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Airk

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Everything posted by Airk

  1. Oh, that's the crush trigger? Okay. I guess that explains why it seemed so slow.
  2. It kinda looks like you might be able to pick up with 214X? Not sure. The height seems right, but they might not be fast enough. Awesome. Now that they've made sure that you can't spend 1 charge to gain advantage on block (Yeah, I know, they're changing that now too - it looks like 236D might be even), it's time to make sure that we can't have good situations by spending two charges either. :P Next thing we know, we'll discover that the 46D > 236D chain isn't plus either. Edit: The heck is happening here (when she holds the book over her head)?
  3. No, I think you're right - reduced hitstop means confirms are harder. It's one of the reasons I'm super bothered about them nerfing the hitbox on 5BB - half the point of having an auto-followup is to make it easier to hitconfirm into stuff, and if the auto followup whiffs like 2/3rds of the time, it's worse than not having one at all.
  4. Well, it depends on what you did it after? But you've always had at least like 10 frames after a 5B. Although I've hit people who tried to jump out of 6A before, I expect they weren't holding up. Anyway, I can't imagine they deciding to nerf our already incredibly bad overhead, so I think this one is safe. :P The first part of this seems like it's probably a consequence of what I noticed earlier about it going into recovery on contact instead of continuing with the active frames (which would have moved you forwards) until they ran out. Even slower startup seems pretty poor though. =/ Definitely agree that this seems to be the case - do we know if 2CC still whiffs on most folks' crouching hitboxes? Wait...ground 214x can be charge cancelled? @_@ Time for your spanking? WTF.
  5. I actually stand corrected - it might've been possible for Plat to 6C out there anyway, since it's a three frame gap in EX (though it was 1 for some reason, but it's still small enough to catch jumpouts). But yeah. Real judgements on this stuff will pend for frame data, I'm just really hoping they went at this with a plan this time, rather than "Well, we made a charge character, so she needs to have charge to do the same damage as the rest of the cast and oh we made it harder to get charge so she has to rushdown more..."? Fingers crossed. Things could definitely go either way here.
  6. Right; Not bad then if you set it up properly. Certainly something to consider, anyway. Unrelated: 5A anti-airs need to die. x.x
  7. In other news, apparently either 5CC > 6B has a bigger gap now, or Platinum's 6C gets foot invulnerability earlier than before. (Well, okay, it could've been a late gatling too, but it didn't look like it.)
  8. Yeah, it sure was nice of them to take the worst properties of our A and C DPs and combine them for this new one. -_- Though I guess if they really did that, they'd just have given us the C DP straight up. Also, is it just me, or does the "Blade Super" come out too slow to be good oki? I've seen people try to use it repeatedly, and they're always able to stand and jump away. Must watch more videos. x.x But the new hit sounds are so stupid. On the plus side, I am digging Tsubaki's new voice.
  9. I was just coming in to comment on this - it looks like she doesn't "step forward" as much when she does it now, instead staying almost entirely in place, which means it's going to be even EASIER to whiff the dumb thing. We knew about 22b not knocking down from an earlier loktest, but this might actually work in our favor if it essentially ends the combo with us in "pressure" range and with frame advantage. OTOH, if it leaves us minus, that really sucks. Command throw does 960 damage in addition to the charges. 236-not-D (Not sure what button is used for this now) seems to have lost its "always goes through all the active frames" property - it looks like it behaves like Hell's Fang and Ice Car now where it goes into recovery as soon as it makes contact with the opponent, which means that spacing on this move for purposes of advantage/safety is irrelevant - you'll have the same (dis)advantage regardless of how far away you are.
  10. Well, all those people who were like "Ooooh, with the reduced hitstop, combos won't take forever" are going to be sad, because Bullet's combos take forever. :P
  11. Erm, what B?
  12. I think it's probably safe to assume the +3 is correct. Anyway, if you're DPing immediately, it doesn't really matter as long as they're not already hitting you before your DP even starts.
  13. Well, the thing is that since the move doesn't HIT, it doesn't really have "startup" or "active" frames. Like, if you look at Blood Kain or any of the 'mode change' supers, none of them have startup/active frames. The "7+0" means that you're in animation for 7 frames before super flash, and zero frames afterwards. As for the mysterious "opponent can move three frames before you can" stuff, honestly, I'd say we'd have to test it. It's sortof the opposite of what they wrote for that in CS2, so I find myself wondering if it's a translation issue.
