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Airk

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Everything posted by Airk

  1. I think you mean: A) Because it's the internet, and it is the nature of threads to be 'derailed' B) Because it reflects on the community, so it is, in fact, relevant to a thread about... trying to get more notice for the community. Rocket science. This isn't it.
  2. I agree with what everyone else said; CS2+ is a long way off yet (Most likely like 9 months at least) if the cycle for the release is anything like CS2. Let's please try to make this happen, a lot of folks were/are excited enough about this stuff to put in a good bit of work, and I see new players coming in with questions every day, so someone is bound to get some value out of this. I also really think that some well produced tutorial vids would be a nice way to get some attention for the community.
  3. 6A>22D is nice, but as Kiba says, mostly against people who are going to go WTF just happened? My usual method (Note: I am not very good, so take with a grain of salt), is to intentionally drop a combo and go for a 22D instead; Examples: 5BB>2BB>5CC>22D [hold] 5BB>2BB>5CC>236A>22D [hold] 5BB>2BB>5CC>>236A>214A>22D [hold] There are probably other, better places for this (I should try Throw>6C>22D [hold] >.> ) but that's the gist - I'm sure you can think of clever locations to do it. Also, for whatever it's worth, guardpoint should not/will not absorb fully charged 22D - at least, Cat Chair and Bang's drive don't (Bang's drive is the easiest to verify this one, since the guardpoint happens at a different time than the hitting frames.). You need, as best as I can tell, to be out and out invulnerable to not get hit by 22D. Dunno what's up with Mu.
  4. Uh, this is mostly true (5C or 5CC > 2C should be airtight), but it would be one screwy blockstring that would use either of those moves, so it didn't actually occur to me to check them.
  5. And she would deserve it. :P Also, a correction: I don't believe it should be possible to IB>360A Tsubaki out of most strings anymore; Since IB got reduced in impact, and 360A isn't actually invulnerable until frame 3, it will get counterhit if you try to use it after 5BB. (Though 720 should work, since it's frame 1 invulnerable. Nothing will work on 5B > 5BB though. There's no gap there even with IB.) The following places are susceptable to IB>360A: 2BB>5C (but not 22B > 5B if 5B hasn't already occured in the string.) 5C© > 6B or 22C and uh... that's it, I think. IB>720 does work in most places. The only strings I can see that are SAFE against IB>720 are: 5B>5BB 5C>5CC 6A>5C Everything else can theoretically be IB>720'd.
  6. She doesn't have full invulnerability actually, she only has a guard point (at least, according to the frame data). The problem is that during her DP's active period, it hits 22Ds hurtbox before the attack connects. There's a simple solution though - deliberately DELAY the 22D slightly while out of range of the DP and the DP will whiff (assuming the opponent mashes it out trying to stop the unblockable) and get clobbered in recovery. Works like a charm if the spacing is right. It might also work if the unblockable was started EARLY enough that it hits before the active frames of the DP, because unless the frame data is wrong it WILL beat the DP if it doesn't get counterhit.
  7. Can you spell out this combo? PK? Can you add this combo to the compilation once Errol writes it out in full? It seems like a crucial one to have in there.
