-
Posts
4,179 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Airk
-
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Overdrive cancel is activating overdrive during a move that can be overdrive cancelled. :P (i.e. something like Tsubaki's 6B, hit, push ABCD.) This reduces the duration of overdrive by half. 720A is 123698764123698764A. Or some version thereof. -
Yeah, seriously. Right now she's still at the absolute top of the tier list according to Japan. They didn't do half of what they'd have needed to do to make her balanced, let alone crippled.
-
Well, depending on the distance this is probably safe, but I'm still not sure it's useful. I'm pretty darn sure you can easily jump away in an 8+F gap. Certainly you can easily get airborne and chicken block. Heck, you don't even need to barrier the projectile. You can do this and it probably won't kill you, but it won't frametrap anything.
-
Don't think so. 214A is supposed to only be like 2 frames faster than the old [4]6C, so like 25 frames of startup.
-
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
Shouldn't be a problem, honestly. It's not a bad area. If you need a lift home, I can probably accomodate as well, depending on how far and what direction. -
Excellent! Thanks for surfing Teh Twitterz so I don't have to.
-
I'm ready for the rest of the cast to have less stuff they can abuse. Because that's really the biggest buff we've gotten in this patch.
-
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Depends. The thing about barrier is that it will force an opponent to have to close the distance somehow, sooner or later, and whatever method they choose to use to do that is going to consume more than 1 frame of time. The PROBLEM that arises is that you don't always know WHEN that moment is going to be. -
The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
I will be around tomorrow. Please bring my power cable with you. -
No actual news about the US release yet, apparently, though it would be weird for them to come out seperately because the game is the same across regions? @_@_@
-
But...but...with the new patch now ONLY getting CH dooms you to instant death regardless of how big your lead is! That's totally fair! ~_~
-
Well, the obvious thing for it to do is actually improve our drive moves. If you want to improve them for Neutral, the logical thing to do seems to be to improve frame advantage so we can actually do stuff with them in neutral. Going back to like, CS1 frame advantage numbers on D specials would be nice. I mean, FFS, OD Dead Spike is +9. Jin's OD 2D is +9, OD 6D is +18. Giving us some stuff that's +1 to +5ish that consumes resources sure wouldn't be broken. (+1 on 236D, +5 on 214D, +somethinglow on 22D, +alot on charged 22D.) Alternatively, they could have done what they did for everyone else and make OD ACTUALLY IMPROVE our combos by adding something special to the moves involved (See: Ragna and Jin again). In an ideal world, they'd have done BOTH because that's what most characters got. But instead right now all our OD combos do is give us one cancel (OD > 5C) and provide some charge that we wouldn't otherwise have had. (Okay, fine, a little more DD damage too.) But no, I guess they figured, "Well, Hakumen's OD is super good, and all it does is give him meter! So Tsubaki's OD that gives her meter should also be super good! We'll just put some charge cancel stuff in for gravy!" completely forgetting that the only reason Hakumen's OD is any good is because they completely broke the rules of how combo damage works for his specials, because, I guess, it's super important that you should be able to spend all the meter you want when you get your meter for doing nothing, but if you have to put yourself in a CH state to get meter, it would be too good if you could actually blow it all on big damage. Tell you what, Arc Sys. You put all our D moves in the same "does not count character combo rate" status as Hakumen's specials and we'll call it even, eh? :P
-
I honestly wonder why people don't forward air tech more in the corner. It gets you out of so much stuff that people do. x.x
-
And players who actually know how to play Noel won't do them, so this is mostly wasted effort, unless you think you can DP her 24 frame low on reaction or something. :P
-
Uhm, what kind of monitor are you playing on? If you're not on a CRT or low lag screen, this is going to happen to you all the damn time.
-
Yeah, I was going to come in and say something what Kiba did in post #2: :P Sorry, apparently I suck at the new forums, because the Syntax isn't Quote=Kiba anymore? x.x
-
Whoops, you're right. For some reason I had two frames in my head and didn't check. That's actually pretty strong.
-
I think most people who do this are actually just trying to throw tech. :P
-
The ONLY POSSIBLE reason for reducing the min duration of charges is to improve charge cancelling. Would you rather they hadn't done it at all? What other possible reason is there? Overdrives, in general, improve a character's drive. Since the devs are idiots, and don't have the faintest idea what to do with Tsubaki's drive, or, even really, what her drive IS (Hint: It's not really when you push D to get stocks. It's when you push D to USE them.) they improved her charge cancel because it was the only damn thing they could think of. So YES, that's why they gave it faster recovery in OD. Is it worth using OD for that alone? No, probably not, unless you're at full charge, 1 HP and have an opponent who is low on health. But since Tsubaki can't have nice things, she doesn't get OD versions of the REAL part of her drive (D moves) so as usual, you're stuck with what you've got.
-
Well, it means that all of your charge cancels become better, so if for some reason, you're in overdrive but NOT in the middle of a combo (dropped it, or your overdrive just ran long, or you thought you were bursting and got OD instead) all of your charge cancels are 2 frames better. 5B and 5C become +0, 5CC actually becomes +2. 5BB and 2BB are still kinda crappy at -3, and you still don't want to charge cancel 2B because it's still worse than not charge cancelling it, but 5B, 5C and 5CC become pretty strong in OD.
-
Wakeup game is easy. Neutral tech and block. Keep doing that until you understand when you might want to try something else. Exception: If it's midscreen, you can probably safely roll back.
-
Well, that's LESS stupid. Also, no, sorry Necro, I was saying: "These two moves are not equivalent, because of other things about the characters, stop comparing them and acting like your move isn't good."
-
A lot of distortions don't even give 1k as a combo ender - though which ones do and do not appears to be COMPLETELY RANDOM. Honestly, I think they should standardize and all distortions should have the same minimum damage unless there's some special criteria involved (Tsubaki charge-consuming super, for example.) It's pretty bad that some characters don't even have the option to spend meter for more than like 600 extra damage while others who are way better can be all "LOL, I can double super you for an extra 2k!" So yeah. The answer is "mostly, it's better to save meter for rapid cancel, counter assault, or whatever, than it is to do an extra 600 or whatever damage at the end of a combo."
-
Mercifully, so does Arc Sys, because I think they nerfed this for 1.1. (By breaking his ability to do j.C loops, I believe). Though I could be wrong about all of that.
-
People who don't read. Nowhere did I complain about Relius. I merely pointed out that your complaint/comparison was invalid. My pet peeve? People who play high tier characters and then bitch about the minor problems they have. :P