-
Posts
1,600 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Dreiko
-
Also be aware that if you use an air move and he Ds it you can cancel it into j22A to dodge the counter.
-
Grabs and command grabs, they beat Ds and they can all lead to pretty good damage.
-
BlazBlue Question Thread - Ask your questions here!
Dreiko replied to KayEff's topic in BlazBlue Gameplay
If your move isn't active you can barrier during the startup of it during superflash. It's why dd reversals aren't as good. Just counter assault if you have the meter. -
I'm not talking about the fun aspect here. I'm talking about her moves having a b c versions not really being unique enough. Konan/Kurisu making gimmicks work wonders doesn't make them not-gimmicks, it just makes these players really smart. It's still not the same as Valk doing instant overheads on you for days. That's something that's legitly good and doesn't need a savant to make it work. On the fun matter, I'll actually agree with you. I've used her much less in cp than in Extend (Izayoi speeks like her more too so that also adds to it). I just wasn't talking about that at all here.
-
Regarding j214 series, their new knockdown properties which allow for air combos to give you oki when they didn't I'd say override the negatives. In extend you never under any circumstance wanted to end a non-lethal combo in the air due to j214 being as it was. Regarding the rest, all that really was lost was gimmicks. Gimmicks which often didn't work and if they did it was only sparce. A 30some frame unblockable and some gimpy mid body invuln moves aren't significant. People being poked with 22A unless on CH wouldn't get hurt much and while in CP the utility of it is lost in neutral a 22B counter leads to much greater damage. I'm not saying nothing was lost, I'm saying what did get lost was mostly not applicable or really legit for 95% of situations. They weren't distinct enough moves with radically different uses like how for example lvl 1 rock it is a safe poke while lvl 2 is an oki ender and lvl 3 a combo extention tool which otgs. This is the standard that must be met for versions of the same move to feel like different moves with equal but different properties, making them into actual options.
-
ABC weren't "options" unless "have this combo do 70 more damage" counts as an option. They had very situational uses where using one over the other in a combo would slightly prolong it and that's kinda that. 95% of the time they offered the illusion of "options" and only ever really presented you with one option. Just cause you can go to two useless versions of the move you want in addition to the useful version, that doesn't make the useless versions equally valid as options. For most of her stuff she just had the one option if you wanted to play her well.
-
The abc versions were mostly useless or very minor in difference. They went the more individual and standout route which is best. Just think of Order Sol. His fire levels make all of his moves very distinct from each version of itself. Both in look and effect. This samey nature of Tsubaki's specials with just a lighting effect and distance/startup/hitstun differing was very dull in a SF kinda way which has no place in BB. They cut out the fat with that change in CP, it was a great move. Most of em (her dp and j236A most notably) got seriously buffed in the transition too.
-
I'm talking about a specific kind of change. Something that's out of order being fixed. Even if the char is weaker, if you truly enjoyed that char rather than simply wins for your ego, it shouldn't affect you. People who'd drop that char based on such a minor reason (remember, we're not talking cs1 Rachel style curbstomp) were never really there for that char anyways so losing them is no real loss. Same with if they drop the game. If your main losing a random good tool is enough to make you just drop the game you likely weren't all that invested into it so no biggie. People should drop it and go do stuff they're invested in. The real fans of the character will recognize the reasoning behind the changes and will acknowledge the current stupidity which needs correcting. I've been through it with cs2 Bang going from top to second weakest and yet he was much more fun to use in cs2 cause 5A wasn't the literal win-button that it had been anymore and you needed corner to do any damage.
-
Removing options, especially overly dominant ones which don't really fit in with the characters design philosophy (stuff like Kokonoe being able to do rising overhead jC or Azrael having a meterless dp) can make people adjust their approach in a meaningful way which makes the char less repetitive to use, becoming more fun.
-
I'm somewhat conflicted when it comes to the issue of char popularity. On one hand I want everyone to play my main and enjoy the game the most when my main is fighting. On the other hand I dislike bandwagon players flooding. I think everyone should just play who they really like unless they're hit with a truckload of nerfs like Rachel did or something. That being the case I can't help but look at people who dropped Bang in cs2 (and especially in CP where he's just harder, not bad) with some level of discontent. It's like, all this warm welcoming feeling I have for people who main my char feels like it's being thrown back in my face by their dropping him. " I thought we were Bang bros but you were only here for the 5A." Describes my experience talking to ex Bang mains lol.
-
CT Carl just had that one infinite reset. He was pretty meh until Dio discovered it.
