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Everything posted by WolfCrimson
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Hey, I didn't say it was you. I only said "certain artists". You included that implication, not me. :P [/devious] But I like your drawing style. Plus with nothing much happening (re: next to zero activity) in DL I just look at almost any thread that gets updated. Don't care much if he dies? Doesn't that mean that YOU ONLY LIKE HIM FOR HIS LOOKS? HOW CAN YOU BE SO SHALLOW?? :P Have you ever drawn a crazy-face Jin fan-art before? Can't seem to find any in the first/second post.
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Because I hate him and his feminine looks. And the way certain artists.. err... portray... him. Plus it'd be great for the story.
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They should totally kill off Jin next game.
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C. ID, best DP? I dunno, other DPs like Mu's (the Sims pointer thing), Hazama's (Stance b), Haku's (although it's not a pure DP, but it's really really good), Jin's (b,c and d dp) are really good too. I think I'm missing some as well.
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Well... all I can say is I'm happy for Tager... I feel he deserves it. It just means we have to play less mindlessly against Tager.
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At least D ID got a big damage buff, it's 600+600 now.
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I realize I might get temp-banned for this, but I think there's been a mistake, I don't think Mori was talking about BB3, I think he thought the interviewer meant BB:CS2, because the way he replied "We'd get booed if it doesn't release" implies that Mori knows that the fans know it exists, and expecting it to be released, not to be made, while in reality no mention of BB3 or its development has ever been made before.
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Also; I've figured out what "cooldown" is (listed with BK, CS). It's the time needed for normal heat gain to resume. It's 2 seconds for CS and 7.5 secs for BK.
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Wait... if the recovery for DS is 26 frames, and the guardstun the opponent is in is 23 frames, wouldn't that make DS's frame (dis)advantage -3? I'm getting confused here. Was the frame advantage listed in the mook or is it something you (the translator) calculated yourself?
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Holy crap that's 16 seconds. 16 seconds of science.
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Woohoo CS2 frame data! Thanks a billion Veteru! Hey mods, hurry up and sticky this thread (and delete my post)
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CS2 is close (please release patch already!!!), so I thought I'd come up with two flashy combos as a farewell to CS1 Ragna: Midscreen (works from exactly midscreen to corner, doesn't work from further than that) Requires 50 Heat FC 2C > 6C > HF (whiff) > tsuika (hit) > RC > 66 (run) 5C > 5D(1) > GH > max-delayed spin kick > earliest possible 6A > s.j.c. > JC > JD > j.c.> JC > BE > 6D > JD > j.c. > JC > BE > 5D(1) > D. ID > upper > ax kick 31 hits Does 5087 Damage Gains back 58 Heat There are other variants to this one, but this seems to be the highest damage and most heat gain out of them all. Also it's very flashy. Here's a somewhat less flashy combo: Midscreen, corner carry Requires 50 heat FC 2C > 3C > CS > fastest possible 66 5D > DC > 6A > s.j.c. > jC > JD > j.c. > JC > BE > 66 5D > MOJZ (22C for you BBCS bandwaggoners) > 66 5B > DID > upper > ax kick 26 hits Does 5320 damage (or was it 5430?) Gains back 49 heat Also, I need someone with very good execution to see if TK GH would connect after FC2C > 6C > HF (whiff) > tsuika > RC > 66 (run) 5C. I tried soo many times but can't get TK GH, just GH or 7j.c. jB. Frame data says it's possible. I can do standalone 5C > TK GH, but it's somehow harder to do in the middle of a execution-heavy combo.
