decide to jump...then you shouldn't be hit by it. Meaning you can't argue it's a viable tool...it can be used to punish things like a bad moon assault by yosuke or his kunai throw, A bad Ceasar slash by akihiko, maybe a whiffed b move by mitsuru (but you wouldn't be able to punish on reaction) but it's not a reliable gap closer by any means. I'd rather use ducking since it does the same thing, is faster, covers more distance, and i won't risk looking like an idiot when killrush activates the punch animation and its me whiffing a flurry of punches for 50 or so frames asking to be fatal countered.
-
Chie's meteors are way better than Akihiko's Zio. Meteor's allow Chie to go in and last long enough for her to do a safe mixup off it. AKihiko's super doesn't have enough blockstun for him to get a mixup from fullscreen. It only gets him next to the opponent. If you are midscreen/close you get an unsafe mixup 100 heat for an unsafe mixup isn't worth it to me...And if you are wasting 100 meter to establish a mixup off Zio the opponent can just spend 50 heat to Counter Assault. You lose two things: 1)the opponent spent 50 heat to your 100..so you lose the meter battle and 2)most counter assaults push you far away...so you wasted 100 meter to be put back in the same situation you were in before.
-
If a rushdown character can do that...then they aren't balanced correctly. The way a character who is rewarded greatly for being in your face is balanced is that they struggle to go in against a character who can controls space who in turn struggle to keep someone out once said character goes in. What you are saying is an overpowered rushdown character, a character with both the ability to neglect keepaway and is able to rape you up close. But generally, a rushdown character is supposed to have a weakness, like any other type of character, and that is the ability to go in on someone who can control space. Akihiko can be in your face really quickly but those tools are inherently risky. He can use duck special which is fast but he is vulnerable throughout the whole thing and it doesn't dodge all projectiles since it's only upper body invincible i.e. Liz disruptor can hit him when doing it. He can ex corkscrew which is super fast, moves him a great distance, is an attack, plus it has guardpoint/super armor only problem is if they block it's extremely punishable. But he isn't a rushdown character because of those things. He is a rushdown character because he has a lot of great close up tools that forces the opponent to block and guess. That is what makes a character a rushdown type. Also lol at raw killrush. It has little to no priority. You can jab him before he gets to punch you and it's really easy to miss with it. The punch animation activates when he gets in a certain proximity of the opponent and it's easy to bait someone who likes to do raw killrush as a go in tool and make the punch animation activate and whiff by just moving around the screen (like you aren't doing that already).
-
It's an anime fighter, rushdown dominates. And the fact that these rushdown characters have answers to zoning means they get to play their game most of the match. What I mean by variety, is I suppose each character's unique ability to stop zoning. I wouldn't say Kanji's anti-zoning tools warrants them as legitimate threats to zoners... The lighting is slow and predictable and his dive attack doesn't work well against yukiko and naoto. Kanji overall is more like anti-rushdown just because it's really scary to be near him. Shadow Labrys can ruin Naoto's zoning by making her shadow block shots and hit traps for her. In that matchup she is anti-zoning. And, Akihiko is the epitome of a rushdown character. He has to stay close to his opponent in order to establish his game and he has to be aggressive about it. I agree Yosuke isn't purely rushdown. He is hit and run.
-
The team to represent our region should be decided based on who shows up to King of Bling but to me the ideal team to represent TN, if it's 5v5, is: Bishop Star Astaroth Chandler Uri Benchwarmer: Volpe (incase one of the above do not show up) A strong variety that covers all the bases.
-
Also Tokyo Game Show this weekend will have the near final build of Blazblue Chronophantasm!! So the changes listed will be close to the end product!
-
I like the idea of a different spot for thanksgiving this year. Star's place sounds good.
-
hmm...I wonder who saw this coming...
-
Man I am so conflicted...research or tourney...I can put off my research....X___x I'll just come later for some friendlies if i get enough work done.