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Silius

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Everything posted by Silius

  1. No need to blow your load over how things look now, none of it is final.
  2. BlazBlue director, Takeshi Yamanaka, confirmed that Arc System Works are helping develop the game via his Twitter account this past Monday. Konami plan to release Nura: Rise of the Yokai Clan – Great War of a Hundred Gathering Demons on November 17th in Japan. http://www.siliconera.com/2011/08/11/arc-system-works-are-helping-develop-nura-rise-of-the-yokai-clan/
  3. I don't know what Pktazn uses, but I use Camtasia's Recorder to record anything onscreen (you can pick out parts of the screen to record). Really easy to use.
  4. That's because the move is a big gamble. You usually don't want to do big gambles when it really matters (unless your name is Noel). But as I said, even I use it sparingly in casual matches. It's not a great or even good move, but it's not completely worthless outside of combos. Then again, it's not even really needed outside of combos, so hey.
  5. Wasn't mentioned, but j.5D has a bit longer reach than 5D. Also, if you do a j.5D pretty close to the ground you can lock them down better than if you threw out a 5D (still hit them if they're on the ground and makes it easier to hit opponents out of a jump). Also, if you hit the opponent with a j.5D close to the ground you can land and do a 5D and it will combo off a normal hit. Nothing mindblowing, but it doesn't hurt to be aware of it.
  6. What are you having problems with? I play both Hazama and Tager (plus I fight Tager pretty often) so I can probably help.
  7. All moves are good if you want to guard crush i.m.o., keeps you more unpredictable. Also, I'm not afraid to burn some Heat if I'll catch the opponent in a combo (especially when Hazama has very good Heat gain). TK j.214B (x2) works because very few Hazama players do it (heck, as far as I know, only I do it) and even then I don't spam it. It works because it's so rare and people are unprepared for it. It breaks 2 primers fast and has pretty good reach as well. It's a situational trick you do as often as the planets are aligned, but when you do it, it will pretty much always work (so long as you keep an eye on their Barrier Meter as well). That's just the thing with this move, no one ever uses it apart from in certain combos, so people pretty much never expects you to throw it out during a match. It's not a great special at all, but it can net some nice rewards if you use it sparingly (I use it maybe once every 20th match).
  8. TK j.214B is fine if you want to break 2 primers nice and easy for 50 heat by RC and doing 2 in quick succession. The hitbox is also pretty good so it can be used as an air-to-air move (super jump forward and input j.214B quickly to catch air dashes before they can start guarding) or as a primer breaking anti-air (opponent is on their last primer and has low Guard Meter and they tend to block a lot when they jump in on you). Stuff like that. It's not a terrible move if you ask me, just a very situational one.
  9. Or character customization. Sure this new SC game will recieve a lot of flak (like 3s did) but it will most likely turn out to be a better game than SC4 (and 3 as well). But really, I'm not hung up on the possibility of completely losing a bunch of characters if the trade-off is a better and fresher game. Besides, some of the new characters will probably be interesting or cool, so all is good.
  10. I thought My Little Pony was for little girls? Since someone went out of their way to do this, I assume not just little girls watch it? The world is a strange place.
  11. Patroklos May Dress Even Fancier For Player 2 In Soulcalibur V Earlier in the week, Soulcalibur V director, Daishi Odashima, revealed Patroklos’ Player 2 costume in the game. Now, he’s having second thoughts. “I got a lot of comments saying Patroklos’s 2P outfit looks like Saint Seiya so I might go with design no. 2,” Odashima tweeted recently, with the image to the right attached to his message. Here's an image of his new(?) P2 design Personally, I don't really care much for this new one, looks too generic i.m.o. compared to the other one (the new one simply makes him look like an indian prince if you ask me). Even pondering on trying to fix a twitter account just to voice opinion that the blue P2 costume looks better and cooler
  12. I thought he looked kinda cool with his sabertoothed lynx shoulderpads, but that right there is some sweet sweet sh*t.
  13. It's funny, whenever I watch a matchvid of KoF13 I don't really get excited to play KoF13, but I get in the mood to play some 98UM or 2k2UM. Can't put my finger on why.
  14. Cool. Here's hoping that the netcode isn't abyssmal. If they also give us KoF2k2UM on the PS3 with a good netcode as well then I'll be a happy man.
  15. Just how tight is the ... 623D>j.6DD>66>6C>... link? I can't seem to nail it consistently. After like 30-40 tries I nailed it twice and since I wasn't really prepared to nail it those times I didn't even get the chance to practice the rest of the combo. Just how long did it take for you guys to start nailing that part consistently? Feels like it's gonna take a month at least for me.
