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Everything posted by WolfCrimson
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Yes please. Another aesthetic change: - Elemental attacks (like Jin's freezing moves, Tager's Sparkbolt, and moves that "burn" like Bang's D attacks) should cause that flashing color thing on the opponent ... err, like in GG, it's like when you hit with Gunflame the opponent flashes orange/red to show that he's on fire, or when Ky hits with any of his electricity attacks causing the opponent to flash dark blue/purple. Gives these kind of attacks more visual impact. P.S. Please don't start any argument about characters here. Keep it smart and civil, like Amadeous said.
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Well, seeing how the GG boards have a wishlist thread, and seeing how it's civil and nice, I thought it might be a good idea to make one for BB as well. (Mods, if you think this is a bad idea, feel free to delete this, ) I'll start with a few general gameplay changes I want to see: - Chip damage to have more significance in matches. As it is, chip damage is verrry weak, you barely notice it, I wonder why the devs even included it in the game? GG does it pretty well. - Overheads in general need to be faster. Well, the slower ones do at least. BB overheads are somewhat slow (even though I get hit by them sometimes), I think it'd make the game more intense if they were faster (with a few exceptions, like Jin's 6A). - New mechanic that makes the game more intense, hopefully something like FRCs or FBs from GG. This is actually pretty likely, because, well... this is an ArcSys game. And I'd like to see two non-gameplay changes: - Make the character's moves animate a bit better. - Make the goddamn hitsparks smaller. Something like GG's hitsparks' size would be nice.
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But then you became a Haku.
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Hello mods I wanted to make a Netplay Guide/Tips thread where info on how to maximize netplay performance and how to minimize lag on consoles (and even emulators and games on PC) would be posted, so that people would be able to have a better netplay experience. The thing is, such a thread would need to be easily visible and accessible to anyone visiting Dustloop, and not hidden in an obscure sub-forum. And Dustloop doesn't have a universal "Netplay" forum, every game has its own netplay sub-forum, which makes it difficult to decide where such a thread should be made and stickied. So, I wanted to suggest that a link on the forum main page be made, linking to a thread (or even a wiki page, but a thread is better) where all info on how to improve netplay connection and minimize lag for all consoles are posted. This thread should be made by a mod, so that he has first post privileges, and people can post info on how to improve netplay, and the mod would edit his first post accordingly to contain new info. What do you think?
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Nothing ever goes wrong with meaty Deadspike.
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James Xie to the rescue. Guys remember the whole "EVO not including BB in their lineup" fiasco? Well I think it's time to show those fools at EVO what they've missed out on. Show up at the side tourney, guys. Also, check out GG while you're at it, it's a good game.
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[CSE] PSN Match Finder/GG Thread
WolfCrimson replied to Amadeus46Art's topic in BlazBlue Online Play
ArcSys. ArcSys. PS. This is crazier. -
No. That's still a bad deal. Wait till Capcom pay you to get the game.
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Kokonoe made him an arm out of flesh remaining from Lambda or something. Fingers crossed for a Gunblaze type move.
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I like Ragna as a character. But about the change thing, nah man, I definitely feel I would have more fun if I was playing CS2 Ragna than CSEX Ragna in CSEX.
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HOW YOU LIKE DA HAKU-KNEE, BIATCH?!
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Hmm... no, there haven't been. YA RLY. Edit: Hold on a sec, 2A has had a hitbox buff, but I don't see the point of it. Check it out yourselves and you'll see what I mean.
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I don't think Ragna is retarded. I think he's boring. He's strong, but he's boring to play with. IMO. I gave reasons as to why I think so. And I asked if anyone feels the same. I don't play much BB currently, but when I do, I've noticed that I pick Ragna much less, and pick Hakumen more.
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Well, it was harder to win with Ragna in CS2 since he did less damage overall, couldn't combo everything into everything (so less corner carry), and he didn't have the current jC, and his mixup was the same as now, so you had to be creative with what you do in order to win. Now, it's all "confirm jC, 5B or 5C into 4k, with corner carry and good amount of heat.". But, I could have a skewed opinion since towards the end of CS2 I was always playing against StarGazer, who has a really good Makoto (and Makoto was superpowered back then). PS Bang can't combo everything into everything.
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Slower meter gain than GG is not a reason why it won't work. Jin technically has forcebreaks, and he's fine.
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Agreed, it looks retarded.
