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Everything posted by Airk
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Amazon should be fine; No worries there. I've bought Hori products from them before. As for the differences, I think it really just comes down to button layout, and while people have preferences, that preference is -usually- just "Whatever I'm used to" so it doesn't make that much difference, IMHO.
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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
That's pretty awesome, but I am stuck going to a baby shower. I feel old. -
In Extend, charging in this matchup was practically a free 236C CH, but since that's slower now, it's a bit safer. That said, I think the answer depends on a lot of factors, but I'd say that, maybe counterintuitively, if you have a life lead and they start charging, you should go in, because you don't want them to have a bunch of charges to blow you up with if they get a hit, but if you're behind, go ahead and charge because now you'll have capacity for real damage. Of course, the most important thing it depends on is how many charges YOU have. Since there are semi-diminishing returns on having more than MAYBE 3 charges most of the time, you probably want to chase them if they are charging and you already have a couple of charges.
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One is weird 'metal' inspired characters. The other is weird 'anime' inspired characters. :P
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Er, did you mean "only 100"? 'cause 1000 extra damage is a LOT for 25 meter.
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My two cents on the Hazama matchup is that you're jumping way too much; You never really tried any form of ground approach, and you did a lot of wild hopping around which he was able to anti-air. The thing about Hazama is that he does have to commit to chains, and you have to play the matchup a little like Nu, where you have to vary your approach vectors or he'll just stuff you with an appropriately aimed chain. Hazama only really starts to get super painful when he decides to run away, and you weren't able to get in enough to make him even worry about that. So. Vary your approach. Don't be scared to dash forwards sometimes, or maybe even 236C/D from appropriate distance with meter/charge. Even if you get hit by a chain, if you get hit by a -close- chain, there's not really anything he can do with it, and you'll have closed some distance.
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Huh? Are you talking about Nu who you said you don't want to play? 'cause Bullet's not albino... x.x
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Gotta love that broken spine. o.o
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Reacting to sound isn't a good idea if you ever want to play at a tournament though. And I don't see why it would necessarily be any faster. I suppose it depends on when the sample plays.
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I always just watch the book.
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I don't think we really have any combos off 3C (as opposed to 3CC) anymore?
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oh right, that makes sense. I missed the word "through" somehow and was thinking "What kind of screwy oki setup is this?" Makes a lot more sense like that. Must try it.
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What will this do exactly?
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Azrael flies under the radar? Christ, he's like every third match I get in Netplay. I see more of him than I do Valk, Tao and Litchi combined. Bang is relatively rare.
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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
108 Broadway should be okay as long as you specify SOMERVILLE. Otherwise, who knows where you'll end up. And yeah; I'm done getting bodied by food poisoning, so I'm looking to get some games in. Should be there no later than 7. -
This is pretty much the right place, but you should post some info about your physical location too (just a state or province or whatever is fine) so that people know what time zone you're in and how likely the are to have a decent connection to you.
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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
No worries; I mean, it's not like it's some super shiny yuppie-filled suburban quiet zone, but it's not a bad neighborhood. Sounds like the folks you know in RL aren't really familiar with the area either, is all. -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
It's really not a bad neighborhood at all - all your paranoia about that seems a little odd to me. There's a parking lot right behind the venue. -
Well, Hammer is super minus, but I don't really know why most Tager players would use it on block...
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So, it turns out .. I don't know how to BlazBlue.
Airk replied to Onilink's topic in BlazBlue Gameplay
Sure, you COULD. But there's always going to be the sly lure of trying to do things the easy way. With weaker characters, there isn't one. No one is saying anything is absolute here. Well, except for Poultrygeist, and that's why I stepped in to counterpoint. -
While that would be interesting, I don't see it meaningfully affecting the reasons people hate Mu.
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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
okay. We on this week? No more food poisoning for me! I require games! -
So, it turns out .. I don't know how to BlazBlue.
Airk replied to Onilink's topic in BlazBlue Gameplay
Huh? :P Generally, I think playing a low tier character with bad options forces you to EXPLORE all your options - the best way to get wins with Tsubaki, for example, who has super terrible mixup and therefore needs to reset her pressure over and over, is to basically never do the same setup twice, and ALWAYS vary where you cancel, etc. This keeps your opponent from being able to figure you out. If you just play a high tier character, you're way more likely to just find a strong option and lean on it like a crutch. -
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
General low level Bang advice: Bang has more air options than most characters - meaning that he can double jump and still airdash (or airdash and still double jump, I believe). Though he cannot double jump twice. Anyway, what this means is that you have strong air mobility relative to most characters. Use this to your advantage. Airdash in, and then double jump to avoid anti-air attacks, or jump towards an opponent and then airdash past them to use j.4B. You can also use C or D nails to cause your opponent to block while you dash in. Also, don't be afraid to just -walk- forward (though learning to dash forwards and cut it short with barrier guard is a valuable skill as well). Bang's 5B isn't bad, and can be jump cancelled on block, so you can do 5B (Blocked > Instant Air Dash > j.4B for a crossup. Mostly though, it sounds like you just need to play more matches and try to get a feel for where your attacks hit - this is something you can actually practice by playing Arcade Mode, or just by going to training mode and setting the dummy to CPU at a pretty high level (75+ - normally I suggest 100, but if that feels too hard, you can tone it down a little.). This won't teach you how humans play, but it will help you learn how far your attacks reach and how to confirm into combos. -
Yeah, I was going to say - Relius isn't Carl; Htiting the doll doesn't drain its meter. Though it sortof does, indirectly, because it forces Relius to summon her again if he wants to use her, and THAT costs meter.