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Everything posted by Lucalibur
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Oh god guys pls no. Just bring his counters back to CSE status but keep J.D followup-able and keep the new Emma follow up the same. I know it's mostly messing around from the Haku player's part but it ain't on Airk's.
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It also catches anything and is active for days. I'm honestly surprised that someone would actually have any complaints about his F-action, it's probably one of the best in the game.
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I'm not Kin but I'm gonna try to give my 2 cents as well. It seems you haven't exactly grown used to Azrael's neutral yet. I don't see enough movement, not enough backdashes at neutral, not enoguh 5Cs or 6Cs. You just kind of stand there, move a little and let the enemy do their thing. You have to put pressure, try to find chances to get in. You really shouldn't be playing a defensive game like you did there because all that did was give the Kagura player more chances to get in and hurt you, which he did. Also, you can just Growler his orbs. You don't need, and shouldn't have to block them. You can backdash after the recovery is over and get away with full phalanx stocks, which turns Azrael's neutral game a LOT more lethal. A lot of characters get scared to press buttons when they know you're sitting on 2\3 Phalanx stocks and can punish anything for 1K and knockdown regardless of screen position. You should probably learn how to do crossup dash TCL\Gustaf, it really helps during pressure when you expect the enemy to mash buttons and the latter catches those trying to roll away on wakeup while being safe as hell. I saw a few situations where you crossup dashes while they were down but didn't really do anything. If you don't think you're at a high enough level to jump special cancel his forward dash, then something simpler like forward dash>jump cancel IAD crossup J.B works fine as well. Azrael has 4 way mixups that he can do a lot with and help make his game unpredictable, which you should always be trying to so since he depends on being unpredictable even more so than characters like Ragna. One last thing, don't be scared to do more than just the first TCL rekka if you have meter. If you properly delay all hits then they're all very dangerous frame traps, and you can just RC the last hit for a pressure reset and a lot of chip damage. If they do mash buttons during any of the 2 second hits and get CH then you get a full combo due to their CH properties. I saw the Kagura pressing a lot of As during your pressure and getting away with it. Don't let him do it! That is all I've noticed, but take it with a gran of salt anyway.
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This is actually the reason why I dropped Bang in CP. He just ain't Bang without a round permanent FRKZ and Beat a Nail with your Hammer playing on the background.
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IMO the main issue with Terumi is that he suffers from 'gimmicky balancing' syndrome. In this case, he is a character that requires meter to do shit, which means his meterless stuff sucks for the most part. He gains meter easily though! Problem is that his meter gaining options are not always available. 5D>6D is practically a corner juggle only thing, 236D is ass without Orochi ender, 6D itself is practically corner only...He simply doesn't gain meter unless he manages to outplay his enemy at first, which is a problem since as mentioned before, his meterless options are ass. This wouldn't be such an issue if his options that do use meter weren't kind of ass 50% of the time. Sure, RCing is always good, but a lot of his crap just plain sucks and ain't worth burning meter with. His CT is laughable, his counter assault is 100% useless, his counter super is extremely unreliable, and DP super is only really good in OD unless you really want to get someone off you, which wouldn't be required if his counter assault didn't suck nearly as much as it does to begin with. What we're left with? Messenga is always 'ok' I guess. It's nice for slapping some mid-screen damage but in OD it's 100% outclassed by Soutenjin as a combo filler. I also don't think it covers enough range to be of any real use against zoners, at least from my experience. Fuuenjin and Renshouga(did I spell those 2 right?) are not exactly options you can use anytime you want either, and they both have you lose decent oki(the only exception being if the former is not being used at 100% meter) at the cost of the damage they can add in combos. Sadly, Renshouga can't be used in the corner which is a massive design flaw AND does less min damage than Fueejin at 100% meter,so it's really not that good either. Basically, for a character that depends on meter so much, a lot of his meter gaining options just ain't that consistent, and a lot of his meter requiring options range from 'kind of' to 'really' ass, bar a few exceptions.