-
I knew I always pictured you as a Dizzy color Mu for a reason. I guess it was from back then lol. (I used Valk as a primary sub in her place after cs1, it seemed fitting for him to pick up all her tiers lol, it was only in CP that she regained her status as my primary sub)
-
I recall in CS1 Tempest Dahlia actually used up one wind too. The "why" in my head when I realized it did that was unprecedented lol. (Somehow Tager and Tsubaki were even worse though....boggles the mind)
-
I was recently asked to tidy up our wiki by our friendly admin so I plan on going through this entire topic and cherrypicking all the most optimal combos to add. Eventually I'll make a post quoting everything I picked to add and then folks can comment on it. My idea would be to list optimal stuff and not flood the wiki with many many many things that you generally can do but you would never want to. I see other wikis like that and I think it's a pain parsing through the trash to find the one good thing in the mix. People won't know what to learn and what not to (like the dude 2 posts up) so i wanna more clearly define the useful stuff. This is the context I want the list to be examined through. Anything I missed or any new addition will receive due consideration and I'll make further edits past that first big chunky one. Thanks for any future help!
-
I think he was saying you should be expecting to lose a lot, not thst you should give up. That you should acknowledge most people online have played way more than you have and that it means something. Playing vs the AI does nothing to prepare you to fight people. If anything it can build bad habits. Lots of people have been playing vs people competitively for 5 years. This is a niche game so there's more people with tens of thousands of matches played over the series history than there are newbies.
-
The How and What regarding thinking in matches and adaptation
Dreiko replied to TeeJay's topic in BlazBlue Gameplay
I do the Bruce Lee thing. "Do not think. Feel." I play in a way that is reliant on intuition and on trusting said intuition despite everything. It's I believe the result of having played so much that I've seen everything enough times to always take it into account sub-consciously in the form of a feeling, of an approach somehow seeming appropriate, of a read seeming to "fit" with the way things are going based on how many other times in the past the exact same situation followed these exact same steps. I don't actually reflect on all the past events like an anime montage though, I just instantly pluck the response to the situation and do it as a reflexive obviously choice. Adjustments for me are hypodermic, I make them behind the scenes without actively intending to. It always feels like I never adjusted anything at all but things just "worked out" to me. If you asked me what my thought process was which caused the change I'd tell you something along the lines of "I just generally played better than I had been playing up to then". That's about as much as I am cognizant of. -
When people do that I just back up and mash JA until they return. If they don't after 30 seconds or so I just end it by killing em as quick as possible so I can go play people who fight back. I think most people do something like that.
-
First gigantic error; Ranked is NOT where all the action is. Most people play in Player matches or Arcade lobbies with chibi avatars. Only people seeking to unlock icons or trophies or just wanting a couple quick matches rather than a longer set play ranked. (And I guess a few bad players who think skill is tied to your online rank and wanna make themselves seem good when all they do is the exact opposite :p) Second gigantic and even more crucial error in your reasoning; your "level" is not affected by all the matches you play. It's affected by only the ranked ones. Suppose there was a person with 200 ranked games of about rank ten and another person with 2 ranked games at lvl 1. Suppose also that the first person played no player matches while the second person has played 6000 player matches. Who do you think will be better? Do you think the levels really mean anything? Cause, you know, when you ask the game to match you with same skill, you're asking it to use these meaningless levels to do it. How could it be possible for that to ever turn out right.
-
San Diego's thread of meetups every Friday Night at SD Saltmines
Dreiko replied to shtkn's topic in West Coast
Done. I tend to check dl on my phone and you don't see that you have unread pms unless you tap that top square it seems lol. -
Did they just mean crush triggers? (Also, wasn't there some Dora posts about Bang? I seem to have lost track if em..)
-
I had only seen Reclimb out of those. Great stuff. It also answered one of y riddles for dual poison combos which I was pondering about so that's another plus. :D
-
Love song/style this time around. Also, that's a very smart way of using the umbrella setup for an astral. Great work. :D Need fatal to do astral combos off of the 5C tk nail thing. That or a very unprorated normal starter before the hitstun decay has begun. Even the frkz route doesn't work off of 5A.
-
It's not autopilot, it's that her Ds automatically go into their followup with a single press. That's the auto they're referring to.
-
Just make sure you're being factual rather than opinion-based and that the facts are actually as you present them. Nothing hurts more than someone new relying on a tutorial with wrong info in it. Good luck!
-
Completely disagree about that. Bang and Ragna both were much more varied and interesting to use. Makoto wasn't quite as stupid as Rachel in CT was either. Barrier defense.