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Everything posted by Airk
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If they are complaining about DPs, it means that they have to give up something to use any of those "tons of ways to make it whiff"; I suspect most Carl players either don't know how, don't do it reliably, or there's some other issue in play. I am a firm believer that you need to DP sometimes so that your opponent understands that you will. Otherwise, they're free to pretend you don't have it and blow you up.
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The ever increasing cast isn't just an issue from a balance perspective though. It's also an issue from a uniqueness standpoint and, most of all, from a MATCHUP standpoint. I've been playing CP since the U.S. release and there are still easily half a dozen matchups where I basically say "I don't even know WTF this character does" because I've basically never played against them. Everytime you make the roster bigger, you make it harder and harder for people to actually learn all the matchups. And the obvious followup question is: What do we GAIN by adding more characters? Basically nothing at this point. If you can't find a character that you like in the game at this point, you should go play something else. And it's not like anyone seriously USES the whole roster.
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Oh; If he's doing crossup mixup on you, DPing probably won't even work, because you'll whiff on his invuln frames (assuming he's using B Vivace. I don't know Carl well enough to tell you. Maybe they use the A version in pressure.) so you probably just want to block and possibly DP him AFTERWARDS. Keeping a goal in mind is key if you're trying to improve on something. It doesn't matter if you're playing online or off, if you're trying to fix a specific issue, you need to be able to hold on to awareness of that issue, and if you're like me, you can only really focus on one thing at once. And that's one very specific thing, so more like "Do more 5B > 6B in pressure" rather than "Pressure better."
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Honestly, IMHO They need to STOP adding characters. Enough is enough. Jubei and Nine can show up for the next 'real' game in the series, and that's IT. DONE. NO MORE.
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I'm confused, why would you be trying to DP Carl out of Vivace? Yes, Carl is a character that you really want to use meaty 2A/2B/3C on, or he can just Vivace out of the corner for free if you do another meaty. If you do nothing and he does Vivace, you can either throw him out of it, or try to punish him during the recovery. You are doing dumb stuff in neutral because you haven't played enough to be comfortable doing the RIGHT stuff. You just need more matches; In the meantime, try to hold onto ONE idea for each match ("Don't do neutral j.214A!") and consider it a win if you do what you're trying to do.
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You seem to be throwing out a lot of random specials - j.214X, j.236A at bad times, even some ground 236X at very close range. Pressure needs work, but could be worse. Your movement is all over the place, seems kinda random. Also, not enough DPs in the Carl matchup. :P
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Depends; If they really DO release this as a CS2-style release, there shouldn't be so much lag between JP and US. There's hardly any localization that needs to get done there.
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Be sure you release the stick to neutral before pushing forward? Let the spring do the work for you.
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Most of those are awful ideas though. Plus on block charge cancel would make her the most brainless character ever, which is why no one who knows anything about her actually suggests it. I disagree that making 236D>214D airtight would in any way make her "easy" - FFS, that costs two charges, why should the opponent be able to disrespect it for free? Actually though, no one WANTS it to be airtight. Smart players would like it to be a 1 frame gap - we already have a gapless followup option (236D > 22D) and it's basically useless because if the opponent pushes, say, 2A to disrespect 214D and you do 22D instead, they're still in blockstun and it doesn't hit them, so you're left trying to very very slightly delay it. All kinds of stuff. Let's face it - 5BB should reach farther than it does. If you're going to make a character with autofollowups, players shouldn't then have to train themselves to NOT use them. Undoing the CP 2C nerf also seems like an obvious one to me. Combo-wise she still has a lot of issues with character specific hitboxes that could probably easily be fixed by making the hitboxes on HER moves less crippled. And then there's just her pressure in general and the fact that you can basically just Barrier -> Disrespect out of it almost anywhere. That should be fixed - not by some sweeping change, but by a bunch of little ones. Something to make her DP-whiff combos and IAD combos less absurdly position sensitive probably wouldn't hurt either. When I see people saying "Oh, oh, Litchi has high execution!" and then watch high level players pretty much never drop Litchi combos unless they're super weird situation (Or worse, doing some incredible weird pickup into a combo where for Tsubaki it's usually "Oh, yeah, you hit with that? Tough, there's nothing you can do except MAYBE a crappy 1.5k air combo off that"), and then I watch high level Tsubaki players just dropping DP whiff stuff because the combos are so damn unreliable, I start to question the accuracy of people's estimations of execution difficulty. :P
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I completely disagree; Tsubaki has lots of things that are difficult right now that have nothing to do with her basic 'design'. Double especially when you compare her to certain characters who are already top tier and have magic combos that autocorrect their opponent's position so you don't even have to think... :P
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BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Mu sounds like the best choice to me. She's the only one there with crazy normals, zoning AND a strong reversal, IMHO. -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
When is it? -
Midscreen wallbounce is stupid strong because it allows doing what is basically a corner combo midscreen. It seems pretty obvious why it would be something they generally don't want.
