-
Posts
949 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zouf
-
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
And they would be right. -
anti air 2HS > greed sever > stuff is a good way to confirm 2HS and let you some time to think what you will do next (because GS animation is long)
-
Hazama's 5A is supposed to be an anti air
-
Dude, i don't want to be mean, but taking Frionel's bullshit for granted is very dangerous. The game won't evolve that much in 1 year. The development team is probably very small, and the game budget must be pretty ridiculous. What we've seen in this trailer is most certainly what we'll have on screen, or close to.
-
My bad. Looks painful to use.
-
At 8:30 she uses rapid to cancel 214B. So nope, you can't charge cancel a special lol I wouldn't read too much into what is safe / unsafe, counter hits and so on at this level of play These matches look very rigged to me. Dunno if they are just having fun or if they were suggested strongly to make the matches last long enough for each player to test stuff.
-
Noel vs Training Dummy Tsubaki Nothing to see, really PS : this preview system on videos is so annoying
-
Did someone try the PS360+ PCB? It says on their website that it takes ~2s to reconnect on the PS4 after the 8 minutes timeout, which is a very long time in a fighting game. Any feedback about this?
-
Mugen will always be shit. At least as long as we can burst out of it. The few footages of Tsubaki we got was from someone who isn't very good with the character, so this is to be expected. Hopefully it gets better the day after tomorrow.
-
I don't mind 3D. But not this. This looks so awful.
-
new loketest are the next week end yes
-
https://youtu.be/LPwaiP00zDk?t=153 Tsubaki vs Bang
-
Let Ky get an okizeme after an air combo, that's all i'm asking. Character is fine as a whole.
-
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
That Celica pin badge *-* -
I thought she was weak at first, but the more I see her, the more I think she might be too strong. In any case she looks really fun to play. I'm hesitant to main her. Ky is kinda plain (even though i like him a lot) Is it me or her Fireball super is invincible? Looks kinda broken...
-
What Flick said. If you are REALLY tired of your opponent blocking, just go for dash + throw when you feel they won't react. Or Dust, they work fine. Greed Sever is meh. Slow and obvious, it's a good combo tool, other than that i wouldn't use it if you can't RC behind. That being said, i use it way too often, so i'll take that advice to myself first
-
If you are REALLY new to the franchise, i'd also suggest you grind and learn about the game system, as it is VERY different than USF4, let alone VF. Instant block, Faultless Defense, Air dash, high jump, Dust, movements, meter management etc..... To me, it is equally important to know very well how the game works than to how your character works.
-
I'm confident this move is strong for pressure. I just don't know how yet @Errol : i'll just wait for a 60 fps good quality stream to see this. :3
-
I believe 22B to be slower than 22D, but I could be wrong. 22B is not here to convert from 5B, it's just here to replace the "old" 6B to reset pressure, as it is +0 on guard (if it's stayed from 1st loketest)
-
2K/5K > close S > 5HS > 236S 2K/5K > c.S > f.S > 236S 2K/5K > c.S > f.S > 2D > 236S Note that Ky doesn't have many "true" blockstrings. He's a more frametrap oriented character. Frametraps are : 6K > 2K 6K > c.S c.S > 6K 6HS > anything 2D > delay > 236K 2D > delay > 236S > YRC I'm probably forgetting some, but this is mostly it. NB : it is worthy to note that 2D has many active frames and is cancellable until very late in the move. You can make great use of it. Also, it's fast.
-
2D > 236D > 236HS everytime (you can) as oki. It the best oki Ky can get. 6HS is ok as meaty, but since the buff of reversals, it's kinda dangerous. Basic mixup options would be 2D > 236D > 236HS >> empty jump 5K or 2D > 236D >236HS >> jump > airdash at the last moment > j.S > j.HS. It's Ky's basic 50/50 okizeme. Works better with YRC on 236HS and in corner. Also, you should not be doing empty jump throws. It just doesn't work in this game, as throws are 0f, opponent with decent reflexes will mash HS and throw you instead. You will always lose. 6HS > dash throw works much better
-
That's where 22B kicks in. 5B > 6B comboing is pretty huge. Like, really. If we could get 6A > 5CC actually comboing relaliably, that would also be great. Or add 6A > 5B gatling idk :\