  16. I can't seem to nail this part in the relaunch combo: ... 623D jump forward j6DD 66 6C 66 2C jCx5 ... 6C always whiffs. When I look at combo vids I can't even notice that they do 66 6C (looks like they're just doing 6C), but when I try that I just whiff, which means I have to make a super short dash into 6C (but when I try that 6C always whiffs, as previously stated. Be it that it whiffs because that short dash doesn't register or that I dash too far before 6C comes out). I've read the tips Tong posted, but no luck so far. This is the only part I have trouble with, everything else I can pull off flawlessly. But do you guys have any tips or pointers on how to make this work?
  17. Strange, I tried 4 variations and they all worked without a hitch in practice just now. Regular 5B>3C>214D~C(1)>5C(1)>jc>j.C(5)>2C>4D~D>j.214B# 22 hits, 2733 dmg Now let's add a 5C(2) 5B>3C>214D~C(1)>5C(2)>jc>j.C(5)>2C>4D~D>j.214B# 23 hits, 2887 dmg Now, two 5C(2) 5C(2)>3C>214D~C(1)>5C(2)>jc>j.C(5)>2C>4D~D>j.214B# 24 hits, 3216 dmg And of course the one with 2 5C(2) and 214D~C(2) 5C(2)>3C>214D~C(2)>5C(2)>jc>j.C(5)>2C>4D~D>j.214B# 24 hits, 3424 dmg Maybe the timing is stricter, but I've always been able to pull if off, even when I didn't land a level 2 214D~C, which is why I was a bit surprised when you mentioned that the charged version had increased Level and was necessary.
  18. So long as it works well against the people you usually fight and you don't plan on going pro then then feel free to keep this up. But the reason people don't try and fish for a CH j.214B is because the damage isn't that great and your Heat is better spend on 236236B combos or Rapid Cancel combos. But apart from 236236B it is Hazama's fastest primer breaking move and if you Rapid Cancel it you can break 2 primers in one go if you do another j.214B directly after the first one (while you're still in the air), so it's not completely worthless on block.
  19. Isn't (x) reserved for number of hits? Well, nvm, could've sworn the charged version didn't increase in level. But I guess you start to misremembering things after not playing a character for 2 months. But you can do that combo without a Lv2 214D~C if your starter is 5B or 5C (maybe some other openener, can't recall). Did you mean with a different starter? Doing a TK j.214B is risky since it's not an overhead, has 19 frames of landing recovery and the prorate isn't that impressive either. It does have a pretty good hitbox though and since it breaks primers it could be used to break the opponents last primer.
  20. Really? Then by all means explain. Saying that someone is wrong or needs to reevaluate something and then not explaining why is rather pointless and rude. I'm well aware of that, but there's been a slight boom lately.
  21. Somehing I missed? Should I have typed out circle or clique instead? In any case, you know what I mean.
  22. What's up with all these anime/doujin fighters all of a sudden? Well, one can hope that this one looks better than that recently announced A Certain Magical Index game.
  23. Default color pack, in other words not DLC. I think it's his second color option from the top. While the colors aren't an exact match, they hit pretty close to home for people to call them MJ colors.
  24. Or you jump back and air grab him for a combo.
  25. It's a typo. 214D~C doesn't hit 2 times and charging it doesn't really do much in a combo apart from adding extra damage. It is possible to charge the 214D~C, but the timing is a tad strict. So focus on landing the combo as a whole before you go into trying to hit with a charged 214D~C. Another one of Hazama's tougher combo related things to learn. I find it easier if you always recall your Drive (letting your opponent get lifted a bit higher, to increase the stun*). In other words: Neutral Throw > 6D~A > (6D~A >) 623D > (dash) 3C > etc (*Hungry Coils (623D) basically gets longer hitstun the farther along the chain the opponent gets hit.) But I wouldn't really say that this dash > 3C thing is all that important to learn right now. Instead, learn to combo in the corner from a 623D, learn the standard grab combo and the Rapid Cancel from 623D combo instead while after a mid-screen 623D always try and go for a dash > 3C, if you land it, then great. Standard grab combo: B+C > 6D~D > j.B> j.C > jump cancel > j.C(5) > 214B RC 623D combo (varies, but an easy version goes something like this): ... 623D > RC* > back jump > j.6D~D > j.C(X) > 5C(2) > 4D~D > j.C(5) > jump cancel > j.C(5) > 214B *(wait until the opponent is slammed against the wall) X = as many as you can hit with
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