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Everything posted by Isuna
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Which starts on Thursday. ArcSys will be there, but they haven't announced anything what they are going to do there. But, it should be BlazBlue, really. Incidently, UN is also released on Thursday so, fighter game future will decide on thursday. What is this? o.o Can't Rachel use wind to use A on rising?
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In theory, from the data I wrote down some months ago: TK Swallow Moon > JA : 20F TK Swallow Moon > JB : 21F TK Swallow Moon > JC : 25F TK Swallow Moon > J2C : 25F Hmm, so her 6B is also 20F. >_> Hakumen: 6B : 18F TK Tsubaki : 19F Zantetsu : 21F Step Tsubaki : 23F Does any rising air normals work as overheads? (JB?)
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So, Bang's 5C is a 24F overhead? Is it the same for Tager and whoever who has the lowest crouching hurtbox? I wish they put such things in the frame data. The only thing I am good at is remembering numbers... I guess Gauntlet Hades also can't hit crouching on first active frame? How is it with TK Swallow Moon > JA/JB/JC? I have a list on all overheads under 30F, but I guess it needs some adjustments. One week 'till we know if I rage quit or not.
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Voice Set B Sledge: "UWOOOOOOOOH" Personally, I liked the fact that Hakumen shouts "Osoi!" - "(you're) slow!" - when he does 6B. He completely forgot he has the second fastet overhead in the game : p
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I've been reading up on the JBBS again. Nothing really new. What people are most worried about is Tsubaki not beaing combable. Am I the only J2A fanboy here? ._.
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One guy at JBBS said "I can confirm that you can jump cancel guard Zanshin", so it seems like the increased hitstop on Zanshin is only for Hakumen, like 10F hitstop for opponent and 15F hitstop from Hakumen. And Hakus 5A can cancel to 2D right? Haku A: 5D Haku B: 5A Haku A: *blocks* Haku B: cancels 5A to 2D Haku A: *counters* Haku B: *blocks* Haku A: Yukikaze
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Let's see about that... >_> As far as I know it is the same, but as we have use more magatama to get any damage, you will have less of it. Don't know how one hit ~1k damage are going to help anything. Surely, it is better than having nothing, but while Ragna can do 4,4k meterless in corner from a dash 5B, we can probably only get about the same damage from a 4C/JC counter hit with 6 magatama combo. Hotarus been nerfed, 20% less damage and it floats Hakumen higher, so it is really unsafe on block. If I understood Darkside's analysis of Hakumen pressure game, this is a huge determent. And as Zanshin, his other defensive option is nerfed, it will generally be much less dangerous to approach Hakumen. ^Word. I joined up during CS2 and played Hakumen because I liked him. fun >>> good And I'm just dropping this from the JBBS: "If Zanshin now is blockable, does that mean we can Zanshin Zanshin?" "5A, get Zanshin'd, Zanshin, get Yukikazed" just sayin', Hakumen mirrors will never be the same (also, this makes me hope for that they makes unblockable again)
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Personally, I really like defensive Hakumen. I wouldn't mind seeing making A and B starters lead to no damage, while the slower C attacks leads to great damage. Imagine having a invulnerable backstep, and backstep Ragnas frickin' ID to 5C and kill him. X3 Zanshin leads to greatest damage, of all his starters! I think it would be more interesting if he had the greatest damage in the game with 8 magatama, but pretty weak with few. Well, my wishes aside, what I would had done if I actually worked at Arc Systems is probably, If our corner carry is a concern, what about removing JB > JA link? If it isn't enough, nerf untechable time of Renka (1)? If Zanshin is too strong, why not remove damage like someone said, but make the proration better. Normally we can't do to good damage, but with magatama we can. Well, I'd rather nerf the hitbox than start-up or removing the unblockable. If corner combo is too strong, remove wall bounce from 6A. Still too strong, remove wall bounce from Hotaru? If our corner combo is too strong, why not shift his game to midscreen game with better Tsubaki/Zantetsu? Useful Mugen? Mugen to be 4+ instead of 8. Combo rate is normal, but no extra damage (including Shippuu).
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
All I know is that he got full-screen blockable throws. -
Air throw can be comboed of most heights. If you are high up use J2C, if low JB. JT > JB/J2C > 5C > whatever. Air throw is also special cancelable, so near corner you can cancel it before the third hit to Tsubaki and get good damage I think. Probably similar with Hotaru.
