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Everything posted by Airk
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Fixed for you.
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It makes me wonder how Mori plans on wrapping up the Blazblue universe. What I mean by that is, how is he going to address a lot of the side NPCs since there's quite a few of them and possibly even more if we begin to include all of the Duodecim families. I think it is fairly unrealistic that most of their heads will be playable considering how costly and time consuming a single character is. You have to realize that being playable means jack all nothing in terms of your ability to be involved in the story. Yes, wrapping up this "plot" is going to take some doing, but it's not because somehow he needs to make every major character playable.
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I think this only tells half the story; GG was designed for arcades, zero latency, blah blah etc. It has precise input timing on a lot of things with that expectation built in. Modern games (which GG currently is not, though might become with the release of Xrd) have a lot things that are not, strictly speaking, "netcode" that make the game work better in higher latency environments - whether that's SF4's larger reversal window, BB's 5 frame advanced input buffer or even BB's longer hitstop. So, I don't really think people should expect any magic when +R arrives. There's more to how a game plays over the internet than the netcode, and GG has the cards stacked against it in that regard.
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Sometimes, you have days when nothing goes right. Those are not the days when you want to fight gimmicky characters and get astraled. I apologize for quitting, and I feel kinda bad about it, but today is just not adding up to a day when I should even have turned the game on. Sorry about that.
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Uh. Are you talking about on your D-card thing? Because that doesn't show your "sub". Ever. Do people ever read the silly thing? The top section shows the character you've used most (player & ranked matches together). The lower section shows your highest PSR character from ranked match. Neither of these is your "sub" though one or the other might not be your "main". Or are you talking about something else entirely?
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Good games to Srg Skeetz, Goldie, and Danny Schme this evening. Sorry I couldn't stay longer, but work tomorrow. Sadface.
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Fair enough! Though you might want to expand on what 'fundamentals' means, for his benefit.
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Unfortunately, these are either vague or too simple. "Play who you want to play" is good advice, but provides no help once the player passes the character select screen. Keep your ego out of the game, also good advice, but is also pretty empty. "Work on fundamentals above all else" is useless to a new player, since most of the time they won't know what 'fundamentals' are and DEFINITELY won't know how to work on them. Best of all, none of these are relevant to the problems the OP believes they are having.
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This too. Note that you probably won't even BE ABLE To focus on more than one-two things. If you try to do more, you'll just end up forgetting them all because you've got too much going on. The idea is to focus your concentration on SOMETHING and fix it. Then, once you've addressed the basic stupidity of "when I get close I freak out and mash buttons." or whatever, then you can move on to something else, and, since you've broken your bad habit, you have room to form good ones. The funny thing about "playing by flowchart" is that the term is used super often to denigrate people who WON. If they lost, you don't generally need to accuse them of anything.
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You could look at it like that, or you could look at it like you're ALREADY playing by flowchart because you do the same dumb thing every time, so instead, you are trying to consciously replace the dumb thing with a better thing, and in so doing, try to break out of the mold doing the same thing everytime by remembering what your options are. Also, you'll note that I wasn't suggesting that you "build a strategy" this way; Just that this is how you break your bad habits. They're not the same. You aren't even in a position to think about building a strategy because you can't even do what you "know" you should do. Even if you had the best strategy in the world, you wouldn't follow it.
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The other way to try to fight this sort of thing is to try to consciously THINK about what you're doing during the match; This can be hard, because things happen very fast, but if you can, try to lodge 1-2 ideas permanently in your head; Simple stuff like "When I hit awakening, I will do X." ("Do X" is usually easier than "not do Y"). Repeat it to yourself. Try to hold onto the idea throughout the match, and then act on it when the time comes. You'll only really be able to work on one of these things at a time, but that's enough to make steady improvement.
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I...don't get it? What's 'should' happen?
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Airk replied to HiagoX's topic in Makoto Nanaya
Spike Chaser doesn't HAVE foot in Extend. It looks like it SHOULD, but it doesn't. They fixed it for CP, so you can't 3C through it anymore, but that's a change to Spike Chaser, not 3C. As far as the frame data indicates, 3C is exactly the same in CP. People keep saying you can't use 2C to follow up afterwards, but it's not clear what that is based on since nobody uses the move enough to test it anyway. :P -
As has been pointed out, PS4 will not read PS3 games. In fact, odds are it will never be able to play them except as a "Cloud game" via Gaikai, which would be horribad for a fighting game. Take all your internet latency and multiply it by 4! Woo! Since they haven't announced BB for PS4, it seems a safe bet to say that this version, at least, will NOT be coming to that platform. EOA.
