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Everything posted by Putin
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BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Putin replied to Circuitous's topic in BlazBlue Gameplay
Does anybody have links for the Dengeki booth nico streams? The first one today starts in about two hours -
There will be English in-game in-BATTLE voices, and that should be pretty much it.
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BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Putin replied to Circuitous's topic in BlazBlue Gameplay
Can someone ask Jiyuna to test if Terumi can use his meter draining Ds in combos and see how they function? Like, if he CAN use them, do they always drain the same amount of meter? Do they gain as much as a normal move would at that point in the combo? Are they affected by meter gain "proration", so like, if at a certain point normals would yield 1 meter, his 5D would net him 5 or 10 for example? Do they indeed STEAL the opponent's meter, or it remains unaffected and he just builds a shitton of heat without immediately affecting the opponent? I would ask him myself, but for some weird reason twitter suspended my account this morning. -
DL has become such a sad place. Anyone who was quick enough to read a recently deleted thread will understand. so sad such cry wow
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I'm guessing in the stage events they'll give us new information on the game and mess around (it's probably inevitable with all those guys on stage), but what about the other ones? They're just events for the attendants, giving out dakimakuras and shit?
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http://youtu.be/0M6WA9U4f3Y?t=12m36s HAHAHAHA WHAT THE HELL KAQN
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When people press buttons mindlessly like their life depends on it Those people also tend to hate gravity for whatever reason
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Not double GARU crossup, just double crossup. I'm referring to: blocked IAD j.C crossup > D Garu crosses up again and hits. It feels like I'm too high up for the last hit to... hit properly, so 2A doesn't pick them up afterwards. Maybe I need to air turn before the air dash or something? I also just found out the solution to my first problem, instead of [9/8~2] I do [7~2] and stay in place. For some reason I never though of altering the first direction, since on the [2] characters I change the second input to crossunder/whatever. This is probably what you meant too in your answer, since you do move forward a little bit with [8~2], unless you were talking about SB Garu for whatever reason. Now, until my other problem gets solved, onto 2B > Garu loops! :china:
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I've always meant to ask this, but what are the Garu inputs for when you want to keep a distance from your enemy in the corner and they don't belong to the "just hold 2" category? For example, if you're playing an Akihiko, you can do Garu [2~1] so you don't get too deep into the corner, and therefore there will be no trouble with 2A > 5B > 5C > 2C which doesn't seem to work consistently when you're right into the corner. So, what should I input against the [9~2] characters? Just replace 2 with 1, which translates to [9~1]? I can't seem to make it work, since I always fall back and the important last hit whiffs. The above route should help me a great deal, but I assume it's FC only and you still have to do a "proper" sweep > Garu at the end, so my problem persists. I also can't seem to combo without OMC off IAD j.C > D Garu double crossup, even though it's supposed to work on the characters Garu [2] works. Th-thanks in advance
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He may have no glaring weaknesses, but the fact that he's "easy" to play also translates to more straight forward, less random bullshit and all around easier to deal with. It's the exact opposite of when an ok Arakune suddenly appears in some tournament and wrecks everyone. Jin also has no particular strengths too, nothing too tough to deal with like most characters. Just overall solid.
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He was never really that good of a Hazama, just good at winning
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They probably already saw that coming and went for the easy route right away; every meter draining move will probably have smp Or each of them will drain meter only once per combo or something
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It looks like Naoto using 236x in blockstrings shouldn't be viable, the Naoto I play does use it though and I can't find a way to punish it. A version is 10 frames so I don't think we can do anything about it other than DP, and if you let her do it she can proceed to cancel it into a quick throw or just shoot you if she thinks you'll attempt a throw break. She can also play it safe and use B followup which is no trouble for me itself, but it feels like I'm still at a big disadvantage when I'm in the corner.
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So, Fenrichi subs Azrael. And beats Matoi with him. This character is now officially blessed by our based teenage Jin lord. :lordknight:
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Also, about the play-asia thing, are they as fast as they claim to be? Be it via air mail or courier?
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http://youtu.be/WSkBpGg6TVA?t=13m45s Noze3stronk edit: http://youtu.be/_PQ66vJOJq0?t=6m55s ( ͡° ͜ʖ ͡°) we tech traps now
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TRM setups are legit, purple throw "combos" are silly and exactly because of that people get salty when they don't break them, be it due to lag or to poor reflexes since "decent" players rarely do them. I only do them when people refuse to tech; I pick them up, the would-be-complete-combo continues into a blue beat but I can't end it properly due to proration, so I throw them to return to neutral. It's also funny to note that I've had complaints from people in occasions like the above
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http://youtu.be/WhbZRUtDk1M?t=4m26s Euro pls ;-;
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It's Bang's Arch Enemy which he got from Tenjou. It is said that , thus Chao's post above.
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Because it's height specific IIRC? I did try going for j.B instead of j.C since it's safer if you don't hitconfirm it properly, but it wouldn't always connect because the opponent was too high up. If there's something I'm missing do share it, since I'm losing persona cards every now and then due to poor hitconfirming
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I was wondering, does getting CP only on the triple mean that we won't be getting sprite, portrait, sound rips and the like?
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Considering Wail's damage nerf and 5D working on freeze, maybe B Bufu > Wail works now without the need for AOA > OMC? It would make sense, I don't know if it would be a buff or a nerf though since using 100 meter on that is certainly worth it in the current version with its ability to completely skip the enemy's Awakening. It should also not be affected by 2C buff anymore since Bufu supposedly eats it up, and I can't think of any other route leading into that other than the usual 2C > B Bufu.
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So we now get buffs on moves while on Awakening? Is this a universal thing? I hope they don't screw this up and force us to Concentrate just to do some damage. I also hope the counter is a decent reversal no matter its ailment, I just want more chances to escape pressure rather than wait for a chance to 2B.
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6D, 2D and Yukikaze have 1f startup lol, they beat virtually anything but throws and lows/highs for 6D and 2D respectively.
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Fenrichi vs Noze is my wet dream :st1ckbug: