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Everything posted by skd
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Friday Night TSB is back! No rotating game, this is here to supplement people who want to grind for the 3 asw games. Results: I'd like to point you all to my challonge account! ( http://challonge.com...superkawaiidesu ). If you'd like to reach individual results, or check the progression of the tournament as it goes along, you can access things through the template of "challonge.com/<first 3 letters of month><year>TGITSB<initials of game>". Location: Next Level 4013 8th Ave Brooklyn, NY 11232 Equipment needed: PS3's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. BlazBlue 7PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim Persona 4 7 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim Guilty Gear XRD 8 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim BONUS: BBCPEX OMNISSCYTHE KUMITE (After all the tournaments are over) Details TBD, but generally it will be omni vs the world (the world being people who are willing to play). One game, two rounds. No runbacks! Streaming/Recording: TBD There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook...2?ref=bookmarks If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook...18216978271919/
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Results: I'd like to point you all to my challonge account! ( http://challonge.com...superkawaiidesu ). If you'd like to reach individual results, or check the progression of the tournament as it goes along, you can access things through the template of "challonge.com/<first 3 letters of month><year>TSB<initials of game>". Location: Next Level 4013 8th Ave Brooklyn, NY 11232 Equipment needed: PS3's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. Persona 4 2 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim BlazBlue 3 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim Guilty Gear XRD 4 PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $5 Double Elim ROTATING GAME: UNDER NIGHT IN BIRTH, SINGLE DOLLAR ENTRY 5PM 2/3 Rounds. 2/3 Matches. 2/3 matches for finals. $1 Double Elim Streaming/Recording: Arturo himself will be handling our event! Catch it at http://www.twitch.tv/nycfurby and at his youtube channel on https://www.youtube.com/user/FGCSabin There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook...2?ref=bookmarks If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook...18216978271919/
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actually, funnily enough teleport isnt faster, but perhaps A saber got a hitstun buff. jC jD land cancel d6B was possible since...vanilla CP, lol. new jD doesnt cause her momentum to carry nearly as much, so she stays in place. It makes it easy to airthrow, but why would she jump back and jD at all?
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you can use normal mode 6C to go through the superball on flash, if you want. As far as normal mode combos your selection is pretty limited, but in GA you can just zip through the fireball with some combos. on IB/IB barrier, you will use 214B, on normal block or normal barrier you use 214A. 3C 236C~6D 214A/B 5C 2C(1) delay 6C 2C(1) 3C 623B~214A 623C 5B(2B if you messed up the 623C)5C jB jC jB jC j236C~D [4348 / -2] with 50 meter, you can do something like 3C 236C~A 2C(1) 236236C~214D 5C 2C(1) 6C 2C(1) 3C 236C~6D 2C 6C 623C 5C 6A 623B~D [5396 / -3]
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
skd replied to Anne's topic in BlazBlue Gameplay
theres like, a smoothing filter or something applied to the ps4 version. i brought it down to 720 and things look better than ps3 720, but running the game at 1080 does look a bit weird :> -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
skd replied to Anne's topic in BlazBlue Gameplay
actual testing in the game? we have enough data to base certain conclusions on, but theyre all extrapolations from unchanged data. fortunately we have a lot of ways to cross check these things, but sadly there is no universal change list. Off the top of my head, aside from aesthetic changes I can tell you: Level 1 attack level values have been changed. Perhaps even level 0, but i have not tested that myself so I'm not entirely sure. Throw whiff animations on the ground and in the air have been increased by about 7f. Barrier drains faster. Many characters have increased base dash speed or dash acceleration. -
