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Everything posted by Airk
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Scissors. Just watch out for players who like rock.
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This actually makes me sad. Maybe I'm weird, but I actually LIKE guard primers now. (now being "after all the iterations they've done on them"). Though I'd like them more if Tsubaki 22C was still +1 on block, I still think the system is fundamentally sound. It allows: #1) Meaningful differences between characters in terms of both how easy it is to break guard (Quality/number of primer breaking moves) and how easy it is to get guard broken (Number of primers). #2) Penalties for green burst that causes people to want to either use gold bursts or spread their green bursts across rounds instead of hoarding them all for round 3. #3) Making barrier gauge meaningful as something more than "I have to push this to air block". I don't generally mind being guard broken because if it happens it means I screwed up, or my opponent was much better than me. I feel like the Crush Trigger system is basically just going to be another reaction game where now on top of learning to react to overheads and react to throws, now you have to react to crush triggers too, and most likely, most characters' crush triggers are going to completely suck, and 1-3 characters are going to have really good ones. Oh well.
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I doubt that it's actually "most", but they're definitely doing the ones that needed it the most.
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That sounds like stupid design, since presumably, if you WANTED a RC, you'd push ABC, and if you wanted an Overheat, you'd push ABCD. There's no reason to make it give you the former when you explicitly pushed the buttons for the latter.
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XBL-Scrub's FT5/10- BBCS:EX Running Sets.
Airk replied to xHarukashii's topic in BlazBlue Online Play
I am basically to be considered to be "up for games" anytime I am online. :P I need some people to clobber me so I stop thinking that I might be starting to get decent at this game. -
Yeah, just do a little searching for "kitty" in this forum for the super easy TE modding solution.
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XBL-Scrub's FT5/10- BBCS:EX Running Sets.
Airk replied to xHarukashii's topic in BlazBlue Online Play
I'm available almost anytime today (Saturday) with like, 30 minutes of warning. Tomorrow I'm available probably after 7 or so eastern. -
Guide for People Coming from SF to New-School Fighters, Part 1
Airk replied to tataki's topic in Beginner Mode
Was just re-reading this, and noticed it said that you can do nothing during airdashes, which is incorrect (at least in BB) as you can definitely still attack. Might merit an update, since right now it explicitly says "no attacking" -
Yeah. This is something that gets lost a LOT. Next time you lose to someone online, pull up their player card thing and see how many games they have logged. I have a Ragna player I go back and forth with a little, but who mostly beats me (probably about 70% of the time, overall) and it gets discouraging until I look and realize that he has roughly three times the number of games logged that I do. And that's just in the current version of whatever. Lots of these people have been playing these games since like 1997 or earlier, and that adds up to a monstrous sense of of the basics of these games.
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Except that some people DO, which is why this argument keeps happening. Could it be any more obvious? I hope she never becomes playable, just to spite all you "It's a fighting game, so obviously all the cool people need to be playable" people. ;P
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No, as far as I understand it, it just causes her charge gauge to fill up over the duration of overdrive. (Giving something like 3 charges overall). Not sure if it "stacks" with normal charging or anything, but it doesn't require you to charge to take advantage of her overdrive either. It's just "activate and get charges over time."
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Tsubaki's OD gives her charges, which while useful, isn't like "Look at me as I go all FRKZ/BK on you!" (Though if you pair it with her install super - one of the few remaining "mode" supers in the game, things might get silly, but we don't really know how they interact.)
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... We think the same things we've said like 19 times throughout the course of this thread. To wit: It's extremely likely that the lack of the 360 release is solely for Japan, because anyone who would do otherwise must hate money. Also, you'll observe that actual details about ANYTHING related to the console release basically don't exist yet, so any sort of speculation beyond that point is completely baseless. The end.
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XBL-Scrub's FT5/10- BBCS:EX Running Sets.
Airk replied to xHarukashii's topic in BlazBlue Online Play
I'm in. I'm definitely not as good as some of these folks (Lime routinely clobbers me) but I think I've graduated from terrible. East coast though, so connection powers may vary. XBL: Quietwraith -
I don't know where this myth comes from, but it needs to go the heck away. Noel's dash is completely average. It's the same speed as Ragna's, both at startup and at max. That's pretty much the definition of average. Yes, lots of characters have "slower" dashes (at startup - no one has a slower max dash speed than Noel does) but Tao (faster at start, same max), Bang (Faster at start, MUCH faster at max), Lambda (faster at both), Tsubaki (Faster at both), Mu (faster at both), Makoto (same speed as Bang) are all faster than she is. All this information is available here (Though there are a couple of places where there's an extra zero - Bang is not in fact ten times faster than the rest of the cast, humorous as that would be.) Anyway, I agree with everyone else - Tao is technically fastest, but Bang probably plays a little more like Yosuke, and has stronger traditional mixup.
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Well, on block 2B > Throw is 8 frames, I think. On hit, it'd depend on how crazyscaled things were.
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I remember him winning Evo in CS2, actually. :P
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My only gimmick is an amateurish reset - 5BB > (2BB > ) 5CC > (6BB if crouching > ) 236D > 5BB > 3C©; The number of people who get hit with this, oftentimes over and over, astonishes me. And if they start to block it, you can go for 6A instead. In theory, you can do a delayed 2B instead of the 3C if you don't have meter to RC, but people always seem to see me crouching and block low when I do that, but if you have your opponent in the corner, you can do 6BB to keep them honest, since that's a standing low.
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Can't say I'm much surprised that the air mugen stuff is tricky. And unfortunately, they didn't really seem comparable to the combos you'd get off the same hits using ground mugen? I'm really liking that combo and OS though. Will have to try both.
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Hachimitsu (Tsubaki) vs Poko (Jin), Tenkyo (Rachel)
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I don't think anyone sells this sort of thing; If you want a custom shape, you're probably going to need to make it yourself.
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We already have button check at character select in every vaguely recent ArcSys game, so I don't think we really need to bother them about that. Rematch option would be nice, but to say "every other vaguely recent game" has it is... inaccurate, since neither SF4 nor P4A have it. :P Another replay functionality that would be nice (we don't need all the SF4 style replay channel functions, necessarily, though being able to watch replays with other people is really nice) is to poach the Third Strike Online Edition YOUTUBE integration. That's such a great feature it made me want to buy 3SO even though I don't give a crap about SF3. :P
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Yes please to enhanced replay functionality - I really don't understand why I can't even rewind my replays in the current version. A "match analysis" function would be interesting, but probably difficult to create unless you do something useless like the SFxT one. I guess it would be easy enough to highlight points where you did something "wrong" defensively and got hit for it, and then explain what you 'should' have done, but it gets a little more complex, if, say, someone got hit because they were in recovery for an unsafe move, or even more messily, a move that's only "kinda" unsafe but their opponent IB'd it. Might be doable, but good luck persuading a company to actually write such a thing.
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Even setting aside the concept of "jump startup" it's still not obvious, apparently, or necessarily even LOGICAL that while you are "jumping" but still low enough to the ground for the throw's hitbox to hit you, that you would be mysteriously immune to throwing. So people can certainly be forgiven for thinking "Yeah, you can't throw me while I'm jumping but if you grab me at the beginning...". It's made even more confusing by the fact that most throws are active for a few frames, so you can land from a jump right into someone's throw, which can make it look like they grabbed you "out of the end of your jump". Certainly, it would make more "logical" sense that as long as the character's grab animation touched you, that you'd get grabbed. But that's not true, and there's no way for a newbie to even begin to suss that out.