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Actually I had ID lose to Terumi's Messenga once and even wrote a story about it in sheer frustration.
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D ID doesn't have any INV, just saying. It's no different from crossing up with something like Azrael's J.B, only it's stronger at the cost of 50 meter to be of any use.
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As I play Ragna and Azrael only, my playstyles vary wildly depending on which one of the two I pick. With Ragna, I do whatever the fuck I want. Most people that played my Ragna(like Dawn of Musou) know I'm a walking DP with him. I don't take using Ragna seriously anymore, so instead of playing a fundamental game I just go wild and see where it takes me. Other than that, I just plain train my enemy to expect DP in a certain situation then do something even more stupid, like training them to expect wakeup DP but just run up and grab them after teching instead. Works more often than it should. With Azrael, who I actually play seriously, I play a mostly passive defensive game at neutral. 5C, 6C, lots of backdashing and anti-airing, etc etc. When I have momentum I'm a lot more aggressive though, often doing IAD J.Bs, which are even more effective in the corner because you can't cross up and thus work as a dangerously fast pressure reset. If they try to mash out of it then I do J.As instead which will usually hit them out of anything that is not a DP. I suppose the playstyle I find myself at the most is 'defensive', but alas, can't be one dimensional.
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Blazen! ~ BB:AM Abridged - Episode 04 (RELEASED)
Lucalibur replied to Shadow Draygon's topic in Zepp Museum
Ah yes, I love how I can always sympathize with Alter Memory's Ragna, even in parodies. That episode was delicious. The Nu and Noel talk was great, though I did love Ragna humping the floor as well. Definitely looking forward to what's next. -
Man fuck that, he needs the Super Low Smash. Anything below Sendo's level of ass whopping is unacceptable.
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So apparently the new Azrael glitch already has its own theme song everyone has been using in videos related to it, just like the Valiant glitch has LOVE PHANTOM as its theme. Can I just say I really love the Azrael playerbase? @Natsu pretty much what Natearistata(did I write it right?) said. Your mid-range moves are not meant to be used to fish for combos for the most part. You use them mostly as a bridge towards closing in on the enemy. 5C>6C might not combo outside of FC, but rarely do people actually try to mash out of it because 5C>Gustaf is just as likely to be used and very dangerous to try mashing out of it. Once you're in close range, hit confirming with Azrael is much easier. All of his normals are of higher level than those of most chars and thus come with increased hitstop, plus the fact they all might be slightly delayed gives you a bit more time to notice things.
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If they remove the ability to cancel her D on whiff and the stupid 50\50 D mixups, then I will definitely stop hating her gameplay. Nothing will make me stop hating her character, though.
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BlazBits and what needs to be done to make it to happen
Lucalibur replied to tataki's topic in BlazBlue Gameplay
Eh, that sounds way too gimmicky. It can work but I don't think it's something you should be teaching people to do. -
He can also JC 2C on block for J.2D, but that is used less often because of more strict timing.
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People seem to be getting the idea the beginners section can be used for introduction threads as of lately lol. Ain't really your fault but yeah. As far links go, there is no real way to get better at it other than practice. Just try to get an idea of when you're suppose to press the button at first, and after a while the timing will become muscle memory and\or second nature.
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He was in blockstun.