as far as the discussion from earlier goes, my response is...rachel is way more technical, but not necessarily execution heavy. To me, execution heavy is the shit that gives you arthritis. Like, you need to do so many inputs that your hands give out during grand finals of a tournament and that really sucked oh my god Well, in 2.0, oki is heavily simplified for izayoi, confirms are so easy (only 2 "hard" things are SJ IAD's and remembering to half circle for your 6A confirms). No longer need to react to every little thing on knockdown midscreen to retain advantage. Rachel i think has a much, much harder time controlling knockdown properly, definitely in 1.1 and most definitely now. BUT Raw execution wise, I think 1.1 Izayoi was more taxing, inputs were more difficult and you needed to do them more often/quickly. in terms of technicality Rachel is much higher on the totem pole, but that is a different kind of difficulty in optimal play. Valk is kind of like an in between for technicality and execution of those two, tbh. tl;dr I dont think rachel is execution heavy. I think she is technical and demanding, but the execution required for her stuff is not really on the same level as valk. Izayoi used to have tougher execution than Rachel, but that is no longer the case.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
skd replied to Anne's topic in BlazBlue Gameplay
ok. im going to post. again. No, the input system will still read 12361236 as 236236. To be precise, supers only require cardinal directions. you can do "236236" supers with 2626 and "632146" with 6246. And no, it is isn't 1.0's input system. The "back to negate DP input" change from 1.1 is still in the game, and sees a lot of use. In fact, in regard to that 12361236 example, you can even do 4123641236 and get 236236. The 4 input to prevent DP thing does not prevent 236236 from working! Alright! Glad thats out of the way. -
i can do microdash combos in match free, theyre not difficult. Theyre also removed in this verison, lol. Besides, old microdash combos usually were only optimal for trans-am. If you were going to burn the stock for midscreen conversions, it would be best to bring them to the corner, which is why it wasnt necessary. I also tried my hands (which i took for a pretty bad spin last year playing izayoi, i couldn't hold cups at one point) at other high execution characters to see how they compare and i think izayoi is a bit harder in terms of directional movement (but less heavy on the button inputs compared to like, valk, and im speaking strictly of 1.1) than other characters simply due to the amount of motions you have to do in a short period of time. Think about confirming 1/2 quick attacks for hit/block, then immediately doing superjump IAD (superjump IAD keeps her strings tighter because of the minimum height airdash requirement being met faster). Now, thanks to having to do 6A in certain confirms, if you do 6A late the buffer window for 236 motions needs to be reset (you need to go to 4, effectively doing a half circle) and delays usually cause these confirms to drop thanks to combo time. 1.1 had great combos like jBAC dash 5A 623B and having to do the 623B on the first possible frame in order to get oki from a combo while maximizing stock gain. And yes, stock gain is indispensable when it counts. Forget trans-am combos, i think those are some of the most input heavy optimal routes you can pull in the game IMO (in 1.1) but they effectively dropped the skill roof for the character by removing all of the high execution shit barring SJ IAD and limiting the amount of 623/236~214 xN motions that you have to do. Remember Chris G saying "my hands" from playing morrigan? Sort of what happened to me in 1.1, lol. I think her execution cap in 1.1 was extremely high, for directional inputs. In 2.0 all of the hard shit is gone except for like 1 thing, so shes pretty much run of the mill now lmao. re: izayoi 2C, no, it never could cover all tech options and be reversal safe. if they committed to it, it was pretty dangerous and only to place you in a more dangerous situation for not teching. If you had a DP, it was a guess on her behalf to force you into a worse position on knockdown. jC oki in the corner is similar, delayed emergency tech would ruin your safejump, you have to react to the safejump really quickly and airdash to accomodate. Same goes for a lot of midscreen oki setups, but instead you might have to IAD in the opposite direction to keep advantage (to force turnaround instead of backdash)
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12f You can get crush trigger off air hit 2C 236D 214D on a good amount of the cast, but the proration has kind of gone to crap and it isnt really worth it.
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236c is now 11f, i believe. 1.1 is 14f :> i can confirm that her 5A's untechable time has been cut, but it's blockstun remains the same. Attack level up i suppose, but i think attack level properties have changed, which would explain things like ragna 5a or jA not comboing as well as it used to.
