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Everything posted by Airk
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
Is it just me, or is the timing on the midscreen 6CC > 236C > 214A combo part really fidgety? If I cancel as early as possible, 236C just goes right under them, but there doesn't really seem to be much time between when they are low enough for 236C and when they tech out. @_@ This seems like an important combo piece though, because without it, you don't really get any damage off a midscreen air throw without charge? And it's also part of the better no-charge counterhit punish combos? -
Yeah; With correct meaty timing (which isn't all that easy) you can technically do this on any "DP" with a startup of 11 or more. It's just particularly easy on Jin's C DP since it's SO SLOW.
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Go on. Enlighten the masses.
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This is probably why she's crept out of "C Tier" in some of the latest tier lists.
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Well, I can't argue the latter, but a glance at her EX combo thread in the Makoto forums says she does: Low 2k meterless midscreen off a jab. (Pretty average) 2700ish meterless midscreen off her (still quite fast) overhead. (Not Ragna level, but not bad at all) 5k off a 5B in the corner for 50 meter. (Valk level damage, though not necessarily heat gain) 3k off a throw midscreen 4k off a 5B midscreen with 50 meter. None of that looks like "any damage she can do is off hits you shouldn't be using" unless the only attacks you should be using are jabs? Her damage just doesn't seem that bad? I think the biggest problem is that playstyle-wise she's not very different from Ragna, and if you had to choose, why not take the easy-peasy "I do 4k from my overhead, midscreen, LoL" character?
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PSN/XBL - Ranked Character Usage / "Popularity"
Airk replied to zeth07's topic in BlazBlue Online Play
I'd argue that to some extend, anyone who plays online "counts" (Even setting aside the fact that it "counts" anytime someone buys the game because that's money in pocket) because the larger the online pool is, the less you bleed off people because "they can't get a match" or whathaveyou. Larger communities are more self-sustaining that smaller communities. Even just casual newbs mean that if a new player buys the game and goes "Well, let's try my skill online!" that he's more likely to not have to wait 5 minutes for a match to come up and say "Well, screw this then, I'm going back to <whatever game>". Are casuals as "valuable" as a hardcore player? No, probably not, but I think it's unwise to dismiss them as "not mattering". Even in the long run, there has to be some sort of "conversion" there. -
Well, I'm sure it doesn't help that 90% of the people who picked her in CS2 picked her because she was top tier. I've run into one or two people playing Makoto online. She didn't, honestly, seem that bad.
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But...couldn't he have RC'd once the move started to hit and done something from there? There's nothing magic about getting hit that prevents his opponent from RCing into a mixup.
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PSN/XBL - Ranked Character Usage / "Popularity"
Airk replied to zeth07's topic in BlazBlue Online Play
That's a good point, but I think that's more likely to impact the sort of "semi-casuals" who learn enough to do mid-level combos, because the super 'beginner' stuff doesn't really change (If someone is just hammering out 5B>5C>Hell's Fang>Followup, well, pretty sure that hasn't changed since CT). But I don't see the total "newbie" level players paying for balance updates because it doesn't really AFFECT them, so why should they? And Extend didn't really bundle in anywhere near enough story-mode content to justify a $40 purchase from the "I just want to play story mode" crowd. -
PSN/XBL - Ranked Character Usage / "Popularity"
Airk replied to zeth07's topic in BlazBlue Online Play
I bought used. Arc Sys saw none of my money this go round. So yeah, I put up. -
Bah, I must've been looking at the wrong bar. Still, no reason to just stop blocking.
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PSN/XBL - Ranked Character Usage / "Popularity"
Airk replied to zeth07's topic in BlazBlue Online Play
Sure; But I really don't think it's too much to ask that if these companies are going to update their games for the new millenium or whatever, that they do a little more than than give them a shiny new coat of high resolution paint. I would expect them to try to treat the games like games that came out in 2010/11/12 rather than games that came out in 1996. I consider the whole thing even more embarassing in light of the fact that ARCADES got patched to CS:EX, while consoles did not... AND the fact that Arksys managed to GET IT RIGHT for CS2, and then go back and do it wrong. I'm not obligated to support that kind of business decision making. -
Yes yes, but the same can't be said for why the Valk player ALSO wasn't blocking. :P Plus, there's really no reason to EVER stop blocking in the MIDDLE of blocking Sturm Wolf. PARTICULARLY if your opponent doesn't have any heat to RC with.
