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Everything posted by Airk
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BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Basically the decision to burst is based on a number of factors (These are not really in any particular order): #0: Is it the last round? Obviously, if you're going to lose the match if you don't burst, no other factors apply EXCEPT maybe #5 - nothing is more hilarious than letting your opponent "bait a burst" by dropping a combo that would've killed you when you don't burst. #1: How much damage the combo is going to do - when your DP just got blocked and your opponent Fatal Countered you into the corner is a better time to burst than a combo that starts with three jabs, midscreen. #2: How much health you have - there's very seldom any reason to burst when a combo is going to leave you with 40% health or more. On the other hand, it's also not really a good idea to burst when you've only got 5% HP or less remaining - unless it's the last round of the match - because it's too easy for your opponent to land a tiny random hit and kill you anyway. #3: How much health your opponent has; If your opponent still has a mostly full health bar, you probably want to save that burst, whereas if he's almost dead, well, my opinion is the opposite of Yukiblue's - I think it's always better to be up a round than up a burst. #4: How "invested" your opponent is in the combo - if Hakumen just went into a Mugen combo (heh) or if Ragna is comboing into Blood Kain, they've spent a bunch of resources that'll be lost if you burst. (And, of course, it's probably going to be a big ugly combo to boot.) Even if it's something like, say, Jin just spent 50 heat to combo out of his overhead, that's a bunch of resources he's burnt, so bursting there becomes somewhat more attractive than, say, bursting the same combo in the same situation where he's comboing off that overhead as a result of a counterhit instead of spending meter. (#5: Super special factor - how likely your opponent is to bait your burst. Your opponent is doing all the same "math" as you are, and they may decide that you're going to burst, so they'll deliberately 'drop' their combo just so they can block your burst and hit you again. This isn't possible in all situations, and it can be tough to learn which ones it is and isn't, but it's possible to psych out your opponent by not bursting at an obvious spot because they expected you to burst and dropped the combo to try to bait it. This is fairly high level stuff though, so don't sweat it too much for now.) Edit: Most of this stuff is said with the current burst system in mind, and may change with CP. -
BlazBlue Question Thread - Ask your questions here!
Airk replied to KayEff's topic in BlazBlue Gameplay
Boy; Somehow it never occured to me that "First hit only" could be used to test for frametraps like that. That's super handy, because I need to practice delaying gatlings for frame traps, and trying to record the dummy blocking for a while and then mashing and playing that back was...not working out. -
Lag impacts some characters more than others however; I don't think I've ever seen a Ragna player drop a combo due to lag. :P And I disagree that it's "just getting used to her high mobility"; There's a lot of complexity involved in using Tao's drive that isn't apparent just from looking - it probably bears more resemblance to Hazama than to Valk or Litchi, both of whom are more like "mode switch" characters, which does add some complexity, but tends to be more linear because your options are reduced by which "mode" you're in. But yeah, for whatever reason, Tao is hard for a lot of people to learn. But holy cow does she blow people up when someone DOES learn her. (Though I daresay that a part of that is the "WTF is this?! How does Tao WORK!?" factor because you run into decent Tao's so rarely.)
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Dunno; The joke I always hear is that Valk players refuse to block - if they block more than like, 2 hits it's counterassault or burst time. ;P
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I wouldn't worry too much about either of these. Valk is "nerfed but still strong" for CP, and Tsubaki is "buffed but still only average" so there haven't been any radical power shifts with regard to these characters.
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Good games to all these people. Weekday noonish isn't usually when I'm around, but home sick from work today. (I shall use this as my excuse for my mistakes! >.> )
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That was super awesome. Very nice production work.
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Good games to these people. I wish I'd been a little more on the ball though. =/
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Teccccchnically, this is the XBox Live thread. /infracted
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For certain extremely low values of "good" on my part. x.x
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What, are you playing again? I suppose this means I need to get back in there so you can trash me some more. Caaaaaaarllll!
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Someday, I will have the time and energy to play this game again. And I will still not be good at it.
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I like the option select, but the combo doesn't seem any better than then 623C> j.214D > 6CC > 236C > 5C > 2C > CAB combo that I shameless poached after seeing Kiba do it?
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If you're curious, CS1 Frame Data is still up (but not linked to anywhere AFAIK) here She had some good things (214D was a lot like Dead Spike - slow to start up, but +5! 3CC jump cancel!), but also a lot of crap where you're just like "whuh?" (Weird short intervals of projectile invulnerability on B moves, except 22B which was awesome vs projectiles.) Sadly, it was probably the time when her D moves were actually their best (+5 on block for 22D! +3 on 236D!) but they've been steadily nerfing them every since for reasons that have never become clear. Mostly she was just an incoherent mess. There were good ideas in there, but they didn't really add up to anything coherent. And then they dropped a TON of them for CS2, which was a little sad, but at least they made her good, briefly. :P
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Obviously there are better options in CP post nerf fun. Was speaking of 'before that' but you're right about Rachel 6A, that move is crazy (currently. It was crap in CS1. x.x)
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What AAs were better? And also note that "unarguably good" doesn't mean "the best", just that no one is going to suggest that it's not good. Unlike most of our tools, where it's usually case of "well, it's good if they don't..."
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What is 'just-frame cancel'? I don't think I've ever heard that term. Also, is that what is happening here? It's +5 now? God that's stupid. =( I agree. Because they realized we had something that was unarguably good.
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That feels optimistic to me, but we'll see.
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You may not get numbers on this - in the past moves with min height just said something helpful like "Has an altitude restriction" in the notes.
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This is pretty weird with j.D data; Maybe the landing recovery can be cancelled into barrier? Also, j.D has never had "recovery" in the air - only landing recovery and a min duration. It's not like 5D, for example, where there are recovery frames after you let go of the button regardless of how long you've been charging, so you can always let go of j.D in the air and block things. This is just them noting that 5D doesn't have a max duration anymore.
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Projectile, presumably, since we've seen it blow right through all kinds of those. Glad they improved the D DP a bit. Overall, kinda meh. Seems like once again they swirled around a bunch of stuff with no clear purpose. I suspect that very few of these frame advantage changes were made for the purpose of changing frame advantage, and moreso with the purpose of changing recovery for combo routes. Nice of them to further nerf 5BB, as if it weren't crappy enough already... and yet they do it in a fashion that's mostly irrelevant due to charge cancels. Buh. No sense is made by this.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
I didn't really seem him do 3C too much - one of the times he did it was pretty clearly (to me) a 2C (well, a 1C) that got crossed up. I agree about the use of the DD though - that's the one thing I saw in there where I went "Yeah, that wasn't a good decision." I liked the 22D combo too. Though I really oughta put in the time to learn the 'good' one. x.x -
I'm not really expecting any good news. :P Same ol' crappy normals, here we come. :P