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Everything posted by Putin
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I also thought that the followups had bonus proration, since 22C lvl3 reset > OD > 22C lvl3 > Fuuenjin does 10k lol On another note, A Burensen looks shit since it has that extra ending animation of OD Burensen where he bows; we're already talking about really poor "mixup" which also seems to have really bad reward. Unless the hitstun is super long and he can at least set up something after a runup, but I doubt it.
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Burensen > 66 2B path does far less damage than the Messenga route but corner carries. Now old Burensen lost wallbounce midscreen so it's not an option, I wonder if new Burensen works like the old one combo-wise for whatever reason.
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Yooo I had this combo noted down after seeing it somewhere, but couldn't manage to do it or find the match to have a second look at it. Do you happen to have a clip featuring it? I think I remember Mitsurugi pulling it off Yeah I thought about that the other night, overall midscreen OD combos will definitely be less damaging but not having to worry about enemy distance is great. He can currently get almost 6K off 5C > 3C > 100% cOD into sideswap Jakou iirc? It's still gonna be great even if the damage drops by like 1k
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Terumi's definitely looking stronger. I wonder if this means rip Messenga? If he can do 22C > 66 2B/2C midscreen now there's no real reason to go for Messenga unless you need the side swap. You can instead use the meter gained (which will be more since there won't be meter cooldown) for Burensen ender for pretty much the same damage, corner carry and actual oki if you end up close to the corner. If that's the case, it's definitely a buff but it's sad that a super-based character's super becomes obsolete. A buff to Messenga's range would be a nice addition, since it would make it more viable for punishing stuff and therefore less useless.
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Well, so much for buffs. It's already -4, so we'll probably get smacked in the face by 5f jabs for every blocked 6A. I hope at least DPing will save us so they think twice before pressing a button.
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I wonder if this'll make current OD combos obsolete, so they won't be chains xN but a combination of "normal" routes and less chains? His OD was never that good, so I didn't expect them to nerf it. Not really worried about it though. Pls don't take away midscreen j.C > 66 5C > 6C, I love that thing. Other than that, I wonder how bad it'll hurt his combos. I'm guessing the lessened untech time and extra knockback will make j.C > 66 5C necessary, so near the end of long combos we won't be able to make the dashing 5C work or something. If they decrease the time by only one frame we'll still be able to link 5C afterwards, but it will be easier to mess up. If they decrease it more, I hope it's not more than 2-3 frames so 5B will work instead. Houtenjin combo time is not really an issue, unless we can only follow it up with Jakou. Still, not that bad of a nerf. 4 nerfs and 1 buff, Mizuchi cancellable Jakou isn't that big of a deal but I guess we can't complain atm. It's nice to know that we'll always have a reliable way to stack an extra 1k though. We should have expected the damage nerfs, Haz has always been an amazing character even without meterless damage in two iterations, so he'll definitely be more than ok.
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...why? This has to be the most useless change I've seen. I doubt it'll give us more options than Musou cancel, and even if it's faster the combo timer won't really allow for any real changes. Especially if j.C/j.C2 are nerfed that badly and are uncomboable off bad starters now. Now this is nice. It'll probably still be minus on block, but it's definitely a buff. If for whatever reason it's plus... people are gonna be screaming "top tier" even louder now. Faster Hishouken recovery is also nice, maybe they want us to use the ground version instead of TKing the aerial one? Decreased Tousshou combo timer is meh, even though I see even good players going yolo and throwing it out raw every once in a while. And sometimes it works, probably because people are not used to blocking it low. But it's definitely not something you should be doing so it won't really affect us. CP2 Jin looking potentially better, especially if j.2C > j.C > whatever is just harder and not impossible. Fatal loops will most likely stay though.
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I can barely squeeze in a Haz 6B or a Jin TK Hizansen after a round win atm, will that be gone too? Excited about the update anyway, however I hope there won't be any major changes to my characters since I like them how they are and haven't been playing them for that long.
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Soutenjin > Burensen is always better in OD than Fuuenjin, probably Renshouga too. Fuuenjin also does meter damage tho
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BlazBlue Calamity Trigger - How has it aged?
Putin replied to SkagMaster's topic in BlazBlue Gameplay
JP CT Jin was indeed amazing, he sounded much more violent. It feels like he's been getting calmer with each iteration, especially his hate for Noel seems to have died down quite a bit. -
I was actually wondering if we could do something like 6C > Hiyoku > get hit by ball > continue combo, which would definitely lead to serious damage, but unfortunately I haven't bought Koko yet to test it out myself. 5C > 6C > Hiyoku would be good too I guess if it's indeed possible
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If you go a few seconds back you'll see another CH 5B which definitely doesn't cause float. In the latter case Liz was probably too late with the DP punish and caught Yosuke doing rising j.something
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Make her DP useful, maybe an untechable throw (still bad, but not as bad), same deal with her guard cancel. I know some will say that it's risky considering she constantly gains meter, but look at Hakumen. He does the same thing and has a functioning guard cancel but no one's ever complained about it. If they're so worried about it, they could make it whiff on low profile moves or something, but it would be an actual physical attack instead of... whatever she currently has is. Make her 2A a frame faster, maybe her 5A too but its range is great so it's not as crucial. Make 5B slightly faster. Maybe a couple of frames less recovery, and its startup faster by one frame. I know there are other 5Bs with similar recovery, but they come out a lot faster. If the opponent sees Liz throwing out 5B they have tons of time to jump and punish, rendering it ineffective as a neutral tool. Make 2C faster to catch people autopiloting upback. If they're actually paying attention and wait a bit before upbacking after 5C, then we punish with A Bufu (which leads to nothing in this version?) I'd probably have more potentially silly suggestions based on her P4U2 version, but I've hardly watched any footage so idk. She still seems shit though even in awakening. The only interesting awakening buff is double Zio but I've only seen it used as a combo filler so yeah. I'll be willing to buy the game when it comes out on consoles as long as they make my character a real character. Or at least make the top ones less ridiculous so it doesn't feel you're fighting the game instead of the player, which is what got me off P4U in the first place.
