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Everything posted by Airk
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I'm confused - how do you get 1.1 charges from a 5D? Are you actually charging twice? Or am I misunderstanding the notation?
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Indeed, I was just about to suggest that this might be a case of hitting the button too early - the game is pretty lenient about screwy motions and extra inputs, but if you don't end on the right direction, you'll get random stuff. Check where you are pushing the button.
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>me being used as a standard of goodness< For the record, it has taken me since the launch of CS1 to reach my current level of mediocrity. :P I don't play every day or anything though. Just don't expect to be Spark in a day or even a year and you'll be fine. :P Edit: Oh, and in spite of Star Dragon's BS, believe it or not, this is a pretty darn welcoming community - as evidenced by the number of people chipping in on this thread, for one thing. You don't need to be good at the game, you just need the following crucial things to be accepted here: #1) Don't be an ass. #2) Have a vaguely accurate assessment of your own skill level. Don't go around claiming to be a BlazBlue god when can barely combo. #3) When you go meet people in person, take a shower first. :P #4) Uh...profit. :P
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Look; This is getting ridiculous. The only one who can decide what is "acceptable progress" for you is YOU. Same thing for how much practice time you "should" put in. That's all you, too. Are you satisfied with your rate of improvement? If not, then you probably need to practice more. If so, then you are probably practicing the right amount. Most of us here have never even seen you play, so how in holy heck are we supposed to say "Yeah, you're progressing just fine"? Especially in the face of your nonstop whining about how bad it feels? Why the heck do you need "our" acceptance of YOUR rate of progress? Everyone learns at different speeds. Everyone has different aptitudes and backgrounds. There is NO universal "acceptable" rate of progress, unless you have some clearly defined goal like "I want to place in the top 8 at <insert tournament here>." which, clearly, you do not have. Therefore, the ONLY "acceptable" rate is the one where -you- can look back at your old replays and go, "Yeah, I'm better than that now." Get over your need for "our" acceptance.
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Well, if you're willing to backward tech, isn't holding back and pushing A+B okay?
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Most of the non-character-specific requests in this thread were suggestions for just that.
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Is it REALLY that hard to "warm up" with ten minutes of practice before you jump into the online fray? No one is suggesting that you "grind out" this stuff for hours at a stretch, but ten minutes of input practice when you feel like playing will result in a marked improvement. Think of it as your warmup stretches.
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Boy. That's what I get for trying to make a joke. Excuse me, I have to go get my wet blanket. Same amount of thought divided across way more changes.
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Is a bound higher or lower than a bounce? Maybe, but Tsubaki got lots of changes, so more chances for those changes to suck.
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Because apparently, making it a fatal counter(heh) makes it TOTALLY LEGIT that it's worse than just about every other overhead in the game, even ones that are tons faster. Seriously. Here are overhead prorations, chosen at random in CS2: Tsubaki 6A: 70/92 Ragna 6B: 70/92 Rachel 4B: 70/92 Litchi 6A[e]: 80/89 Bang 5C: 70/92 Mu 6B: 70/94 Makoto 6B: 80/89 Now we have the same overheads in EX: Tsubaki 6A: 70/89 - NERF! But it's a Fatal now LULZ! Ragna 6B: 75/89 - Buff overall, plus whee, groundbounce! Rachel 4B: 70/92 - No change Litchi 6A[e]: 80/89 - No change Bang 5C: 70/92 - No change Mu 6B: 70/94 - No change Makoto 6B: 80/89 - No change So basically, rather than leave well enough alone, they decided "I wonder what happens when you give a character a fatal counter overhead?" and then just sortof decided that that was fine, because they halfassed the whole thing. :P I have no other explanation for the Extend Tsubaki changes.
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I think you need to stop making bad assumptions. A) Blocking does not mean you "suck" for getting into that position. Believe it or not, blocking is almost always better than the alternative (namely, getting hit). Even in completely uneven matches where you are much better than your opponent, you're probably going to want to block a few times during the match. That's part of being better than your opponent, because you are blocking and they are not. B) Ragna has some of the strongest defense in the game thanks to his ridiculous DP, so don't go out assuming that now you're doomed because your character is "based on offense" whatever that means. It's not as if there are any characters in the game that somehow win without attacking. C) ... Honestly. You NEED to stop putting yourself down so much and mentally giving the game away. You're even doing it IN THIS THREAD when you're NOT EVEN PLAYING. Just. Stop.