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I'm guessing from your avatar that you play Hakumen; There are no magic tricks in beating Tsubaki with Hakumen; You have better tools than she does, overall, however, so the advantage is generally yours. You don't want to back off, because Tsubaki is generally more managable if she doesn't have a lot of time to charge, but flying at her with air dashes is a bad idea because those are very easy for her to beat down with 2C. Space patiently with your normals and if you decide to approach from the air, but sure to use your double jumps to keep things tricky. If she is hitting you with the unblockable on your wakeup, try altering your neutral tech timing so that the attack passes through you during your invulnerable frames. You MAY also be able to mash 6D after 5B and catch 5BB, but I'm not 100% sure of that one. (Stupid 5BB.) Also, there's more information on this matchup in the matchup thread. There's also a corresponding one in the Hakumen forums, though it's mostly what I just said here. If you don't play Hakumen, well, you suck for not telling us what character you play. :P
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Star-Demon seeks THE BlazBlue weekly Podcast
Airk replied to Star-Demon's topic in BlazBlue Online Play
Something that might be interesting might be a "game clinic" sort of setup, where you get 1-2 "less awesome" players and 2 experienced vets, and have them...view matches and discuss? Play matches and then watch and discuss? Generally have each of the less experienced players get 'analyzed' by the others (and if there are two 'less experienced' players, let the one who's not under the microscope chime in too.). You might want to do some pre-screening or something though, because if you get two people with boring problems ("You just need to practice your combos and hitconfirms") then not much comes out of it, but if you can get into slightly more "meaty" type stuff - "You keep giving up your oki - you can't respect his DP that much!" or "You keep losing at neutral because you're always doing X after Y" then it might be helpful and interesting. Or then again it might not. What do I know? -
Yeah; It's absurd to suggest that someone who has been playing since CT won't have an advantage over someone who just picks up CP when it comes out. And more specifically, you get better at BlazBlue by playing Blazblue, because no other game has the same mechanics; Some are closer than others, but they're all unique. And even moreso, you learn a character by playing that character, and I'm sorry, even if they completely changed all your combo paths in CP (Which they didn't. For anyone. Since that would require rejiggering everyone's gatlings completely and would be stupid) you STILL learn a LOT by playing that character in any other version of the game. Most specifically, your sense of spacing and how far your attacks reach, and your ability to hitconfirm will carry over. Don't sit around twiddling your thumbs for the next 5 months.
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Getting in with Makoto is mostly a matter of understanding your reach and your opponent's. Though as a beginner, you can do worse than doing a lot of dash in 5A or 5B. Getting out of pressure... well, your DP could be worse. :P But you'd be well served by just leaning on barrier and jabbing people when they try to close the gap after being pushed out.
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Yes; CP is at MINIMUM 5 months away. Buy Extend in the meantime, it's cheap.