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Gasshou has been really gimped as an actual tool. Many normals will make it whiff since it doesn't seem to have a hitbox below a certain height, and you need 50 meter to make it safe. No Hazama's going to waste 50 meter into that. Also, what Errol said. If you just stand there then yes, you actually have to block a 19f OH, but that's not the only option the game gives you. It's plenty of time to mash out or upback. Hell, Hakumen can even throw out a 3C and hit both Zaneiga and Ressenga even when he's out of Gasshou's range. Stance mixup is the last thing one should be worried about when dealing with Hazama. Jasetsu's actually one of the main things most players are always looking out for since it's a great opportunity for them to punish.
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Hazama's 2A and 5B are not what make him particularly good imo. In this game they're often rendered useless because of the extreme pushback and his lack of range in melee; if you watch top Hazamas you'll most often see them going for 3C frame traps which pretty much translates to end of pressure. He used to be much, much better in this area in previous iterations. He could stay in your face all day even if you barriered, and had three jump cancellable on block moves instead of one. Now you can say no to him just by barrier blocking a couple of his moves, the only advantage in this area is that he has potentially better reward without meter if he happens to hit you point blank. He also has 50 meter to confirm hits into real damage much more rarely. Comboable Ressenga is too good though but easily mashable. Also, Airk, you should take into consideration Jasetsu startup which is 7 frames. This translates to a 26f OH and a 28f low. Don't misunderstand me though, Haz is definitely up there for various reasons.
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EX was the most balanced game in the series, but people hated it because they've been playing the CS series for years and wanted something new. CP is less balanced but it's definitely not bad. If you exclude a few matchups and Kokonoe, everything can be dealt with on every skill level.
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BlazBlue Question Thread - Ask your questions here!
Putin replied to KayEff's topic in BlazBlue Gameplay
R1/R2 changes the size of the box, L1 (and probably L2, mine is broken) opens up the text menu. Since it's in Japanese, you have to press Select a few times to change it to English. You're not able to use it if one or more players in the room is "red" though, which means they're either in the middle of a match or watching the whole "after-battle-win-quote-thing". -
http://www.nicovideo.jp/watch/sm22757995 Some really interesting/fun stuff in here, I don't think it's been uploaded on YT yet for some reason. Fuuenjin > Orochi cancel
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http://www.nicovideo.jp/watch/sm22433928 6B's the best and most underused move ever, this is justice. Also delicious nico framerate
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Getting 2-3k with a couple of hits is kind of an issue though. If you're at red health against Haku and just got your burst back, it's more than likely that you won't get a chance to use it because of this which is stupid. It's like fighting Tager or something, but instead of throws it's actual hits. Also lol at making Agito more plus on block, it's already ridiculous and lacks SMP which is equally stupid.
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I assumed you're playing CP, I meant Jakatsu Zaneiga which stands for 214D~66C and doesn't exist in any past iterations. If you're playing CS2 or CSEX, then you're doing it the right way but probably a tad too slow. For your second question, my answer would stay the same for the past versions as well if you excluded the combo timer part which is a CP only thing.
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For Houtenjin > J.Zaneiga just do 214D asap, wait a bit, press 66 and let most if not all of the dash come out, press C. Maybe someone has figured out some visual cues on it, unfortunately I got nothing. Anything else I try though ends up in a late lvl2 Zaneiga whiffing, or a lvl1 working and you don't want to be in any of these situations. You'll figure out for your self that the time is pretty lenient however, since even when you get a lvl2 it often launches them at different heights, which sometimes makes 66C cross under afterwards. That's not a problem though since you never actually need to dash 6C, it just means that you don't have to be spot-on for Zaneiga lvl2 to work. For the second question you might want to try doing j.7D~A if the j.8D version connects but doesn't bite. I know we had to do j.7D on most characters in CS2 when it was necessary for the relaunch combos, I never use this route in CP however so I can't tell for sure whether something changed or not. EDIT: I just noticed that you can't get it after Houtenjin. If you're attempting it after raw Houtenjin or after shittonofnormals > Houtenjin, then it's due to hitstun deterioration and/or the combo timer. You should be able to get it after a couple of normals into Houtenjin, I'll need to test whether it works after three. I wouldn't even use Houtenjin if I did more than three normals prior to it unless I knew it was gonna kill.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
Putin replied to Moy_X7's topic in Jin Kisaragi
Not OP, the game is balanced if you ignore Koko. He's just a really good character. -
BlazBlue Question Thread - Ask your questions here!
Putin replied to KayEff's topic in BlazBlue Gameplay
I'm using my EU account to play the game and it was definitely set in English when I first ran the game, yet its trophies have always been in Japanese. Maybe it'll change once I get a new trophy or something? -
BlazBlue Question Thread - Ask your questions here!
Putin replied to KayEff's topic in BlazBlue Gameplay
Kind of a silly question, but got me curious. I just logged in my jp PSN which I used to download CP, and the trophy list was in English, while it's still in Japanese in my main account which I actually use to play. What changed it? Also isn't it kind of early for a localized version of the list?