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This place has been dead a while, good thing I brought a phoenix down! Posted by Jourdal in the main vid thread: Amazing combo vid, I loved the BK combo off the throw (5.8k damage!!) and the last BK combo. And of particular note, the 2D used in the the last BK combo after the BKGH (2:37). I didn't know (BK) 2D can hit airborne opponents. This could potentially open up some great possibilities.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
Ah... I see. Ofc, I'm assuming all what you guys are saying is based on what you've seen, correct? Like,none of you have played CS2 Tager yet, correct? Hopefully when he gets here he won't be that bad. @Mac: What are you talking about? LK: OK, Tager's been dealt with. What about the other stuff? Can you comment on those? -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
OK, here's why I think he's not as bad as you guys claim in CS2: - His mixup is ok for a grappler-type character. I don't expect him to be like Hazama in terms of mixup since he's not a rush-down type character. He has a somewhat invisible overhead (6B, hard to discern from 5b for me), that can be gattled to either another overhead or a low, or cancelled into a throw. Just being near him is a mixup in itself, what with the risk of being command thrown for heavy unburstable damage. 6A doesn't have a use? The japanese match vids show otherwise. 6A pulls in magnetized opponents who attempt to backdash away from Tager and hits them out of the back dash, can be used to get in a 360 by delaying the 360 so that they're no longer in blockstun, and can help pull in pesky magnetized zoners. He can also end his block strings safely too, by cancelling into A sledge, even with IB. (This isn't safe in CS1) - His counter assault is good, what on earth are you saying? It doesn't blow opponents away, it just knocks them down next to Tager, and that's what Tager needs. A far away opponent means more work for Tager to close in on them. - Poor defensive options? What about cancelling into Voltic charge (which can then be cancelled to 720 with 50 heat)? What about his amazing backdash? He doesn't have a DP to get out of pressure, sure, but he has the primers to keep on blocking. That stresses the fact that with Tager, you just block. No one in BB has an infinite blockstring, sooner or later they're gonna have holes in their pressure or throw out an unsafe move where Tager can capitalize on the situation. - About IB changes and damage nerf, that affected everyone, not just Tager. Tager's damage is actually not that different from CS1. -And a good ol' Dustloop tradition to boot: The japanese actually play him now, and can win with him, even against his worst match-ups (including Haz, who's a top tier). And they weren't the big shot Japanese players either (on both sides), but they were better than american players for sure. That itself says alot. tl;dr: Tager's not crippled, he's just different. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
OK, not "in-depth analysis" per se, but maybe reasons why said mechanics are bad (or are perceived that way). Like I see people going "lolthrows in BB" or "CS2 Tager still sucks (I didn't specify this earlier, but I meant CS2 tager) or "Tech-roll system is awful". I don't understand WHY they say that. Like when you say you don't like the primer system, do you mean it's crappy, and poorly thought out? Or that it's a preference thing, meaning that since you came from a GG background, you just have a personal preference for that kind of system? Personally, I find that the mechanics are justified. For example, throws are not just "run-up and throw" giving you guaranteed damage, they requires more thought and mind-rape abilities on the aggressor's part to make them land. And the throw-reject-miss mechanic supplements the throw mechanic in a very nice way so that one can't mash throw tech. And since throws are harder to land successfully (I mean, come on, landing a throw + opponent not teching is a tough probability at high levels), the rewards are higher, i.e., the damage off of them is decent (as much as a normal combo). Another thing is CS2 Tager. Sure he has obvious mobility problems, but he has such good tools that other grapplers would kill to have + the highest health and defence in the game, doesn't that compensate? BUT, I don't know if I'm missing something that others (might) know and hence say said things about said mechanics. Don't mods have powers they can use/abuse? Maybe you can bring back the thread from the abyss for your viewing pleasure? Although the part about the GGxBB discussion was just a prologue to the question I was gonna ask, doesn't have much relevance. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
No, I meant, like, what was he trying to answer? Was he responding to the point about Tager? Was he just reminiscing about this Sacchin person? -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
Errr... could you rephrase that? I didn't understand what you were trying to say. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
Hey LK, I need your opinion on something: Recently I've tried to start a discussion about what mechanics and features from BB or GG should be included in a hypothetical GGxBB (on the recently closed PSN thread). People immediately, in the beginning, dismissed the techroll system for BB, sayin that it should NEVER be included, then later on some argued against that point pretty well. This got me thinking, that there are some other mechanics in BB which people here perceive as stupid or bad, but I don't get why they're saying that. I don't blindly follow what people say, I try to see the reasoning behind what they're saying (and agree/disagree accordingly), but I feel that I might be neglecting some facts I'm not aware of. So I'm asking you to go "pro analysis" mode on the following mechanics, in the context of BB itself, i.e., not comparing it to other fighting games, and analyzing if the mechanics are synergistic with the other mechanics in BB: - Ground Tech-roll - Guard primers - Grabs - Tager I'm not in a hurry or anything, so take your time (if you do have time) if you want. -
Thanks! I'm gonna use this as my new ringtone, the intro is just so good. IMO, this is the best Sol vs Ky theme out of them all.
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What's the soundtrack used here? It's so awesome! I think I've heard it before somewhere, maybe it's a GG Isuka soundtrack?
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Sexy combo is sexy.
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Wooo it's Ribaia!! And this Ketuago- edge guy seems like a new rising star.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
I see. Thanks. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
WolfCrimson replied to Lord Knight's topic in Archive
How do I go about doing this? I tried it out in Training mode with Ragna's inferno divider>axe kick (he has landing frames after axe kick), but the landing recovery doesn't get canceled. Is there a specific timing for it?