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https://www.youtube.com/watch?v=gtdXxrlJV5c roll tech punishes, a little hard but i believe in you.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
skd replied to Anne's topic in BlazBlue Gameplay
i think its recovery going from 15 to ~22. Doesnt really sound like a lot on paper but in terms of situations that a throw might whiff in, those 7 frames go a long way for reacting and punishing. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
skd replied to Anne's topic in BlazBlue Gameplay
speaking of general system changes, there is a huge total duration increase on normal throw whiff animations, both air and ground. i like this change tbh! this doesn't carry over into landing recovery or anything, so that is all the same (would be pretty significant for izayoi, lol) -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
skd replied to Anne's topic in BlazBlue Gameplay
nobody mentioned it because its not true, just hoping nobody gets the wrong idea from this, normals are still cancelable into airthrow. -
236B only causes hard knockdown on standing opponents, but teleport recovery is faster meaning you can even get stuff like 236b 214a 5c on standing hits. it is sadly no longer a part of air combos, unless you are using it to get a knockdown.
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ok. none of your corner combos are real combos. I can tell by just looking at them, but I booted up the game to test it out. and no, none of them work. there is literally no way to get 2C 5C 2C(1) off of 2A. Even 2A > Astraea 2C 5C 2C(1) doesnt combo. 2A Astraea 2C 6C 623C 5C jB jC doesnt combo. Like, these are hard limitations. Are you just making things up? @Ichipoo, 236B Does give you decent knockdown cover, 3C is a bit more advantage but harder to go into. Theyre both decent choices, but Aegis provides good spacing, especially in the corner, so i'd take that for a knockdown. I'd rank it like, Aegis > 236B > 3C. 2C(1) is also a good choice, esp because its cancelable into 5D/2D, which can mean a situation where you can easily pick up a no-tech for extra stocks. Example corner 6 Star combo off 2A 2A 5C 236B 5C j236C dash 5C 623C corner 8 Stars off N Starter: blah blah blah 236B~214A/B 5C j236C 66jBA(A)C j236C 5C 623C
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2b doesnt gatling into 6a, and 236B prorates your combo higher than necessary, so use 236C. Last combo does not work, hitstun scaling is way too hard for that. Corner 2A ~ 2.8k : 2A 5C 6A 236C~6D 2C 5B 5C sjBC djC j236C~D , Super OK Example N starter GA corner stuff jB 5C 2C 3C 236C~6D 2C 5C 2C(1) 6C 623C 5C 6A 623B~D jB 5C 6A 236C~6D 2C 5C 2C(1) 6C 623C 5B 5C sjBC djC j236C~D, Super OK Normal Mode Throws (4 Stocks): Airthrow : Dash TK Noir > Dash 623B Ground Throw : 236A, Dash 236C/B. etc
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General Information: Combo posting and combo theory discussion should take place here! If you have a question like "Why doesn't this combo work?" or hitbox observations, this is a good place to bring it up For what combos get posted, I want to stick to things that are optimized or useful. Records of specific, optimal conversions will be in this thread, whereas the wiki will reflect more basic combos. However, if your question steps out of the bounds of the wiki or what is posted, don't be afraid to ask as long as it relates to combo execution or implementation As far as specific conventions for her combos and overall notation, i'll add that in a bit. Stay tuned! P L A C E H O L D E R B O Y S P L A C E H O L D E R B O Y S
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i forgot to post this here, but this izayoi cmv happened: https://www.youtube.com/watch?v=gBRcBDQzyys and also posting to say im going going to do a major rehaul of the subforum tonight, and get a lot of the wiki done. probably going to archive this thread and start fresh.
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Responding to guard bonus discussion: I believe the maximum gap you can have is 4 frames to still initiate guard bonus. This is 4 frames /not counting instant block/. The actual bonus is triggered by normal blocking something after being in blockstun for a set amount of time, that amount of time i dont have a specific figure for. So, pretty much this means you can stave off the guard bonus notification by instant blocking manually when the guard bonus would normally initiate. The moment you normal block something as part of a string you will get the notification. For example, you can still have something count towards guard bonus with a /seven frame gap/ as long as you instant block a sequence that would normally create a 4f gap on normal block. edit: by i dont have a specific figure for the amount of time i mean testing the exact amount of frames to verify it would be ridiculously monotonous and i dont think i want to do that, but i'll ballpark it at 360f (No matter how many gaps or of what size as long as it is under 4f on normal block, it activates at 365f in my recording and i dont want to figure out a string that is 5 frames shorter in total duration) which sits nicely with the estimation of 6 seconds.
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whoah, hey, guard bonus doesnt require airtight pressure to activate, it works with small gaps, i think under 4 frames. holla.
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i personally feel like it wont go away no matter how good you are, you kind of just need to embrace it. Like, it's one thing to get comfortable with it, but it will /really/ be there. Your hands will always shake. Isn't that part of the fun? I think I can play a little better under pressure anyways, so I don't really mind haha. Anxiety towards this kind of thing isn't bad, but just dont let it clam you up.
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uh, i generally run FC 3C 2C 5C 2C(1) 3C 623B~214A/B 2C(1) 3C 236C~6D (2C here if in the corner, 214B if midscreen) 5B 5C air combo
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uhhh, fighting izayoi online is...well, he might get an idea, but i don't think i'll be able to provide the actual matchup theory/play in delay. Despite how i play with you sometimes even our connection is...pretty bad lol. our connection is like normally beyond what i want to tolerate when i play, Its not good because you don't quite get a good idea of how she can move to adjust vs normals, her recovery and how she can cover multiple approaches most effectively and i end up just over bullying in neutral/pressure to make up for the smart things i cant do in delay lmao. moving/spacing with her is really fast paced, so even a little bit of delay throws off my spacing something awful. For example, how she can beat upback jin jC is relatively straightforward and low risk on her end, but baiting 2C and hovering a little bit higher out of upback jC range and reacting to the situation is so difficult in delay. Coupled with her airdash speeds, i end up all over the place where I shouldn't be, and while I might be able to deal with it and seal out the matches, it isn't...good practice for either of us. I don't really think you should take too much from those matches!! a basic matchup plan and tool familiarity on her end but as far as real, stable neutral and pressure responses, you can't really use that personal experience (especially when you are actively trying things), the delay affects too much. I'm not doing things you should be dealing with, and responses to certain situations working out have probably given you the wrong impression of what is good to do. Well, you can, but it'll 180 on you when it really counts. But i mean, all of my matchup talk is about developed play offline, though i guess it isn't really..."practical" for many, so i'm a bit at a loss. But i'd rather impart that kind of thinking. but if i'm just playing you and its all sloppy willy nilly...i just want to avoid giving people the wrong idea of how to play, i was hoping you werent really putting much stock in stuff. I feel really dumb trying to play her in delay to begin with. As far as basic exp for familiarity against her, netplay is fine, but I think especially with a character like izayoi, delay takes her for a spin. so any matchup development you won't really get the proper gist of. So as far as laow ping's experience playing vs izayoi online, it might not adhere to what i've said, it might be easy to bully her or disrespect in a lot of ways, but as far as what the matchup will look like in a normal environment...please keep that in mind! If you are seeking relevant advice, my advice does not really relate to delay induced matchup play. @StylishH Aegis is...OK, its more of a supplement to good defense that causes overextensions in pressure. You can outspace it with certain normals, and it's relatively slow at ~15f? You can feint it and retain invlun, but the recovery window is almost twice as long as the invlun window, so it's more of a hard call than anything. Basic defense is going to make aegis much stronger, though it does let her finally command respect out of a lot of bad strings on reaction.