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Everything posted by Alpha152
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Of course! And I hope it doesn't turn into BB > Dennys. James you meant Sat. and not Fri. right?
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Chickzama's Real Gorillion Damage (XBL/PSN FT10s)
Alpha152 replied to Chickzama's topic in BlazBlue Online Play
I'm good for any day, but only past 4 on some days. -
I think you should bring it just in case if it isn't too much trouble unless someone else has Arcana on their console. I'll bring my PS3/Asus. Do we need to bring games as well?
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Chickzama's Real Gorillion Damage (XBL/PSN FT10s)
Alpha152 replied to Chickzama's topic in BlazBlue Online Play
Yo when's your next available date for FT10s? Also would you happen to know if Haven is still doing his sets? I'd like to play him as well. -
No there is not. It's the same as the past games where if you cross up an opponent you either have to wait until it auto-turns for you or double jump to switch directions.
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If you're talking about auto piloting a non-confirmed 5C you could always...2C at the correct distance then if it hits > CS. As for reacting to a CH 5C then any of those options you listed are viable, although MF and 3C are much riskier obviously if you don't confirm correctly.
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Does anyone bringing a console happen to have AH3? I need to prepare myself for Love Max!!!!!!!!!!!!!!!!!!!, and Numakie please bring WaterPizza again if you can. More people need to play this
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lol I'll let him know, thanks for the heads up
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I used 2D > d.5A as a basis for how big of a frame gap there was between 2D and her fastest drive follow up (mostly assuming d.5A still is her fastest follow up), then from there you can gauge how big the gap is between a more common block string such as 2D > d.6B etc. More importantly it would be used as a near gap-less (aside reversals) blockstring, unlike CSE where 2D > d.5A can be interrupted by Noel's 6C CH. I would assume it would be used at neutral...or random mash And d.5B on a grounded opponent is the same as CSE.
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Stuff already mentioned: - 2A is no longer jump cancellable - d.6A floats on grounded opponent - 2D > d.5A is about a 4~5F gap on normal block, meaning you can more safely apply drive pressure compared to CSE where 2D > d.5A was around an 8F+ gap - You can kara throw with 5D again, although the range isn't as good as CS1 - 4D does not have foot invuln, only body and projectile. I'm assuming attacks like Jin's 2D and Haku's 5C attributes have changed since they used to have foot attribute but are now getting beat by 4D - 2C's SD is +1~0, couldn't get definite results even after like 20 tries but definitely not more than +1 - 2C > 3C on crouching hit doesn't work on prorated starters and is generally not preferable compared to 5C > 3C, which always works - MF > 2B > 6C > 6B > 22C works on (presumably) everyone, tested on about 8 characters with different heights/hitboxes - CT range is between 2A/5B range, and the start up is a little slower than CSE 5D, maybe around 28-32F - You can still air buffer into drive - 6C(2) untech time is about the same as CSE - Can't 6A > 6C > throw whiff > 6C, but you can throw whiff > 5A > 6C, similar to CSE. Not sure what was changed in the first place (throw recovery?) but it's about the same - OB start-up seems unchanged and other normal attacks generally seem the same - Not sure exactly but j.C seems stronger, either faster start up or better hitbox. As an air-to-air attacks it's much better now - CS recovery is too slow to dash up and meaty 5B/5C, 2A range isn't long enough to use either, maybe 5D? - Only certain follow ups into d.5B seem to make the second hit connect; d.6A, d.2D, and d.5C work. d.6D and d.6B do not work - Comboing into j.2C without RB off random air confirms is unstable and is really height dependant, though stuff like 6A > 6C > j.2C works and is actually preferred off prorated combos where RB > j.2C doesn't connect. - 4D can still be used as a situational AA, it was beating/trading with Noel's j.D pretty often
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I can make a complete note list of all the things I learned, but a lot of it has to deal with what most players don't seem interested in learning. Maybe somebody will learn something
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@DarkSuperShadow My bad I assumed you meant using TK RB as a starter And I wouldn't call j.2C truly useless considering it's her only air tool for reliable hard-knockdown. Also, here's some cool things about j.2C: - Can't air-dash after RB > j.2C unless RC'd, even if you didn't use your air options before hand (you have no options after RB > j.2C until you reach the ground) - You can air-dash after j.2C but the recovery until you can air-dash is a little long (i.e. if you did 6A > 6C > j.2C you would be too low to the ground to air-dash afterwards) - j.2C on a grounded opponent (CH or non-CH) doesn't cause hard knockdown - You can follow up j.2C with Thor but not RB > j.2C > Thor (j.2C can be cancelled into j.D/j.4D, RB, Thor, and OD) - The height restriction for rising j.2C is pretty high, fastest start-up is about as high as Litchi's head on standing - Noel now has a legitimate fuzzy guard follow up with j.2C though it's combo route is limited and needs 50 meter (i.e. 5A > FG j.A > j.2C > OD > Thor > air dash > stuff)
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I can't test anymore but like I mentioned getting hits into j.D on a standing opponent seemed pretty unstable. And stuff > d.4D > d.6C > MF actually only works on a few characters midscreen, but it works on a few more characters in the corner. One option I tested for the pseudo 6B OS was 5D then either CS on block or d.5C for the 6B confirm but unfortunately 5D > CS has a pretty big frame gap. And 5D > d.6C does not connect. I'll upload some of my matches soon though they aren't very note-worthy.
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6B on hit is still jump cancel-able. If you meant 6B > j.D on standing I didn't try it but I did do 5C > sj.D like in one of the combo videos and it didn't work. I'm assuming it's char. specific. TK RB doesn't combo without j.2C unless it's CH, it's pretty similar to the CSE counter part.
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No it's not. People with more questions feel free to ask.
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I'm going to try to make this since I couldn't attend NEC
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So will there be TRB the day before SCR?
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7th'd for bi-weekly on Saturdays.
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[CP] News & Gameplay Discussion (Old)
Alpha152 replied to kosmos badgirl's topic in BlazBlue Gameplay
Based off these first few palettes it looks like the respective BB characters that got palettes in P4 will share the same P4 character's palette in this game so I'm guessing Bang colored Aki, Makoto/Chie etc. -
SCR! I'm assuming James will be holding a BB side-tourney? I'll do my best to make it to top 8, only to not show up the next day And it's great to see P4 on the main line-up! Also Shingin, would you know if it's possible to pay for a 1-day spectator fee? I won't be showing up for the other 2 days.
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weeeeeeeee http://www.youtube.com/watch?v=5H9aejgfueg&feature=plcp http://www.youtube.com/watch?v=rYEUCLxGDd8&feature=plcp http://www.youtube.com/watch?v=o0FdfeUUA2I&list=PL7D40CD0119AD1858&index=4&feature=plpp_video
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Isn't FFA already in the process of closing? And Xie's ranbats now includes GG so I don't see why you wouldn't go there.
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Not sure where to post this but, can someone add info on the wiki for Aki's Duck/Weave that it's special cancellable on 10F? Didn't see it on there and felt like it's something to be noted.
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Gravel I think I played against you in ranked yesterday lol and I saw you do that, was pretty interesting. After a corner combo if I don't end it with cork then sometimes I sweep > 5D then from there you can dash foward then jump > backdash > falling j.B for a fake cross up or if they don't delay tech then IAD > airturn j.B for a corner cross up. Another use for 5D I've been trying to implement but haven't got to do is after knockdown (lvl3 cork in this example) 5D[hold] then somehow get on the other side of the opponent then AoA > 5D[release]. Because it's hard to get on the other side for now it seems gimmicky but it does make your AoA relatively safe.