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Everything posted by Zouf
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Finally <3
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Things noticeable in the video : - command throw now deals 1320 damage. 5A > command throw works on barrier guard. Or at least dash 5A > command throw - 3CC > 5C combo (we already knew about that though) - charge rate increased - 2CC (air) > CT combo - 5CC > Exceed doesn't work (or maybe it just whiffed?) - j.236D > j.214D doesn't cross over anymore (no more random cross over yeah!!!!) - 214D seems to go a little farther - 236D unchanged - 5CC > 22D doesn't work (at least on standing opponent) - 236236D minimum damage up from 660 to 800
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https://youtu.be/ASCxc0ety9A?t=284 Can see her exceed, and some other stuff. I don't know, but it looks like charge rate is slightly faster than in CP. Could be wrong though. https://youtu.be/vPViovh2YPw?t=1092 Another one from the same loketest. Not much to see in this one
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Dude, that's just some FX, no need to make a big deal out of it, really. It's extremely hard to perceive during a real match.
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Ripped the YT video and counted frames. Because the source is a 30 fps video, i can't be more accurate than this. But these are the good figures. Also, those are raw 22X. I didn't count for the follow up version (which could be faster). I'll wait for later, this is not so important anyway. Btw, Valken 6C is 25f, Gauntlet hades is 20f (air version is 12f). I'm not sure but Tsubaki's OH is probably the slowest in the game (not counting Carl's puppet one) Yet again, the move utility will depend on its properties. If it's for example foot invul and airborne from 1st frame (or close to), it could be a great tool to bait mashes and throws.
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22B is 33-35f 22D is 29-31f
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Even if it's the case, if you see someone jumping in front of you, you will guard high by reflex. If we could fake it, it could be interesting. But that's not the case afaik so it doesn't change anything. It certainly doesn't make up for the slow startup. Anyway, I don't think this move's purpose is to open up the opponent. It's just a way for us to reset the pressure. And a great tool to have a decent okizeme midscreen. The best "buff" I can see in CF is the Active Flow. It will allow us to have an early OD to get install (meaning tools to get the advantage) and a burst in the same round. Which is obviously very strong for Tsubaki. Man, this glossy white outfit is so beautiful *-*
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SKD's report on loketest It's on the main page but w/e
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Sorry but i can't help laughing when I read something like that coming from the USA. You don't even know what it's like in the rest of the world, really. Anyway, there are means to keep your "community" (or lack of) alive, through skype, friendlists and this forum. People who love this game will always be willing to play it if you ask them. Of course you'll probably never reach the level of arcade monsters that live in Japan, but you weren't born there, you don't live there. So there is no point crying over something nobody can help it. About the supposed toxicity of the P4U community, I've never heard or felt about it at all. I have a bunch of people who play casually the game (amongst other ASW games), and they are nice people. I haven't got hate mails or other shitty behaviour from anyone I've met online in the game, so meh
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ok, too bad then
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No one noted that our specials can be charge cancelled? There might be some condition, because I find it extremely broken if it's the case, and it would change drastically the way Tsubaki plays 22X being OH is awesome. Being airborne is not always a good thing though, especially in BB with anti air moves. Hopefully it's fast enough to not lose to 6As/2Cs
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She is a good noob killer, because all her mixups are very hard to see when you actually don't know Tsubaki. Once the matchup is known, this is where you will begin to really struggle, and see her limits.
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Don't use cheap mixups please
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Everyone's 3C is a good starter, don't know why they should tweak our down. Remember that it's slow and unsafe on guard, even though the reach is grand, we don't need it weaker.
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So, 22B/D is an overhead?
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Looks like they went for the reset pressure route, which is god damn nice.
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I'm kinda sad losing 22D honestly. But seeing everyone is losing a move, I guess i can live with it. Hopefully it's an overhead, or at least + on guard so we can reset pressure somehow (since she jumps forward)
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It doesn't matter, since she didn't need to go for an air ender at all in CP1. A DD to get some charges during a combo would be a nice addition, so would be a DD that deals some good damages without using our precious drive.
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I'd be REALLY happy to get a super that deals 1k damage without any condition.... like the rest of the cast Because in CP, you need 3 charges to deal the same amount of damage as anyone else, which is WAY too much. Also, a super that can be RC'ed would be nice too. And possibly usable airborne. She has wings ffs!
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Dunno On the gif it's obviously a followup to 214D. We'll see if we can do it in neutral, and if it's overhead I wonder what will be the command for this one. She's kinda full already lol
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She is white again. Mori has heard my plea
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
I expect BB4 -
misread
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Practice, there is no trick to this. At least I haven't found one, it's just timing based, so grind training mode edit : just input 8 a little after you've input 214D, and input A+B just a few frames after 214D hits. Should work easily
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There is an OS to beat throws but it's not almighty like in the SF serie. TRM was included so people can't spam throw techs brainlessly. The OS is 4(1) A+B+C. It will throw tech when thrown and barrier if they press buttons. But it won't work if you spam it, you will need to time it well. Otherwise you'll get TRM'ed Other than that, if you can throw tech, you can DP