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Fixed. I think it would be interesting if different corner combos lead to that you had different amount of time to charge Shippuu and increase damage.
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If you compare for example Hakumen's, Rachel's, Tsubaki's, Litchi's and Carl's drive: Hakumens drive is a counterattack Rachels drive affect "gravity" Tsubaki charges a special gauge Litchi changes moveset, while activating or placing a projectile on the screen Carl controls a second character To me, these are completely different, while OD shares very much with each other. They are all a power-up mode, which lasts longer the less health you have and during this time you are buffed constantly. If Drives were this like each other, all characters would for example fall into the extra attack section (Ragna, Jin, Noel, Bang, Tager...). While certainly many characters (well, most characters) fall into this category, not everyone does, and that is why I personally think it is more unique than OD. [edit to avoid double post] True. It kind of makes Ragna, Hakumen, Tsubaki, Taokaka and Bang less unique in one way, but it certainly contributs to diversity to the rest of the cast. (nods interestingly) Though, CT are all chargeable, and do more damage to Barrier depending on how much you charge it so. So if you are in a blockstring with ~50%, it will create a similar scenario to Tsubakis (14F or #F unblockable) with ~20F lose barrier or ~30F lose barrier and be guard crushed.
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I haven't really spend much in story mode, so I cannot really argue with that. Can't say I was particulary fond of Noels back showing or Makoto's costume in general though. But, I think I talk for all moe-otaku when I say that when it comes to girl characters, their looks are as important as their playstyle. The sole reason I don't main Litchi is the fact she uses glasses, and I can't stand glasses on anime girls. (sad, but true) One problem I think is that Tager because of his restrained movement is going to take some damage while approaching, which is why he has extra health. But then, because of his large hitbox, many characters have Tager-specific combos that nullifies the extra health. All characters is going to have some bad match-ups, and that isn't necessarily a bad thing. That is direction I feel the game is going in, and the fact we are light years away doesn't change the direction. : p Really hard nipples. Closer, not close. ; ) I think you missunderstood me on one thing, these are necessarily complaints, just how I view it. Well, true enough, but because he has Grand Punish now I think we can be sure that he will have air combos, which as far as I know he didn't have before. I'm not saying it is a bad thing, just that we need to remove "no air combos" from Tager's characteristics list. Haven't played much GG, but then again, I am not saying it will be terrible to give Tager air options. Just that Tager in Extend is the only character without any air specials right? This uniqueness is now gone. The J2A > dash J2A really appealed to me, so I am very sad it is gone. Is the "now" meaning EX or CP? By design Hakumens combo routes are quite limited, so if it stays anywhere near the current build, I find it very unlikely that something useful will appear. ): I totally agree with you on that one. Can't say I loved the Guard Primers but, it adds another situation when we must use Barrier. I think it would be much more interesting if Barrier was an option not a must. Once again, I am not complaining, I think OD is a more interesting system than Gold Bursts. orz I do not agree with this. I think the Drives are more diverse than OD. But again, I am not saying it is a bad thing they added it. Why is it? Slow, unblockable attack with a cost, they certainly have something in common. And they will probably see similiar use as well. Sorry, I don't really know, but someone on the Hakumen board mentioned they were trying to make Hakumen and Arakune less polarized, better without gauge, but worse with, so I took for granted that Arakunes curseless game was improved.
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Wouldn't it be awesome if charged Shippuu actually were useful? I think it would be cool if it increased damage for every 5F charged or something. No, I was actually not sure of the translation. "Simple/stand alone ability (単体性能?) aside, STG-strength (STG勢?) and his match-ups were too bad so his ranking was not too good."
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Well, look at what they have done. gave Tager air combos gave Tager air special removed Hakumens air dash combo, making him jump cancel like most other characters makes Hakumens meterless game stronger and his meterfull game weaker makes Arakunes curseless game stronger, and his curse game weaker removes Tsubakis unblockable, and gives everyone an unblockable gives everyone a power-up mode We're moving in the Same Fighter direction.