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So... anyone else bored by this version of Ragna? He can combo everything into everything and get good damage off of it... feels like I don't even have to think about what combo route I should take, because it's always gonna include most of Ragna's specials (DS, ID, BE, HF/22C) and do around 4k damage, and get good amount of meter, so why bother? His combos are braindead. I don't mind his zoning footsies being good, just not THIS GOOD, I'd rather have ArcSys nerf his footsies a bit in favor of better mixup (like, seriously, make GH safe on normal block, make 6B a bit faster). He can keep his max damage potential, just let it not be accessible from every starter Ragna has (*exaggerating a bit*), only off of his good starters. I didn't get this feeling of 'braindead' with CS2 Ragna, I had to work hard to do well with him. Hope ArcSys balances Ragna in BB3 in such a way that I get the same satisfaction I used to have in CS2 when using Ragna. Also, while we're at it, if they ever introduce Force Breaks or FRCs in BB3, Ragna should have one related to Deadspike. Either a Deadspike FRC (pretty much like Sol's Gunflame FRC), or a force break (I just had a brilliant idea where Ragna would have a force break that is a follow-up to Deadspike, where during the startup frames the force break would make Ragna very quickly pass through the opponent while the projectile comes out from the original side, so that they have to block it by pressing forward. Functions as a cross-up basically.)
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[CSE] PSN Match Finder/GG Thread
WolfCrimson replied to Amadeus46Art's topic in BlazBlue Online Play
Yes you do. You were comparing the overheads, and how fast they are compared to each other. Merely stating startup for Ragna's GH gives a false impression that as an overhead it's that it's FAST, while it isn't, it's average, because when it hits is what counts, not the start-up. -
[CSE] PSN Match Finder/GG Thread
WolfCrimson replied to Amadeus46Art's topic in BlazBlue Online Play
That's incomplete knowledge... Ragna's GH has a startup of 20 frames, but hits crouching opponents on frame 24. TK GH hits crouchers on frame 23. Bang's 5C hits crouchers on frame 24. -
That's more of a change to Ragna's 2C than 6D, 2C is now Foot attribute only. So it whiffs againstRagna's 6D, Haku's 6B, and other foot invul moves as well.
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OK, something's off. I just checked the hitboxes for both CS2 6D and CSEX 6D. I also did some tests in a Ragna mirror in training mode. I made the dummy Ragna do both 2A and 2B, and I tested 6D against those 2 moves, in both CS2 and CSEX. In CS2, Ragna's hurtbox does not cover his feet during 6D, and the move description in the frame data states that it has foot attribute invul from frame 1-28. In practice, 2A beats 6D (which according to the frame data, is a foot attribute only move), but 2B will whiff (no matter how late I do 6D). In CSEX, Ragna's hurtbox does cover his feet during 6D, and the move description in the frame data states that it has foot attribute invul from frame 10-25. In practice though, 2A will whiff, but it can hit Ragna out of start-up, and it can trade with 6D. 2B also whiffs, and it can hit Ragna out of start-up (though something feels off), and I do not know if it trades. Now here are the problems that I see: 1. 2A did not change in terms of physical hit properties. It is a Foot only attribute move. Theoretically, it should whiff on both CS2 and CSEX 6Ds, yet it didn't. So I concluded that there's a problem with the CS2 frame data, in that EITHER 6D did not have true foot invul, but a lack of hurtbox over Ragna's feet which caused 2B to whiff but 2A to hit, OR, 2A had Body and Foot attribute. BUT, that's kinda not important now, since CS2's over and done with, 2. CSEX 6D framedata states that foot invul starts at frame 10. 2B has 9 frames of startup. So, theoretically there's not much leeway to when you can do a 6D to avoid 2B's hit; at most, Ragna can do 6D when the dummy's 2B is at it's frame 1. Yet it felt that I could do 6D later than that, which makes me doubt that the frame data is correct. Can someone confirm this?
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So... I noticed that 6D has been nerfed and buffed in Extend: Buffs: Floats opponent on normal hit. Nerfs: P1 from 100 to 90. Foot invul duration decreased from being active during frame 1-28 in CS2 to being active during frame 10-25 in CSEX. What does everyone think of the new 6D? The foot invul nerf makes it so you cannot anticipate lows and beat them with one of Ragna's best starters, which lead into huge damage, and can trade or be beat before becoming active (since 6D has 26 frames of startup, while foot invul stops at frame 25). It launches, which is pretty nice, but old 6D hitting them means they were crouching to begin with, which enabled 5C > 6C to work. I personally like old 6D more. Had more use. PS Thank GOD that KayEff changed his avi. The previous one was freaky.
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Err... Don't know if this counts... ASW Europe is a holding a 'Arc System Works Thank You Project', where fans can submit their own fan artwork and cosplay pics (BB related), and the best of them gets published in a limited edition book which gets sent to ASW in Japan as a thank you gift for the producers and developers, and the winners themselves get a free copy. Link: http://www.arcsystemworks.eu/showArticle.php?file=thankyouannounce.xml
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While I agree that this buff makes jC a strong normal, I don't like how it doesn't fit with the animation of the move. It seems like Ragna's sword is hitting at Ragna's 3 o'clock, rather than in front of him (aka 12 o'clock), which is weird. BTW, are all new hitboxes posted on the wiki?
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I think he means CSEX jD. Currently, jD does 2000 dmg on successful counter, and gives 1 star, to me, that seems OK.