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Everything posted by Zouf
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5B meaty, then if he does his OD, 5BB. That works for any OD activation. Tsubaki can whiff cancel her normals, and that's pretty big against OD.
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https://youtu.be/g8uP3oJcH4E TeraLuna (TS) vs Hibiki / Terumi / Terumi ... we need a CF video thread
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I think 5CC has a much better proration than 3C in CF. As I could see they nerfed 3C proration now we can combo for free on it. Still, I don't see myself landing a 5CC counter raw. You have to find a way to make your 5C whiffs, which will be near impossible most of the time. Oh well, I guess it's still better than 22[D] lol
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Since they removed 22[D], they had to add a new FC
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Startup is probably 17f, unless they changed the attack level of 5B So yeah, it's still slow.
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Her damage output is pretty low
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I want you to test Mugen > 214D > 236D > 6C > 214D > 236D > 6C > 214D > 236D loop and give us the big numbers. As they removed the SMP crap from CP, it looks like everyone got their loops back, which is awesome :D
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Ehhh no. If you always do 5B > 6B, you shutdown the 5CC gatling (and 2BB). Also, 5BB is airtight, while 5B > 6B has (had?) a gap in it.
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It looks like it's harder to combo after 623C now Anyway there is a 6 hours stream archive of BBCF here : http://www.twitch.tv/central804/v/26551435 You can see a green Tsubaki who get bodied somewhere in the beginning of the video edit : at 40 min edit 2 : 5BB still whiffs at a certain range
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Well we only know that performing offensive actions will trigger active flow, but that is all. Kinda vague
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We already knew specific meter characters will benefit a lot from the new system. Hakumen, Bullet, Amane, Izayoi.... You still need to land EA though to be sure to receive Active Flow during the round
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This is so ugly omg The animations are really funny too (not in the good way)
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He's A or S in every tier list. Believe it or not, he's a monster.
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We can combo after 22B? Strange
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Holy shit they did it again. Another retarded matchup where you spend 80s timer blocking at mid range with Hyde.
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I don't see how Karin is amazing. She's trash. Her normals are terribad, her antiair is a joke (outside the EX DP), she doesn't have any reversal (again, outside her EX DP), her V skill is a joke, her V-trigger is totally useless. BUT, she has kyo's scissor kick, so that's ok.
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[CSE] New to BB and requesting help for combos
Zouf replied to Mr.Ownage's topic in BlazBlue Gameplay
That woul depend on the character. Ragna and Platinum are characters that need the corner to do long ass combos. But not all of them are like that. For instance, Hazama is one character who does not need corner to hurt you badly. -
Invulnable frames are... invulnerables. You can't hit them regardless of what you do. So if his DP is actually a reversal, your j.H will never hit him.
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Tager
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1) I wouldn't say she lacks range. She's a rushdown character, so I think her moves are ok-ish for this aspect of the game. She's not ragna alright, but she's not makoto either. 2) The best DP in the game. 5B > 6B gatling which is really good at max range, and +1 on guard. 3C to catch your opponent offguard. She can stagger many of her moves into others because she has twice has much normal than the rest of the cast. Know that all her gatling (except 6A/B/C) are true blockstrings, even on instant block. She also has a very good mobility, and instant air dash JCC is strong to get in the face of your opponent. 3) Her pressure is weak because she doesn't have many move at + (6B +1, 5C > 5D +0, 236D +2) so she can't really reset it. You can mix between overhead 6A and low 6B, because they almost have the same animation and both lead to a combo. But it is easily direspectable. Her command throw should be used if the opponent doesn't mash too much. She also has a kara-throw (6C > throw). Again, air dash j.CC is good. It's a double overhead so a lot of people will get caught by the second hit. And upon landing, you are +, so you can mash 5A and get a counter hit easily, because a lot people will think they can mash here. And of course, frametraps by staggering your moves and rekkas. Ending a string with delayed 22D sometimes lead to a nice opening. 4) Command throw is untechable and gives 2 free install gauge. It will also lead to a 3k+ combo if RC-ed. 5) Her fireball is very useful in neutral. 214D is body invul and has its use in neutral as well. Actually, most D moves are strong in neutral. 236D to get in, 214D at midrange, 22D has a long reach and is +. Her others "normal" specials are all minus on guard (and punishable), but 22B is ok to end a pressure. It's more or less safe (at least, i don't know anyone who can punish it because it pushes you very far away), but both 214B / 236A/B/C are unsafe. Of course her DP is godlike, so feel free to use it whenever you feel like it. Some people will tell you j.214D is good, but i'm not convinced myself that it is. Well, you pretty much answered your own questions, so there you are.
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Who's most likely to come back for revelator?
Zouf replied to ViolaSorel's topic in Guilty Gear General
What i'm seeing in these figures is that there are over 50k GG players in japan. I wanna live there T_T -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Zouf replied to Setsuna's topic in Misc Fighter Central
I think she's pretty popular since Kagaku no Railgun, where she was an important character. And her power is pretty cool too. I'm not surprised. -
3k on 5A starter? nerf plz
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
The game is 1 year old or something on console. Anyone who would start the game now would be bodied hard by the veterans who followed the console released. So yeah, in this regard, the game is outdated. Also, even though i didn't play CF, i do not agree with SKD. The new OD / Burst / Active Flow system will have a pretty significant impact on how you play a match (especially for some characters, mainly special gauge characters)