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Well, you guys were interested in what the Japanese players said about Hakumen compared with CT etc, so I translated the post which rounded it all up. Certainly, there may be people viewing it differently: CT If he used magatama he would do damage, regardless of his combo rate Something > 6C > Shippuu was hot. Compared to later versions, instead of current JC - 4C - Fuumajin he had the strongest 6A ever. 単体性能はともかくSTG勢との相性が悪すぎたからランクは微妙。 He had bad match-ups which is why he was ranked low. (?) あと投げ抜け仕込み当身できた。 And, from throw break he could go to Zanshin. (?) CS He got JC - 4C - Fuumajin, and with this his corner combos and neutral game was greatly improved. Combo rate was still high so midscreen he could get 3~4k from Renka>Kishuu, max 6C (FC) > max 6C > rapid max 6C > 6C > Shippuu did 8k (lol). Both Hotaru and Tsubaki did great damage midscreen and could easily be comboed off, and he got great damage from Zanshin. As there were many other strong characters around, he wasn't ranked very high but, he was very strong in his own way. CS2 With JC & 4C getting more hitstop/hitstun (硬直?) and lowered combo rate, among other reasons made his neutral game and damage worse, and JD was no longer usable. He became a corner character (端ゲー?), with Tsubaki and 6C causing slide and Hotaru causing "blowback" (is this the term we are using in English?). Furthermore, Emma's proration got unbelievably worse, so most midscreen combos became Renka > Gurren > air dash. Unlike CS1 Hakumen who could do damage from any starter, he got no damage from easy starters such as 5A & 2A & 2B, and of course nothing from counters either. This is the "Dark Ages of Hakumen". As many characters were strong during CS2, you can't say otherwise than he was weak. EX With JB's longer hitstun and Kishuu improved invincibility, 6A's anti-air properties and wall bounce, the added JB > J2A gatling route, Shippuu's improved minimum damage, and less cooldown he became really strong. Midscreen it was okay with Renka > Kishuu, in the corner you could add one 6A and one 6A and with this improve heat gain and damage. Hotaru got lower proration and Kishuu's added full-body frames hurt, but all the buffs canceled this out. The characters that were strong during CS2 were mostly weaker now, so regardless if you look at the match-ups or just on Hakumen he was strong.
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Just look at current Tsubaki, she has her 1 book unblockable, which is very strong, but not necessarily overpowered. Now everyone got that. ; ) I am completely with you on this one.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
Yuzuriha's gauge? Or all the gauges? -
The guys at the JBBS have turned away from the Loketest changes, started comparing him to earlier versions and now they are discussing their favourite players.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
The hours I spent on the loketest 80% of the matches conatined Yuzuriha. : P Just sayin'. She is the only character with special guage(?) which makes her interesting enough. And you can't argue with boobies. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
Well, she has boobs, which neither Gordeau or Seth has. : p -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
Well, there have been much talk in the Hakumen discussion about it, but it seems like they are trying to make the characters less unique and make everyone play the same way. Hakumen's Zanshin is close to unusable now, which really was one of those things that made him unique. Someone said that they are trying to make Hakumen and Arakune less polarized, by making having no special gauge stronger and having max special gauge weaker. Once again, making them less unique and more like Ragna. They have removed Hakumens air dash combo, so now he jump cancels like everyone else. Even though Tager looks quite stable during the loketests, I think the fact he is supposed to do air combos now is just wrong by design. And the combos looks too short I think. And I didn't mind the slower pace of BlazBlue compared to other games, I am by no means a good player and now I have to hitconfirm stuff in half the time? Wasn't BB supposed to be a newbie-friendly GG? On the other hand UN, as it is its first installment is still true to is orignal. I haven't played Melty Blood, so I don't know what people think about the differences but. It got shorter combos, just like CP is trying to go now. It is faster paced, just like CP is trying to go now. And I guess I could push my luck and say that characters are more like each other than in BB, but that is also the way CP is going. So why play CP when you can play the "original"? As I am simple guy, I will do like 90% of the Japanese players and play Yuzuriha. She got Hakumens sword sheathed, is very good looking girl and has an interesting system. So it was kind of a no-brainer for me. -
I think it looks partly cool. I mean, it starts off awesome, but I don't understand the reasoning behind all those black lines appearing. Apparently they are supposed to be sword slashes, but that's not Hakumen's style, right? Shippuu and Yukikaze are one-hit awesome damage, so I understand why Akumetsu should be something else. Also, it leaves opponent staggering, while e.g. Ragna completely destroys opponent. >_> And Arakunes new astral animations makes a blood rain.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Isuna replied to Hecatom's topic in Under Night In Birth
I guess I'll join up here, as I in fact was to the loketest. : p As BBCP seems to turn out pretty terrible in my honest opinion, I am much more hyped for this game right now. -
^this I personally found Akumetsu quite awesome, just for being so unique. Well, now that we can't use Zanshin anymore, more people will be caught of guard by Akumetsu?