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Everything posted by Airk
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My new pet peeve playing online is PSN! WTF do you mean you still don't have the ability for me to send messages from my PC instead of having to type with a fightstick? :P (Yeah, fine, I could hook up a keyboard to the PS3, brilliant. Bring me the eyeroll smiley.)
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So I was trying this last night, and I ran into something strange; CH 5C > 6C > Install > [4]6D > 236D > 214D No problem, but when I do 22D, it...doesn't wallbounce? So I can't pick up with 6C? It works if I start with my back to the corner, because the 22D wallbounds there, but doesn't work midscreen? This is my first time trying a remotely complex combo path in CP, so I'm wondering if I'm missing something super obvious about making this work? Do I need a full charge 22D? (i.e. am I just doing 22D too late?) Looking at the frame data seems to support this, but frankly, I'm a little vague on the differences between the various hit states still. Everything happens so fast in CP, it's really frustrating to me. -_-
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Alter Memory Bonus DLC for Chronophantasma
Airk replied to someonewhodied's topic in BlazBlue Gameplay
Oh, I didn't know there was an extra requirement, I figured it was like Extend where you just needed some P$. -
I haven't found anyone yet who will pay me to be a professional wet blanket, so I have to settle for making a hobby of it. Anyway, I maintain that these two terms are basically meaningless. You can use them, but you can't expect people to have a good idea of what you mean, or to agree with the usage, so...
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Yeah. Believe it or not, I do want them to continue making it. :P I mean hell, I soldiered on through Extend. I actually -usually- enjoy PLAYING the game, I just don't like THINKING about it very much. -_-
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Is it just me or was BBCP's localization job rather sloppy?
Airk replied to Jotamide's topic in Zepp Museum
No, they're there, you just have to flip pages with L1/R1 or something like that. It threw me for a minute or two as well, but there is English. Doesn't keep this from being a shoddy localization (for example, you should START people on the English titles page, at the very least, and PROBABLY -remove- the Japanese titles page entirely...) but there ARE English titles. -
Yeah, the story mode localization is not good; Lots of dubious grammar, things no one would actually say/amateurish attempts at 'formal English', outright typos, mispellings and all sorts of fun stuff. It's not a tidy job.
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Alter Memory Bonus DLC for Chronophantasma
Airk replied to someonewhodied's topic in BlazBlue Gameplay
Uh, I thought the unlimited characters were just unlocked with P$ in the gallery... -
I know what combo _I_ am practicing tonight...
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Aksys displaying Favortism toward certain characters?
Airk replied to fishnet's topic in BlazBlue Gameplay
No. :P And it was more balanced than CP. sorry, Redsilversnake, but if you want to argue it wasn't balanced, you'll need to come up with something more than "I say it felt slapped together." because it was just an interative change on CS2. There's nothing "slapped together" about that. If anything, CP feels "slapped together" because they changed so much crap without, apparently, any real thought on what it means. Honestly, I consider it a near miracle the game wasn't a complete balance train wreck. -
You pretty much just undermined your own argument here, since in the example you just said "Committed" :P Basically: If it works, you committed to the right thing, if it didn't, you "overcommitted". It's a useless term.
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The thing about "overcomitting" in that definition is that you've only "overcomitted" if it DOESN'T WORK. That makes "overcommitting" pretty much a useless term.
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Aksys displaying Favortism toward certain characters?
Airk replied to fishnet's topic in BlazBlue Gameplay
Heh. I've been raging at Arc Sys for not entering the 21st century of "Here's how you maintain a game." for YEARS now. And we keep playing because, frankly, no one else is making games like this. Doesn't mean we wouldn't be happier with less stupid. I for one hesitate to recommend these games because of stuff like this. -
Aksys displaying Favortism toward certain characters?