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I'm with you. It's not as if instant blocking is super easy since you can delay your special cancel to keep people from autopiloting. no, it just means that unlike all the crazy people asking for Ragna mixup buffs in this thread, you understand that your character is balanced.
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Okay, that one is funny.
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You can definitely go straight into 2CC - that's how I do it. Which means that's it's probably sub-optimal and that adding the 5C gets you more damage, but 2CC definitely works.
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Well, right now it's HELLA slow (35 frames startup.). But I think it's completely absurd to give it more than one of three buffs mentioned above. Primer breaking + faster or faster + more frame advantage is just absurd. Please bear in mind that right now the MINIMUM amount of time Tsubaki can spend charging is 18 frames. That's on a button tap. And gets her basically nothing. 29 frames doesn't really sound unreasonable for item equip in light of that.
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Sure, but this all comes down to "they'd have to do a poo-ton of rebalancing to accomodate this change", because right now, it mostly all works, and has been designed with the way it works now. Non-weapon fighters would therefore be at a huge disadadvantage without significant changes. Not saying it CAN'T work, but just saying "Hey, it's okay in Guilty Gear" doesn't necessarily mean it would work here. At least, not without a ton of changes.
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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
Well, I being the old married dude that I am was thinking more "afternoon" and less "until the wee hours of the morning." -
Hell yes. So tired of "Hey, you were somewhere near the corner when I hit you with Inferno Divider! 3K for j00!" Not so sure about this. Air throws serve an important purpose in this game and I feel like reducing the hitboxes too much might impair that. I'm torn on this - on the one hand, it makes no bloody sense that hitting someone in the sword should be able to hurt them (and even LESS sense that hitting someone in their Magic Glowing Wing would hurt them.). But on the other hand, it means that characters with weapons suddenly get a massive advantage because a lot of their attacks no longer extend their hurtboxes. This means characters like Bang and Makoto (who technically has weapons, but not really.) will be at a fairly big disadvantage in footsies against characters with weapon attacks. On the third hand, it is TOTALLY IDIOTIC the way it is now where SOME weapon attacks extend hitboxes, and others don't (Looking at you, Hakumen!). @Zeth07: I don't really agree that there are characters who are "fundamentally good" and characters who are not. Any of these characters can be made viable by any of a number of methods, and many of them have unique ways of controlling space (Bang, for example, may have limited nails, but he's got all the extra air action uses he wants. It's not as if he's defined by nails.) and similarly, Relius might need a little bit of tampering with how much 'wife meter' he has and uses, but overall the design is fine. Similarly, if you look at Tsubaki in CS2 when her D moves were GOOD (And that's not just in proration/damage, either but also frame advantage and such) then she was a solid and unique character who controlled space in a way no one else in the cast does/did (Which of course resulted in some people bitching, which is usually a good sign that a BB character is doing okay. :P ). Similarly, as you say, it's quite possible to **** up an "inherently good" character ala CS1 Rachel. Plus, I have no idea how you are making this division, since a lot of people have been whining at me lately that Jin "doesn't have a purpose" in extend. x.x
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Yeah! Starting position center/left/right/left corner/right corner would be really nice! But are there any circumstances in which having "too much" heat actually creates issues in training? I can't really think of any myself, unless you've got some really fiddly combo where you're trying to make sure that you wait for all 3 hits of something to hit so you build 50 heat by the right point? But that could just as easily be tested by looking at the combo counter? What kind of room for improvement?
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SF4 sortof had that. It still had a "host" but there was a sort of host-switching magic that would happen; If the host left while folks were at the "lobby" screen, it was seamless, but if they left during a game it would boot everyone to the lobby instead. Auto-pass should absolutely happen though. Ugh. And yeah, my reservations about Tournament Mode were based essentially on a "what could they work on instead?" value judgement.
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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
Looks like I'm available this Saturday; Are other folks free to come down and play? -
What does this mean exactly? To me "endless" is just the SF4 version of "player match" in BB. SSF4 had this feature, and as best as I can tell, no one used it after like a week when the novelty wore off. Of course, the 8 man max or whatever it was probably didn't help.
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Because clearly Ragna is having trouble winning right now because his mixup just isn't good enough? .... I like the idea of making chip damage larger - it adds some extra importance to using barrier appropriately. I disagree that overheads need to be faster, as, apparently, even high level players still get hit by them. I don't really see anything good coming of this thread, however.