Jump to content
Dustloop Forums

Narroo

Members
  • Posts

    963
  • Joined

  • Last visited

Everything posted by Narroo

  1. What? Infract them? You'd never.
  2. I'm not sure that Dissidia is a good example. That game's battle system, I'd say. isn't even complete. Back in the first one, you could turtle indefinitely. Attacking actually put you at a distavantage.
  3. I work weekends, so I can't go to GUTS. I hope the game underground event is on Wednesdays. Speaking of which, if I go to Game Over tonight I'll be a bit late.
  4. I'll probably poke by to see if there's anyone around. I doubt it, but I can try.
  5. Is there any particular reason why the B-Midscreen starters all use 5DA>dl[4]6A? The timing on that is tricky to boot; I find either I do it too early or miss it entirely.
  6. How do you get lagless online? Where do you live? I've never been able to play blazblue witout some amount of lag. It's why I rarely play online.
  7. Claims its Friday. Is that page out of date?
  8. I'd say that was a rousing success! People still can't stop talking about Kokonoe. And it works both ways too! Just look at how many pages we devoted to talking about Tsubaki!
  9. Game Over is mostly Street Fighter and Smash Bros though. Oh Well.
  10. Not I; waiting for the English release.
  11. It is an old Famitsu video, and I think it might be a bit dirtier than the old one that went around.
  12. I like Amane. His drills are fun. It's nice to not have to have to mix people up.
  13. I meant the term more normals that have multiple attacks that come out by hitting the button multiple times, like the Light/Normal Attacks in MvC2. That said, thanks for correcting my notation. I suppose it would be like Goku Moroha, but with no spamming; you'd have to cycle through you're attacks during block strings. Now Tsubaki can look even more loopy when she does her strings.
  14. This talk about Tsubaki being bad makes me terrible. Airk's Tsubaki destroys me horribly in real life. Then again, I actually played very few people other than him. I hate netplay. But aside from that: Tsubaki is still low tier in the story. She can beat hot pants and that's probably about it. In the game: Tsubaki doesn't really have anything special that sticks out. Even I can tell that. I secretly wish that they'd buff her Mugen Install or drive such that she would get crazy gattlings by being able to chain her 2-part normals out-of-order. (For example: 5A->5B->5C->5BB->5CC->5AA) Silly, yes. But it would look cool as as heck and give her a better mix-game.) What are those 2-piece normals called anyways?
  15. What exactly makes her instant kill viable against them as opposed to regular characters? Is it the damage nerf and threat of shadow rampage?
  16. Hm, won't be making it to Game Over this week.
  17. I can see why people don't like JYB. How does a grown man sound like a little boy like that? Granted, the original voice wasn't that great either; I think he would have benefited from the original Hazama voice actor.
  18. I always found that Tsubaki's Astral looks silly because the 3D model is so bad. If we got a nice model for it, it would be awesome.
  19. I agree; having more characters makes it harder to differentiate them, especially when the goal of the game is just to simply hit someone. Although, I will say that it's not just the drive which differentiates the characters. Tager doesn't play anything like Platinum, for instance. Drives can make a huge difference though, like with Hazama.
  20. But that was mainly a case of bad numbers, no? Pretty much any character can be bad if their damage is low enough. Or was there something else they broke? And..oh, I really can't explain what I'm trying to say, can I. (Dear god, my ability to say or write what I mean has been terrible all my life.) And no, I wasn't saying you should break Relius; if you were ever remove Ignus's current limitations, as I said, you'd have to tweak the rest of her to compensate. The question would be: Would tweaking how she works in order to balance him break the example. But what ever, what I was trying to say is that most of the newer characters feel like they pilot and play similarly in certain respects.
  21. I am a poor writer, yes. Also, I didn't mean that it was the "special Meter" management that made the characters less unique, rather I was trying to point out that the newer character's unique traits were pretty much being defined by modes and meter management. For instance: Remove Relius's Ignus Meter and the summoning requirement, then tweak Ignus's moves so that she's not totally broken. Relius's "D" basically becomes a fancy "Extra Hard" attack button and he looses a lot of what makes his gameplay unique. Now try that to Ratchel: Take away her wind meter and tone down her moves a bit to compensate. Guess what? She still plays unequivocally like Ratchel Alucard and looses nothing. What I'm trying to get at is: A lot of the newer character's "Uniqueness" can be destroyed through a few simple changes; just take away meter or mode limitations and you've got a straight forward character that doesn't invoke the same sort of "Ohh, ahh" that some of the older cast members did.
  22. Also, I most likely won't be going this Tuesday; my car is going into the auto shop.
  23. This might be dredging up an old argument, but: Remember that comment about Mori trying to bring back the originality of the original game? I've given it some thought. I've noticed that the newer characters tend to be a bit more similar in how they play in terms of broad strokes. The original Blazblue had characters like Nu, Ratchel, Arakune, and all those other people you didn't play, like Carl, or Mike-Z. Most of the characters played quite different not simply in terms of game-plan, but in how they handled, what they could do- it was like most characters were playing on their own game engines. For Example: Most of the newer characters tend to be be bit similar in that they're rush-down or mix-up characters that usually have kind of mix of meter and mode limitations. Let's see: Yayoi, Relius, Valk, Tsubaki, Platinum, and Hot Pants. They're, in many ways, variations of the same theme: Manage a resource limitation that gives you nice attacks. Their individual game plans are different; The characters I've named do play differently, but it's not like the differences between oh Say: Tager, Arakune, Ratchel, and Nu. They're simply brawlers with different strengths, weaknesses, and quirks. Nothing mind blowing. And to an extent, one can argue that the other characters have gravitated that sort of sameness were everyone seems to have elements that blur together a bit. Thoughts?
×
×
  • Create New...