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Anyone can play the game in whatever way they want. If you want to keep info to yourself and spread incorrect stuff around, or want to be friendly and share what you know, feel free to do it. Thing is that we're not actively trying to kill each other in order to succeed, because different from business, we don't get kicked out of the whole thing if we mess up. We're not having to commit millions of resources to every little decision or anything like that. I think it's OPTIMAL, but not MANDATORY that we help each other when we can. How the hell did the discussion turned into this anyway? If we want some 'requirements' for whether Kokonoe should be banned or not, then just consider the rest of the cast. Basic design decisions imply that if you are strong at something, you must be relatively weak in another. If the char's offense is too good, then their defensive options should be lacking. If their neutral is too good, then usually their offense or defense takes some form of hit...It's all relative. It's not always like that, but when you're good at one or more things, you end up weak at one or other things in some way or form. The problem with Kokonoe is that she is relatively too strong in comparison to everyone else when taking everything into consideration. Her neutral is too good(TOO damn good in fact), her damage is too high for how easy it is to get(no, fuck you, I don't care her damage off of an 2A is average when she is getting full combos off random J.As in an air battle), and her offense and defense simply did NOT take the hit they should have because of those. You say her defense is ass? No, Valk's defense is ass. Teleport sucks? Valk's 6A sucks. Teleport is not ID but it sure as fucking hell is better than the crap a lot of godlike offense chars get. Her 6A is freaking amazing and anti-airs people like it's nobody's business. She simply has too many good tools on average when compared to the rest of the cast, and her 'weak' points are not 'weak' enough when in relative comparison to her 'strong' points. For all of the good things she can do, she simply does NOT suck enough at the things she is meant to suck at to counter that, and even if she did I still think crap like her neutral game should get nerfed...I mean, to be honest I would rather see everyone getting buffed instead, but I know that is not going to happen so in the least I would rather she being brought down to everyone else's level instead.
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I think he got nerfed quite heavily, but so did a good portion of the cast(again), thus he doesn't really look that bad in comparison to everyone else. Despite that, I find CP Ragna really fucking boring. I don't use him seriously anymore by this point, I just mash DP, run up DP, anti-anti-air DP, train them to expect a DP then run up grab.
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No taunt button? Shame.
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The frame data is wrong? My whole life is a lie. I can't play fighters without frame data to tell me what to do. Hmmm...I got spoiled by meaty Dead Spike so I never bothered to safe jump after Tsuika. Guess I will have to start doing it now if I want to keep that hoe in check.
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1~19F Head, Body, and Projectile attribute invulnerable This is what the frame data says for Noel's 4D in CSE, so it always had projectile invincibility as far as this is concerned. Dead Spike has always been a weird exception that hits her out of 4D for whatever reason, but doing a meaty Dead Spike just ain't as good as it used to be, making it a rather moot point. Safe jumping is kind of hard in BB due to delayed and roll teching, but if they tech properly then yeah, you can just safe jump to fuck her over. I would still rather have the old Dead Spike as a 'do everything for you' tool in this situation, though. Edit: Nevermind I'm stupid and read that wrong, but I'm pretty sure 4D always had projectile attribute anyway? Dead Spike still beat it somehow. Edit 2: Yeah just checked and it was HBFP attributes, aka practically all of them.
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Chrono Phantasma Speculations/Theories [rules updated 10/14]
Lucalibur replied to Chaoschao222's topic in Zepp Museum
Yeah. Send a sword by mail to a church in the middle of nowhere and don't expect the rest of the receiver's family to know. Ain't like he would have to sign up his name in it for the whole world to know it was him. Obviously he could fake a name, but the whole idea is so stupid I'm not even gonna bother. -
GO in SOUL is everything I could ever want in a hammy memetic badass's vocal theme.
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Back in the day Dead Spike covered basically all of her options on wakeup, but the thing got nerfed to death, so yeah. It's a meh option now. The whole deal with this matchup is that you can't really afford to do as much unsafe shit as you wish you could. Most of her Ds seem to have some form of invincibility, so you can easily get punished for say, whiffing as 2D. ID is a godsend here because you can just use it when you don't want to put up with her shit and only 4D realistically beats it. Honestly though fuck Noel.
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You would be surprised by how often I do this with a serious look on my face. I think most people that play me know that when I pick Ragna, half of the time I should be 5Bing I will be DPing instead. More at neutral than at wakeup. I think one of my pet peeves is something that helped me develop bad netplay habits, aka people mashing buttons\jumps during pressure. Because of that I learned to frame trap and\or to keep strings tight rather than attempt stuff with large openings such as overheads, which definitely hurt my game. I have mostly gotten past that I think, but it's still one of those "SIT STILL AND LET ME DO FANCY STUFF YOU SHIT" things for me.