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PSN/XBL - Ranked Character Usage / "Popularity"
Airk replied to zeth07's topic in BlazBlue Online Play
This is a little bit depressing, but it's pretty much par for the course - even if you look at sales for fighting games that sell really well (SF4, mostly) you'll observe that while SF4 sold like 3million copies, Super SF4, which was a better game, only sold like 1.8. Same deal with MvC3/UMvC3 - the latter sold something like a third of what the former did. This absurd rehash/rebalance nonsense just bleeds people out of the franchise. I said it before and I'll say it again now: Extend should have been a free DLC balance patch, a paid DLC purchase for Relius, a paid DLC purchase for story mode, _AND_ an "all in one" disc release for new players that was compatible with a fully patched (for free) BBCS. All the "$40 disc with rebalance and one new character" trick did was piss people off and fragment the player base. It makes me sad, but I don't really expect "further entries" in the series to do particularly well, though I guess a new chapter in the story might bring in people who only want story mode stuff. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
This is pretty much the opposite of me. I have this "A charge?! Egad! I must use it, forthwith!" thing going on where I pretty much immediately burn my charges on either approach or the next combo I land. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
First comments: #1: Your defense is way better than I was expecting! Go you! #2: 2C anti-air is a crucial skill to learn. You need to be able to do this particularly against characters like Arakune that will otherwise jump all over you. #3: Hsss,the lag, it hurts us, my precious. #4: I'm not sure I really endorse the 6C> 623C> j.214D corner ender add-on there. It's not getting you much damage at all for that charge, and it leaves you in a less good position overall. #5: Nice fatal counter 3C hitconfirm! I need to work on not mashing out the 3CC myself. x.x #6: You're kinda mashy on wakeup in the Mu match - while it worked out for you, mostly, you need to be a little bit careful hitting buttons after teching, because folks can do a 'meaty' attack that will hit right as you finish teching, and get a CH if you're mashing. If you're going to 'wake up' with an attack, you want to do 623A. #7: You're kinda too passive - while I'm not encouraging you to throw out random special moves to try to close in, you're getting pinned down and not getting much chance to mount an offense. Work on understanding the spacing for 5A/5B/5C and then try to dash in to use one (generally 5B, but whatever seems appropriate). Heck, just do some jump ins until your opponent demonstrates they can anti-air. #8: You're doing 5BB>6A too much, so that Tao is just jabbing you out. You need to mix up 5B > 6A, 5BB> 2A, 5B>2A, 5BB>2A>6A etc. #9: You probably don't REALLY want to be using j.236C for jumpins so much - it limits what you can do afterwards to j.214X, mostly, unless you get a Counter Hit. Try just jumping in with j.C #10: Did I mention 2C anti-air? #11: USE your charges for something! More later. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
Just as a sort of general heads-up, before I watch any of your videos - if you're new to fighting games, I strongly recommend James Xie's Beginner Mode series. They start from the impossibly obvious and go through all kinds of aspects of fighting games in general and Blazblue in particular. Also, James is pretty entertaining, so even if you don't learn something from a given episode, you'll probably be amused. Now to watch those videos... -
Heh. Did this same thing last night, didn't notice any performance issues. Tera seems weirdly light on the bandwidth/system processing power.
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I wasn't sure whether to laugh or cry during the final round of that Valk match. It's like both players just came to some sort of tactic agreement not to block ANYTHING and instead to just fly wildly around the screen. I almost snorfed my tea when Konan just decided to stop blocking in the middle of Sturm Wolf. Edit: But anyway: Konan's movement is SO GOOD. I wish I could just internalize that. He can keep his amazing sense of how far everything reaches, but I want to be able to move like that.
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Does the fact that Bang was in the corner and therefore couldn't "slide backwards" have anything to do with it working?
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Aye, the damage and heat on the DP-whiff with air-action leftover is REALLY not a good improvement on "combo zero" (like 225 more damage, and actually 1 less heat); The "full" version gets you another 175 damage or so, so might be worth it when you're THIS CLOSE >< to a kill, but it really doesn't seem very safe otherwise. The goofy j.BB combo seems like the best one if you can get it to work. I might need to start practicing it next, though I'm also very slowly working on my Mugen execution, because WTFN. I suck at using heat offensively anyway, so...
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The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Next couple of weeks (through Mother's Day weekend, anyway.), Saturday is not so hot for me. What do other people's schedules look like? -
Out of curiousity, why does it not work with j.214C?
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Slowly getting around to watching these, and I'm really liking this Asuyama Nomu(nome?) fellow (in spite of his regrettable and very obvious lack of Arakune experience) Noticed a couple of tricks I'd never seen before: 2B OTG > 22D reset. Kinda like the 6A "oops, did you emergency tech?" reset, but seems to use 2B instead. 214D OTG late tech punish. Very odd, not sure why it worked, but can't argue with the results.
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Airk replied to Lord Knight's topic in Archive
Counter it on reaction? (Should work mid airdash too, yes? Or can Hakumen not cancel his airdash with a D?)