  8. Your overall play seems pretty solid, so I'm just going to pick out some situations I saw where you would have benefitted from a different decision. Kiba is spot on about 6C > Stein placement thing. This is definitely punishable. If Mu is holding an SoD, that's an almost free 214B/D for you - 214B goes invulnerable after 8 frames, so unless Mu releases SoD BEFORE you input the 214B, you'll be invulnerable by the time it comes out (SoD comes out 8 frames after button release.). This could trade if she lets go late with just the right timing. 214D is invulnerable after 10 frames, so could theoretically trade if she anticipates when you throw it out, but is invulnerable until hit, so if it gets going, you're good. Both lead into a fairly solid combo, so it's probably a good gamble sometimes. You want to prevent Mu from holding SoD if possible, because if she can't hold it for the 15 or whatever frames to get it to level 3, it's quite unsafe. Similarly, you have to threaten fullscreen stein placements. PARTICULARLY if you have a charge stocked. 236C or 236C > 214D, or at least, dash in and cancel to barrier. You cannot let her get away with this. Punish whiffed 6C; The recovery on it is monstrous and she can't cancel it if it whiffs. Plenty of time for a dash in 5B (or dash in 5C) or just a 236C if you don't feel up to the dash. Don't dash in for a pressure reset after 5BB; You're -5 there and it's not a good idea. If you autopilot to 5BB (Don't feel bad, I do this ALL THE DAMN TIME. -_- ) then do either 2B > dash in (Still not good, but only -1), 6B > Dash in (Has a gap, but you're +1 if they block it.) or 5C > Charge Cancel > Dash in. Don't let her get away with Tostuka Blade (the laser that bounces between steins) inside 214B range. There's a lot of startup there, so you should be able to punish with something (214B/D is a decent choice.) Be careful pushing buttons on wakeup if you're under a stein. That explosion is hurty and bad. Midscreen combo-wise, 5BB>5CC>236A>214A>22A is okay, but I suspect adding 2BB in betwee 5BB and 5CC here will add damage and carry for zero charges. Also, a couple of times you had a charge and didn't use it midscreen, so keep aware of when you have charge. (As far as I'm concerned, it's virtually always worth spending one charge for the corner carry.) More 214D in general if you can. This stuffs the annoying lighting ball projectile on reaction if you're in range. If you have an okay-ish read on your opponent, starting the round against Mu with 236C will beat backdashes and IAD backdashes and suchlike and put her on the defensive right away. You can often even do it on reaction (Start the round blocking and if you see her move back in any way, 236C) It is desirable to try to condition Mu to not start the round by running away. I liked your 5B anti-air > 3C reset thing in the corner. If you hit with 5B(B) at a range where you feel you're too far away to gatling into something, don't just STOP. 22A at the least, but ideally 236D or 22D. More 2C anti-air would be good. So would more counter assaults. Also, I cried in the third round of the last match when you landed two 5Bs and didn't confirm either one. =(
  9. It's +2 actually, but yes. Amusingly, due to the 'crossover' mechanic, 236C is actually more plus on block at long range than 236D (OTOH, 236D is more plus at short range and comes out quicker.). If people are neutral jumping your 236C/D, some of your counter-tricks are: 236B/C > 214D can catch them as they are landing depending on spacing. 236A/B can FOOL them into neutral jumping without committing you to being in range for them to land on you and punish. (This works well against a variety of things people will try to do on 'reaction' to your 236C/D, including DPs, counters and Cat Chair.) But yes, the real truth is: vary your approach. It's much easier for them react to 236C/D when you do it repeated and it's the only thing on their mind.
  10. Well, the #1 answer is "the old fashioned way, via careful dashing, jump barriering and footsies.". In other words, dash in and cancel to barrier to avoid getting hit, or (super) jump forward and barrier block (airdashing forward is not generally recommended, but can work if they're not expecting it.). You can also dash in 5B if you can get close enough. This is oldschool, general purpose fighting game stuff - spacing and footsies. The other answer is that depending on how people are baiting and punishing your shield rush, you can mix it up with 236C > 22D or 236C > 214D. 236C, spaced properly, is plus on block, so the only things that can 'punish' it are invulnerable DPs than can stuff whatever you do afterwards. If this is what they are doing, the simplest answer is to block after they block your 236C, but D-cancelling to 214D will hit them for a big ol' combo too since DPs tend to go right through 214D. D cancel to 214D also works on people who try to poke you out if you space properly, and can sometimes hit people who like to jump a lot (though in this case you're usually better off just timing your advance to catch them when they land.). 22D can screw up some counterpokes as well, depending on spacing, and is hilarious against Hakumen players who like to try to counter your shield rush.
  11. I believe you are talking about one of these?
  12. Wrong, thank you for playing. We have some nice parting gifts for you. We think that our game gets no respect outside its playerbase because its own playerbase doesn't respect it, and yet they REFUSE TO LEAVE. :P Seriously. I have no problem with people bashing this game. Bash away! Have at it! (Though please, "Character X is BS" and "oh, so mashy!" are the game bashing equivalents of "Oh yeah! well... you're FAT!"). But for heaven's sake, go do it on a forum that's not for this game. Go over to the GG forums and talk about how much BB sucks. Go to the Melty Blood forums or the Arcana Heart 3 forums and bash away. Just leave those of us who happen to like it alone. It shouldn't be much to ask.
