-
Posts
4,179 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Airk
-
It's not projectile invuln, but it is surrounded by a high level projectile.
-
This; Kokonoe's gravitons were WAY too powerful and WAY TOO EASY (I mean seriously. Opponent out of position when you hit them? Fear not! Graviton autocorrects all combos!) to be as free to use as they were, so locking them down to a more restrictive format is a good way to go about balancing her without taking away her core mechanic. Now if only Litchi had a resource she had to pay attention to. :P
-
Wait, what? Jin 6C is guaranteed startup? What cracksmoking nutter thought that was a good idea? Still annoyed about Litchi and Hazama, because as usual, there's no actual reason they should be that good. Would like them to suck for one game just because karma. I find D tier Rachel unlikely, but who knows.
-
No one ever adequately explained to me why you'd have wanted to do a 3CC ender in CP1 anyway, so....
-
The problem with saying "Take it to character discussion" is that a lot of this stuff is comparative and benefits from the viewpoints of people who play different characters, which you don't get if you wander off to Burt Reynolds Character General or whatever. I've learned a lot of stuff from this thread.
-
Haha. Related to this: When I'm just screwing around playing with friends and picking weird characters, and then I go to play some 'serious' matches and I just hit A a bunch and....reselect WTFEver random character I was messily around with. "Awesome! Now I'm Bang!"
-
Hah. I'm gonna remember this one.
-
These things are usually pretty durable; As long as you have decent pictures of the thing beforehand, I wouldn't worry too much about it.
-
Yup; There are a billion options for how to make Tsubaki less bland, and most of them come down to "make her gauge more meaningful" (the rest come down to 'make her normals suck less'). It doesn't matter what anyone's particular list is, they just need to pick some and go for it. j.214D as an overhead like it was in loktest 1? Sold. You're on the right track. Current version? Not so much. Oh well. /digression.
-
Tsubaki's 'improvements' are kinda dubious, honestly. She does more damage now, but that is pretty much the last and worst way to try to fix her issues. Especially since her charges don't add much damage now at all. It's like they gave up and said "F-it, we don't know how to balance charge, so we'll just make it do nothing and make you 'okay' all the time."
-
Delay Neutral tech is HUGE against Carl.
-
I don't understand what the hype is about. Are you saying that people will use ODR to go through 6A and therefore prevent followups? If so, whatever, true for literally every overhead in the game. If you are saying they will do ODR after blocking 6A to make 5C whiff, maybe you shouldn't autopilot that because if you don't do 5C immediately, you can blow up ODR? /confused?
-
Yeah, it's pretty weird. I'm honestly not sure what her drive is supposed to be for now, since it still doesn't seem to be useful in neutral, and the damage it adds is tiny.
-
No.
-
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
This stuff is ALLLL on the wiki. Recovery stuff is in the Movement/Cancelling section. -
Is there nothing we can do with 22D to improve corner damage? That's always kinda been one of the go-to's for corner combos since it doesn't work very well midscreen.
-
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
It won't - at least, not as a result of using all those A's; Let's say, hypothetically, you could do some combo like: Long starter -> 4 seconds worth of B and C attacks -> Ender Then you could also do, instead: Long starter -> 4 seconds worth of A attacks -> Ender But for obvious reasons, the damage on the second version would be garbage. So to put it simply, using more attacks in a combo doesn't make it end sooner, but consuming more time in a combo does make it more likely that it will drop. There's more information here - Look at the 'Combo System' section. To answer your other questions: "Counter hit carry" means that subsequent hits of the same move will also get the CH bonus to hitstun. So if you had a 2 hit move that DIDN'T have CH Carry, you'd have to cancel it after the first hit to take advantage of the extra CH hitstun. If the move DOES have CH Carry, you can cancel it after the 2nd hit and still have the extra hitstun. "Hitstop" is the time the game 'pauses' when an attack makes contact. It makes moves feel 'weighty' (a game with no hitstop would feel like your attacks had no 'impact' behind them) and also gives you a couple of extra frames to enter your next combo input. Also note that hitstop is NOT necessarily the same for both characters, so it can alter the frame advantage of moves depending on which character has more. -
Maybe the fact that we can do an IAD off 6CC (and, indeed, all the general talk of stuff 'floating lower') fits in with that?
-
Huh? And mAceofHearts - that's my point. If you're not getting in a game 'once in a while' then the room is too big and the host is a dumbass really nice guy. :P
-
This is basically all the host's fault. A) If the lobby is so big that this takes a long time, they made the room too damn big B) If they didn't bother to set the setting that gives you a max # of games in a row, tough. No one is obligated to pass just because they are actually winning.
-
But only non-followup 22, we think? And how the heck are you going to land that? =/
-
Moving this chat out of the combo thread. Anyway, yes, fine, this is a "good" thing, except that we've successfully made charge less important. We still get what appears to be pretty average damage without it, and... not really much above damage if at all with it. This is not how this character would work. What you've got here is Arc Sys basically going "Yeah, you don't really need to use your drive, because it doesn't really do very much." What other character works like that? That's terrible design. It's as if Jin had combos that did 3200 damage off 5B without needing to use the D button, and if he did, he gets... oooh, 3500! Sure, that's a nice improvement for him, since his drive COSTS NOTHING, but FFS. As long as our drive costs something (which it basically always will, because that's how it works) then it needs to offer some MATERIAL ADVANTAGE; It needs to be BETTER than other character's drives when we DO use it, because it is limited in a way that is more severe than any other character in the game. +300 damage for a charge is garbage. I really hope we can do better than this, or that there is some meaningful use for drive moves in neutral.
-
Heh, I guess IAD combos aren't gone after all. :P Overall a little disappointed in the damage gain for using charge though; We go from like 3200 off 5BB to like 3500 for one charge. I guess almost 4k for two charges isn't bad though.
-
Well, we don't have it, so it kinda doesn't matter. Sorry for the detour there. Sad they didn't keep it, but hopefully we'll be seeing some fun tech in the near future. At the very least, we don't see any worse off!
-
24 frames is 'average' speed in this game, but more important, GH can come out after ANY special cancellable move; You can't anticipate it unless your opponent falls into a pattern. High level players get hit by it all the time. It works. Tsubaki has no equivalent. Even j.214D overhead would've A) Cost resources, B) Required a jump cancellable move after which you might have some reason to block low (So basically 5B/5A/2A) C) Have much less range. But I think this is basically Tsubaki being behind the door when good tools were handed out again, so... And yeah, that 6A was clearly hitting the hitbox on something else.