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Everything posted by Isuna
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I wonder if we will see Izayoi and Tsubaki players who like Hakumen "always" OD in the beginning of the round. If nothing has changed, TK Tsubaki is 19F and step Tsubaki is 23 frames.
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The orignal OD wasn't continous pull, it was continous magnetism. Opponent really couldn't get into the air without getting a Collider in their face. Oh, which are these "valid complaints"? (`・ω・´) The new combo system (if it really has changed) truly is still in the dark. I mean didn't they say they were going to limit us to about 5 seconds from a bad starter and 7 seconds for a good one? I looked at that Noel combo video Jourdal uploaded, allmost all her combos are 10 seconds, so if they wanted to limit the time to do combos they have failed. Without checking, I would guess that Hakumen midscreen loop combos are also longer in time than his old BnB. It is an entire different genre of games, but look at StarCraft II and its community. While Blizzard surely is an ass to many good propositions, they are learning to listen more and more to the players. I think one of the main problem for BB (any Japanese game) is that there is no dialogue between the companies and their players. I mean, surely we get to write notes on the loketests, but do we really get an response? Why haven't Mori told us about the design teams plans? Why is there no offical "we think Tager will be okay as soon as players learn to use sparkryuuken properly"? If that was the case, we players could test and confirm or deny those statements. As of right now, we ramble about it in English and they will never take notice, and I wonder if Mori & Co even checks the JBBS or if they are content with "we do our game our way, play it if you want".
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As long as you throw towards the corner you should be fine, but you probably want to do Amira in the corner, or you will cross-up (I had to learn that the hard way).
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I did look at what itsme had already translated, you want me to go through all of it? It's not like I'm busy tomorrow so I could do it.
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I see I see. So with "Flick" basically, Potemkin can make a Fuumajin that moves towards opponent and doesn't end in two seconds? And if it only works against opponents projectiles, I guess that is where Azraels reversal got inspiration from. What is a better backdash than Tagers? Is it faster? More invulnerable? With so many moves being feintable in CP, it wouldn't suprise me if you can cancel charged Bsledge in the next version. I think Tager's orignal OD would had made quite a difference, can't believe they sacked it. : / Speaking of dashing grapplers, I do remember unlimited Tager's running. : D Wow, so the grapplers are only slower, not "worse" so to speak. BlazBlue is my first 2D fighter so it is my reference to everything else.
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When you have your back to the corner, the screen edge is much father away, so 214B won't take you all the way. Not that I have any experience to talk of with any of characters but: * her projectiles works similar to Jins * her normals are similar to Tsubaki in range * she needs to get metre before she can deal any real damage similar Hakumen * she has two mode similar to Litchi I think she is quite a nice blend of many styles. She cannot zone like Nu or Mu, however her tricks and mind games with the teleports makes her something else than your average rushdown. Maybe it is little like Arakune, play neutral and gain ground with your short combos, until you get curse (in Izayoi's case "stars"), then go all out berserk.
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課題 is similar to "homework", so rather than "topic" I think it is "things to research". I looked up 出し切り and it seems to be "let the whole move hit". As GA 2C has two hits, it would kind of make sense. But why they don't write it as 2C(2) is beyond me. By the way, I think it is impossible in normal mode to follow-up throws out of corners, as they ground bounce to far away. In GA I think we can still do Dmira.
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What is it that Potemkin has that Tager doesn't? (have only played GG for like an hour, so I wouldn't know) I for one love magnetism, Jakou and the Plant Arcana from AH3. I like to stand still in one spot and combo by pulling the opponent back. Though, I have to agree that Tager has many weak match-ups by design, and powering him up to compensate for that would probably make him to strong in his other match-ups.
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More like 50 seconds for a Burst and 40 seconds for a OD.
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Well, it certainly is more unique than Gold Burst, and it definitely has more shit-my-pants-effect when someone activates it than Gold Burst ever had. And that is a good thing. But he requieres a rapid right? I'm just sad that you don't get to Gadget after it. But I guess, he do get magnetism. True enough, but should we give Tager double jump as well? I don't think Tager mind talking about "mechanics"
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If Agito and Tsubaki got minimum damage, my guess is that Agito has 20%, and Tsubaki 15% (maybe 20%). That would give Agito 160, and Tsubaki either 420 (or 560). 6D attack whiffs on Tager 5C at "max" range.
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By the way I'm pretty sure ground Sonic Saber has cooldown. I guess they will end up in the middle between them when they started.
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I don't blame you, her Taunt and 5B is kind of similar, not to mention the similarity of 2C and 3C outside GA.
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Reversals are obviously the exception, but they are a good and important game mechanic. But hey, opponent cannot do that while you are comboing, when you can hit or not really matters. Another exception would be that throws either hits ground or air (well except 1080). Isn't the Same Fighter formula 236 = projectile 623 = shoryuken 214 = multi-hit attack ? The uniqueness of each character is certainly one of BlazBlues strong points. Which is why I thought giving everyone a guard crush attack similar to Tsubaki 22D, giving everyone a power-up mode like Blood Kain, changing so that Hakumen jumps instead of air dashes in his air combos like everyone else and giving Tager two air specials and air combos was a unexpected. Now I do love OD, CT is probably a better system than Guard Primers ever were, Hakumen players who has played since CT probably wanted some fresh new stuff and Tager maybe needs to move off the ground. Though I will miss magnetized buster combos.
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In speed yes, but I'd rather have something with a hitbox over her head. Guess I'll be mashing those dps.
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inb4 taunt loop
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No problemo, I just wish I could record like that all the time. : /
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Which is kind of why it was love at first sight with BlazBlue. If something looks like it hits, it hits. No frickin' "I'm lying down so you can't hit me" >_>
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Video is up: http://youtu.be/5ycU-FQ2LSg Attacks in description.
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Video is up: http://youtu.be/5ycU-FQ2LSg Attacks in description.
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In the good video I completely forgot about that other DD, so don't expect it. There are no follow-ups either. Wish they'd put the command list up as with the other characters. One thing I miss on Izayoi is a normal that attacks upwards. She doesn't seem to have any anti-air (at least not with range) other than 623B and 623C. Also, she has no normal launcher in normal mode. In GA her 6C move forward and launches opponent though. Guess you need to have teleport cancels to get into air outside corner. CT stuns them (liks most characters?). By the way, she does less damage in GA. My staple 5A 5B 5C 236B/623B gives 1,5k in normal, but only 1,3k in GA.
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Sorry, I did not play around to much with the teleports. 236B is comboable on counterhit at least, similar to Hakumens 3C. On close range 2B hits, so maybe you can go 5C to aerial (I'm pretty sure 2B chains to 5C). You know, I'm trying to learn the stick, so combos are a little out of my league right now. It's not like I was any good when I played on a pad either so.
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Agito is located at A, so isn't he using his elbow? o.o Hakumen astraled me today, I guess that's what I get for turning my back on him
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On the way! :3 You might skip numbers 3, 4 and 5 because they are rather low quality and from last week. Video 6 with Izayoi is uploading right now and it is filmed by my friend so it has proper camera angle!
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I have some sparring mode Izayoi comming up. (this time with proper quality) I think I was attacked out of 623C once, but it could just be I messed up the command. Opponent can tech 623C before landing. Max charged specials doesn't add untech time. 236236C invincibility is awesome! It beats Ryuuisou. (J)236A is indeed as super good projectile. I mean we gain momentum just be having opponent block it. I was so suprised that Jins J236A goes forward, but Izayois properly goes diagonally. I like it very much.