  13. That would be the gist of it. It goes sortof like: #1: Random person happens to tune in to some BlazBlue. Because, say, he opens Evo Stream 2. #2: Random person looks at the game and says "Huh, this looks pretty cool...maybe I should check it out..." #3: Random person hears the commentor, who is presumably someone who is knowledgeable about the game, saying things like "This game is so stupid" or "Mash harder! This game is so mashy!" and starts to think "Huh, maybe it's NOT worth dropping $30 on after all, I think I'll stick to Street Fighter." #4: Random person gets in a discussion somewhere, and quotes the commentary as "truth" because, you know, if a commentator says it, it's gotta be true. It's not like it's some fiddly little detail that they could've got wrong, right? Basically, we are making ourselves look stupid and chasing away potential new players for the sake of a joke/meme that no one actually thinks is funny.
  14. Epic matches. Some nerves were showing, but there were still several moments where I was watching and going "Wait? What? What was THAT? That WORKS?" Definitely taught me a few things I might even be able to use, if I practice, too.
  15. I'd say it's noble of you to endure such pain for your cause if it weren't such a stupid cause. :P
  16. Uh, no offense, but isn't it your job as the person who doesn't like it to go play something else instead? :P
  17. Okay, maybe I'm wrong. I was mostly comparing the Evo commentary for BB:CS to SF4:AE and MvC3. I don't tend to watch many tournaments for other games, because they don't interest me very much, so my sample size is small. Still, the fact remains that we abused our own game and our own players in EVO commentary. It's like telling everyone how much you hate your country in the World Cup. It's just embarassing. =/
  18. Does it give you the wrong idea about any stuff that you might actually suppose was really the case? :P I hear a lot of blahblahblah overheads and purple throws netplay, but actual evidence suggests that A) These claims are overrated, since both I and the people of similar skill level (read: Not high) do block/tech these at the expected rates (Not high, but present) and B) No one would actually seriously think that, so... :P
  19. Actually, if you want to be a better player, you play both, because you're not going to be able to play in person all the time. Anyway, I don't see why you people are giving this guy such a hard time. He wants to not be completely terribad when he takes the time to do a lot of travelling to go to a tournament. Also, for what it's worth, the times when you are an impoverished college student are, in fact, the times when you will have the MOST Ability to just randomly drop everything and call a 5 hour road trip to go to a fighting game tournament. Enjoy it while you can.
  20. Okay, not in the COMMENTARY, okay? :P I know they whine about it on the forums, but I seriously don't see as much of it as I do here, where I swear like 1 post in 10 is some GG player telling us all how much BB sucks.
  21. Not everyone has a car and the willingness/ability to drive multiple hours to reach the nearest "scene".
  22. This should all be in the Combo Compilation Thread, but there are basically three staple Zero Charge midscreen combos: Basic Newbie Combo: 5BB, 2BB, 5CC, 236A, 214A, 22A Enhanced Basic Newbie Combo (Crouching targets only): 5BB, 2BB, 5CC, 6BB, 236C, 214C, 22C DP Whiff Combo: 5BB, 5CC, 623C, j.214A whiff, dash 2CC, 236B, 214B, 22B There are some other variants from different starters and things, but that's pretty much the gist of zero charge combos midscreen. For more info, I strongly recommend the Compilation Thread. It's pretty much got you covered for all the standard stuff.
  23. Going back and watching a few videos, and have to comment: Konan blows my mind. Because he screws up SO MANY of his combos, and he still wins. @_@
  24. By what standard does spending most of the matches complaining about how Noel/Tager/whatever is "Bull****" qualify as good commentary? This actually seems incredibly typical of what's WRONG with a lot of BB commentary - a perfectly intelligent Magna Tech Wheel gets written off as "mashing" and using a 360A to beat a dash in 5A is called "churning butter"? C'mon, seriously. Respect your players, respect the game, or keep your mouth shut, if you ask me. Which I suppose you didn't, but seriously. If you don't like this game, STOP PLAYING IT. You've done your part to support ASW by buying it, and it would be nice if, honestly, you'd just go play something you enjoy instead of hanging out in the BlazBlue scene and telling us all how much the game sucks. SF4 and Marvel aren't godlike games either, but their communities don't spend all their time talking about how much better things were in Super Turbo/MvC2. Depressing. If the BB community is ever going to grow, it's going to be because the people who don't like the game go do something they enjoy instead.
  25. I'm still waiting for someone to implement something like this though. It seems like this is really what is missing in terms of getting new players up to speed, rather than the BB "wall of text" character tutorials followed by "Beat this dummy that we set on extra special stupid" and then "Here are some combos!"
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