Airk replied to fishnet's topic in BlazBlue Gameplay
Hazama did get nerfed in 1.10, but I haven't seen enough footage to know whether it was meaningful. He SEEMS better now, but who knows. I disagree that you need to start giving characters "advantages" just because they have a similar strength. I mean, seriously, Tao and Valk have VERY similar strengths AND weaknesses, but they don't play anything alike. Similarly, there are a bunch of characters that fit into the "more or less normal, get close and mix you up" mold (Makoto/Bang/Ragna/Tsubaki/Litchi/Bullet/probably others I'm lazy) but they don't play alike at all. I mean, think about what you just suggested - you basically said "If character X is too much like character Y, you can fix this by making character X do more damage." I mean, huh? I agree that I'd like to see buffs for low tiers, but I ALSO think that damage is still too high in this game, so anything that tones down the damage of the high tier characters without removing their 'personality' or uniqueness, then I am all for it. For example, the nerfs, as written, to Hazama and Litchi in 1.10 are all basically 'let's break some combo paths!' which I am totally good with. Edit: I should also point out that basically no normals in this game have frames of animation for every "frame" of the attack (that would be an insane amount of art.) If you look at the thread on overheads in this forum, you'll discover that most of them only have a relatively few frames of animation. Most attacks, for example, only have one frame of animation that shows during the active frames (There are exceptions like Ragna's 5B, but still) so to make an attack have more active frames, you just make it stay on that frame of animation for longer, and so forth. It's pretty easy. The art isn't a big handicap on this stuff at all. Heck, hitboxes are completely dissociated from the art, so you can do a LOT of tampering there too and people will notice, but it won't be (any more) "WTF, how did that hit there?" (than it already is) -
Aksys displaying Favortism toward certain characters?
Airk replied to fishnet's topic in BlazBlue Gameplay
Speaking as someone who plays Tsubaki, I promise you that it is FREAKIN' EASY to nerf normals without appreciably changing the animation. x.x I've got two examples just from this game alone! -
Tsubaki is a pretty good character to learn with, honestly, because she's not 'weird'. Just about everything you'll learn playing Tsubaki is generally applicable to the game. She is, however, a character that Arc Sys seems to have no idea what to do with, with the net effect that her drive is basically a handicap - you need to have charge to do the same damage that the rest of the cast just gets, and her drive moves don't offer her any real benefits in terms of getting in or extending pressure. On the plus side, she does have relatively good explosive damage capacity with Install Super and/or Overdrive (Arguably, she has one of the best overdrives in the game.) About the only bad habit you might pick up playing Tsubaki is that, since she has followup attacks on so many of her normals, she can encourage you to be a bit mashy. Though the CP nerf to 5BB (which is super inexplicable, but whatever.) makes mashing B a pretty bad option, so maybe you won't pick up that habit as much as those of us who got onboard back when 5BB was useful.
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Aksys displaying Favortism toward certain characters?
Airk replied to fishnet's topic in BlazBlue Gameplay
If you have trouble getting in on people as Hazama, then you suck and need more practice. I don't think anyone else in the game except maybe Tao has an easier time getting in, and no one who even comes close to how easy it is for Hazama to get in is anywhere NEAR as good as Hazama at keeping other people from getting in. I continue to disagree that "high mobility" designs are necessarily that hard to -fix-. You want to make Hazama managable? Fix his normals and close range mixup game so that he doesn't have such a damn easy time once he DOES get in. Want to make Tao managable? Well, for starters, you DON'T give her a move that gives her oki (good job, Arc Sys!). Adding a frame or two of recovery to certain circumstances with their drives would go a long way as well. And certainly neither character needs to do that much damage. Asserting that you somehow "can't" nerf the offense of these characters without making them unviable or unfun to play is a hard sell. We don't have to be talking about "mosquito bites" here - damage is still high in BB. Most characters in this game can still kill you in 3-4 combos. Would it be a disaster if it took Tao 5? No, it would not. The whole trick is that if you have a character with a massive movement advantage, that you DON'T GIVE THEM other stuff that is strong. You don't balance good movement with "bad defense" because good movement IS good defense and because the game's standard defensive options are already pretty solid. You balance strong movement by not giving the character other strengths - RELATIVE to other characters who don't have huge movement advantages. Everything is relative. I think the most frustrating thing about Arc Sys balancing is the fact that they barely even seem to be TRYING to rein in these characters. (Note: Hazama is the self-admitted favorite of BB's "combat designer" or whatever his title is, so the fact that he gets buffs when he should be getting nerfs seems like favoritism to me... ) -
Aksys displaying Favortism toward certain characters?