  14. So mostly, we don't really know? Though I actually really like 5BB being tighter, because it makes me sad when I try to use it to hitconfirm and someone DPs me after 5B. And with the reduced hitstop in CP, hitconfirm tools are going to be more important. I wish they'd stop doing such absurd sweeping changes. Fine. People were pissed off by the frame advantage. Make it unsafe. But there was no reason to also nerf the starting proration to hell. Hopefully that gets rolled back or something. Yeah. More detail is necessary. I don't think our projectile is going to be anywhere near as good as Comet Canon was for Oki, because Comet canon would hit 4 times, which essentially meant much longer blockstun, whereas our projectile seems like just a single normal hit, which is nice-ish, but nothing special. (how often do you see Jin using Ice Swords for Oki?). Curious to see how this one pans out in neutral, moreso than as 'pressure'. Edit: Plus on block 22D is super useful for one major reason: D-cancels. It means that you can make any 236 or 214 ground move safe and continue pressure afterwards. That's pretty huge. Of course, it does depend on those moves being worth using overall, and the non-D 214 series was pretty close to useless in EX except as combo filler.
  15. Well, you're going to need to describe the pressure a bit more. Is he just doing jab -> 5b -> stance ->overhead ->repeat? you can DP him (or even just jab him) out of the overhead - actually, DP beats both overhead and low from stance, but loses to doing nothing, depending on spacing, so it's important to do it a couple of times so he knows he can't just do stance crap for free, but don't do it EVERY time or he'll just start stance cancelling and kill you. If he's doing jump cancel crossup stuff, you can dash out - it doesn't even really matter if you get a forward or backward dash, I don't think. Theoretically you could DP him out of this, but crossups make it tricky. I think you can also airthrow him out of it if you can read when he's going to do it. Hazama also has super terrible range on most of his normals (almost Tsubaki level of short :P) so barrier guard to push him out can force him to either disengage via Jabaki (yeah, it's +1 on block, but you'll be so far away that that's irrelevant.) or try to close distance with either a dash (which you can generally beat by just sticking out a 5A) or stance overhead - which as established, can be DP'd, even on reaction if you practice. (It's a super easy one to practice too, since you can just record Hazama going into stance and then doing cancel/high/low/Gashoukyaku and set playback to random.) If he's doing something else, well, you'll have to tell us. Specific questions are easier than general ones.
  16. What exactly have we heard that leads us to believe we have better pressure? Other than "we have a command grab now"?
  17. If you use a 'wineglass' style grip, dashing left is a very similar motion to dashing right. If you don't, well, I just kinda nudge with my thumb. :P
  18. I suspect that adding more characters AFTER launch serves to refresh people's interest in the game. If you throw everyone out there at once, people play them all, settle in, and establish the status quo much earlier on than if you add new characters to shake things up a bit. I'm not sure I entirely agree about their CHOICE of WHICH characters to use as the 'time locked' folks, but I understand the principle. I didn't really find either of these modes particularly satisfying, but apparently I'm in the minority.
  19. She looks even cooler in sprite form than in concept art. And more actually dressed.
  20. I read that as "Errol is ditching Tsubaki for Izayoi" ;P And any changes in my main status will be entirely dictated by playstyle and fun factor. It's unlikely that I would change, but I've finally found someone else I'm interested in learning. If you look at the screenshots, it looks like she's pretty well covered from most angles. :P
  21. Yeah. On the scale of BlazBlue designs, it's not stripperific at all.
  22. Disagree! It totally explains why Jin's "Tsubaki" outfit doesn't match her colors at all.
  23. OHcrap. She IS the boss? That's pretty awesome. And fie on all those people who saw her face for a split second and said "That's not Tsubaki" :P Danger though. Possible sub status.
  24. Clearly, since I am KEEPING all the tofu, thank you. How many charges is that Mugen combo?
  25. Because there's so much sign of her being good? Am I missing something? Charges harder to get, no more unblockable, a couple of tools that may or may not be any good, further nerfs to basic damage combos? I mean, I'm not actually PESSIMISTIC here, but I'm not seeing an 'OMG, maining Tsubaki now!' change here either.
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