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Much like pressure, approach is all about varying your methods. It's entirely legit to just run in and push 5B/5A. You'd be amazed at how often it works. But you don't want to do it all the time. If your opponent likes to DP when you run in, you might run in and barrier guard (cancels the dash recovery. Dunno why they decided to make it complicated like that.). If your opponent is bad at anti-airing, or you think they're not expecting a jump, j.C© is good, but if your opponent is on point, they may anti-air you... but then you might try a double-jump fakeout to bait the anti air (Jump towards them, then as you're about to get into 'hitting range' tap up on the stick to do a neutral jump. Your opponent's AA will whiff and, in theory, you'll then drop down and can do a falling j.C to hit them.). You can also do a low altitude forward airdash - though this is more risky than most options because you can't barrier or double jump once you've committed to this. A beginner maneuver that's not actually very smart is to jump backwards and then airdash forwards - this is predictable and easy to anti-air. Tsubaki also has a couple of other gimmicks you can use on the approach - it's generally unwise to use 236C or j.214C to approach, but if you have 50 meter to rapid cancel on block, you can catch people out, and you can catch a lot of people trying to punish a blocked 236C by D-cancelling into 214D or 22D. Whether you want to let the other player approach you is something that will vary from matchup to matchup, but in general, Tsubaki doesn't have good enough space control to really make this a good idea against characters that are likely to do it - with the exception that if you can persuade your opponent to approach by air, Tsubaki's 2C is pretty strong. Well, you want to time whatever attack you use to hit them just as they finish getting up. This is easiest to do with Tsubaki's 5B, because it has a large number of active frames compared to her other attacks, so if you do it a little bit early, you'll still make contact. If people are backdashing your jabs in the corner and then punishing you, you are timing your attacks wrong, because the 'quickest' backdash in the game is 16 frames and your jabs recover in 9, so you should be WELL finished with your jab animation before they can do anything. Pausing a split second isn't really the answer here - you really just need to get the timing right. Unless I'm completely misunderstanding what you mean by "When someone techs from the corner."? This really shouldn't be a problem with Tsubaki - at least, not at a beginner level. You can basically just always push B or C twice (Note: 5BB can and will whiff after 5B at certain ranges, but for now, don't worry about that.) and you'll get a followup attack that will combo regardless if hit, and which doesn't damage your options much if the first attack is blocked. Most Tsubaki block/pressure strings will start with 5AA/2AA or 5BB. Indeed, for starters, you can probably present a credible beginner Tsubaki by just doing one of these options each time: 5BB > 2B > 'reset' with dash jab or dash throw 5BB > 2B > 6A (Only if you didn't hitconfirm before the 6A. 6A won't combo.) 5BB > 2B > 5C (You can delay the 5C slightly to punish people who mash) 5BB > 2BB (Hits people who try to block high after 2BB). Pretty much all of those options are viable without the 2B as well (except for the last one). There are are lots of other things you can do as well, but even just those 4 options should be enough to help you find your feet. Also, come on down to the Tsubaki forums for this kind of thing, you'll get better and more in depth answers there.
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Woo, Tsubaki player. :P The good news is that Tsubaki has lots of ways to reset pressure. The bad news is that most of them aren't very good. :P Tsubaki can cancel many of her normals into her charge animation, which allows her to make 5B, 5BB, and 5C only slightly negative (all -2) and 5CC actually even (0). So if the opponent isn't expecting you to reset pressure at that point, you can get away with a charge cancel -> dash -> jab. If they are expecting it, they can usually jab you out. Tsubaki can gatling into 6B after 5B, 5BB, 5C, 5CC (and also 5A and 2A, but meh). 6B is +1 which makes it a better place to reset pressure from than a charge cancel, but it also makes the fact that you're resetting pressure more obvious, so people can DP you there if you are predictable. Also, 6B is a bit slow to start up, so opponents can backdash or DP it if they predict when you're going to do it. Tsubaki can jump cancel her 5B on block. Tsubaki's 2B is only -1, so you can reset pressure after that if people aren't expecting it. Same caveats as charge cancelling. Tsubaki can gatling into 6C after 5B, 5BB, and 5C. 6C is jump cancellable, but it's super slow (you can be jabbed out) and the ONLY option you really have after 6C is to jump cancel (though there's some fancy nonsense you can do to make it sortof special cancellable, but it's tricky and Tsubaki's specials are generally unsafe as part of pressure anyway.). So basically you have multiple ways to reset pressure after 5B, 5BB, 5C and 5CC, and "one" way to do it after 2B. So if you mix it up a LOT, people can find it hard to read.
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I dunno, at least for Mugen, it looks like for once they've ACTUALLY STUCK to the same path they were trying to use in the previous game, which is a RADICAL departure from their previous "Well, we didn't like how that turned out, so we're basically going to change everything about how this character is supposed to work." method. Though humorously, it's not really changes to Mugen, per se, that made it better. Unfortunately, basing a character around a single mode change super will pretty much always be a dumb idea, but there are still better and worse ways of implementing it, and more iterations on the same idea are more likely to lead to a better implementation. Now if they just realized that our charge moves should be about as good as Hakumen's specials, as they are both consumable resource using techniques, we'd be in good shape.
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Well, OD does prevent folks from bursting your Mugen combos. Though it actually sortof seems like the new burst system works in our favor here, because people seem more inclined to burst early, which gives an us opening really let loose without worrying about shedding 50 meter and all our charges for nothing.
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Thanks; I probably should've just fixed it myself, but I get paranoid about changing things even when I feel like I know better. -_-
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Yes, I am exagerating by 150 damage. The confirm is probably difficult, but facts is facts.