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I did forget about the stupid spider, though thankfully, it ends up working much the same way as the cloud - if you can identify that he's doing it/going to do it, it's almost a free ticket for you to get in. It might be worth spending some time in training mode to get used to what it looks like.
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In terms of trying to catch him, sometimes the best option is not to try. It makes it easier to predict what you will do. Dance around a bit. Make some moves that don't really get you anywhere (jump forward > airdash back, or forward dash > backjump) or just start sneaking in some charging - the latter is particularly likely to make him decide to take offense and either try to close in or at least throw out a cloud. Arakune actually isn't particularly threatening at long range either - his one really "worrisome" option is the cloud, and using it makes him very vulnerable. So if he starts playing keepaway, do a bit of it yourself. Also, remember to use all your options - DP, air throw, 236C/D, jumping normals, fireballs, 5B, 2C and 3C all have places in trying to chase down a fleeing Arakune.
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I have no advice for catching him. If he's j.Bing you a lot, you can probably block it and then backdash - at least, until he starts catching on - because all of the ground normals he's likely to follow up with have garbage range, and it's counter intuitive for him to do something like j.B > 2C or j.B > 2D to catch backdashes, so this should allow you to get out of j.B pressure occasionally.
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I forget when I mash against Platinum. (Though you can mash after 6B now unless they're doing it from really far.) But I find that backdashing to reset to neutral works pretty well if they're a long way off, and it's easy to get them there with barrier. I've never had problems with the DP not hitting when they're doing swallow moon nonsense in the corner. Actually, I've had really GOOD success with the DP because they're always looking to do some sort of j.B/j.2C/do nothing > 2A mixup and the DP blows up all of it. At least, if they're doing this on your wakeup. If they're doing this as "pressure" from higher up you can just forward dash out.
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It'd be awesome if they changed it to spin, but only if there were some way to get a grounded 22B max hit. :P So yeah, hopefully some version of wallstick/wallbounce, but actually it doesn't really matter. As long as it's a knockdown that lasts long enough, it doesn't really make a difference. The slide is functionally indistinguishable from an ordinary knockdown of the same length for purposes of corner combos, and probably actually LESS desirable than a normal knockdown of the same length for midscreen, I think?
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I don't know if you want to throw all your gimmicks right off the bat, but I am convinced that the more gimmicks you have, the harder it will be for people to keep track of them all. :P I still regret no longer being able to do 236D reset shenanigans off just about anything.
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It is. 9 frames blockstun on 5A, 10 frames startup on 5B. Also, you probably mean 5B > 6B for that second one. Were you using ground orb as well as air orb? It helps to mix it up a bit. But yeah, I haven't mastered this one either. x.x
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You highlighted the wrong words. Do we really need to play this game? You are exaggerating. It's really pretty simple. Makoto has survived several games and is not AWFUL. Therefore, even if other characters are nerfed to her level (Which, I should point out, I don't see happening here. I see people panicing and overstating how much impact these changes have) they would still not be awful. Exaggeration FTL.
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Since I missed this discussion, what's the story? Just end the combo in 214B instead of 214B > 22B and hold 9? Or what?
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Why? It's not like she's nonfunctional, she's just overpowered by the rest of the cast. As long as the whole cast is held to the same standard, I think there's a whole lot of whining for nothing here. Great. You are accustomed to being better than everyone else. Somehow, I lack sympathy.
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Don't be ridiculous. No one in this game NOW is "terrible", not even Makoto or Tsubaki and there are no signs that anyone has been reduced below that level. And you know? Some characters strengths? Probably too strong to balance. Would I rather they buffed up the low tiers? Maybe. Depends on how. But a lot of characters need taken down a notch or three, and acting like the sky is falling when they do is silly.
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Yeah. You're going to be so "shafted" that your character might be in the same tier as the characters that haven't broken out of low tier in 3 iterations now. The horror. I can only hope they do the same to Kokonoe and Litchi.