Airk replied to fishnet's topic in BlazBlue Gameplay
This is basically a load of nonsense. What you have said boils down to "Characters with high mobility are strong because Arc Sys doesn't give them weaknesses" which does absolutely nothing to support your assertion that, in fact, there's something "magical" about their design that makes them good. The simple version is this: Some characters in BB have the appropriate tools to support their playstyle. Some characters in BB have tools that there is no reason they should have according to their "design" (Hazama having a fast overhead with bonus proration, or a wide variety of plus-on-block tools). And some characters inexplicably are not given tools that support their playstyle ("I know! Let's make a rushdown character...who has to pause in her rushdown build up a special gauge... that doesn't help her extend pressure... and she can't do competitive damage unless she has special gauge." Congrats on taking a Drive and basically making it into a weakness.). The whole "But if you nerf their damage, it would be boring, so you have to nerf their defense, and people can play around that" argument doesn't hold water, because there are obviously MANY ways you can nerf a character that have nothing to do with their damage or their defense. How fast their normals are (Compare Hazama's normals to Tsubaki's. One of these characters is all about rushdown pressure, and it's not the one with rushdown normals?) How many ways they have to extend their pressure. (Hazama has lots of plus options. Makoto? Not so much) How good their oki is (Give Hazama bad knockdown setups would be a huge nerf that has nothing to do with his 'design'.) How fast they build meter. How "Freely" they are able to use their drive (Rachel would be insanely good if her wind were a 'nigh infinite' resource the way wolf meter is... but instead she's a balanced character.). None of those, I repeat NONE of those have anything to do with a character's innate "design" in the sense of, say "Hazama is a mobile character who can switch between zoning and pressure, and gets weak damage unless he's spending meter." (Of course, they actively FAILED on the second part of that design in CP, where Hazama's meterless damage was only barely on the low end.) There's no such thing as a design that is so "good" that it cannot be bad, nor a design that cannot be balanced, there are only designs that have the right tools, and designs that have the wrong tools (either too good, or too bad.). -
There's not much to know; "Committing" to something means...deciding to do it and then doing it. You're "committed" once you push the button and the action starts to happen. This can also be used in the sense of a gameplan, where the person usually just means "Don't do it halfway". As in, "If you're going to go in and rush down, don't do so timidly and then back off." "Overcommitted" is pretty much a meaningless term. It just means "you did something you shouldn't have." AFAIK.
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Still no one is actually answering the question. So here we go. To 'charge cancel' a normal attack, you just push D during the animation of that normal. So to do 5B > Charge Cancel, you would just push 5B > 5D in much the same way that you would would push 5B > 5C if you wanted to gatling to 5C. You'll see Tsubaki do her attack, and then instead of finishing the animation, or cancelling into another attack, she'll cancel into the charge animation, which will last a short while, during which your opponent will mostly be in blockstun. Then you can act again - slightly after your opponent in most cases, but the hope is that they won't react as fast to the cancel as you do, since you knew it was coming and they didn't. This works as long as you aren't too predictable. The normals that you CAN charge cancel are: 5A, 2A, 5B, 5BB, 2B, 2BB, 5C, and 5CC. The normals that you SHOULD charge cancel are 5B, 5C, 5CC and maybe 5BB or 2BB. You should never charge cancel 5A/2A/2B because this actually makes your position worse, relative to your opponent. And remember - don't always charge cancel at the same point, or your opponent will know its coming and be able to beat you out. Hopefully that is helpful. Edit: Oh, and Kiba, the forum upgrade apparently busted your frame advantage table in the guide.
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Honestly, there's a good argument for our charges to not have recovery at all, j.D or otherwise.
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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 would put a damper on things, but will give me a week to figure out how to play this game. Edit: Guess I'm out this week then, since it's not even clear if it's happening. -
Well, presumably you could also burn a charge for j.214D, which leads to an easier combo, but might not be a good use of that resource. j.D landing recovery fills me with frustration.
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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
Who's going to be there tomorrow? -
It's easier to time than a meaty overhead, being both faster and having more active frames, and people do use that, but okay.