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Zouf

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Everything posted by Zouf

  1. Thank you
  2. You are very aggressive.
  3. It's kinda annoying that even if you turn JP voices ON, you still hear the dubbed version from the other player in netplay. I don't understand why ASW has coded the game like this.
  4. Things are not so easy as "Just play the game you like and you'll be able to play it with others people" Where I live, there is about nobody who I can play with offline, only netplay remains. And we all know netplay isn't exactly the best way to play a fighting game. The fact that the game IS appealing is very important.
  5. Any info on the HK PSN release? It's the only foreign store I can pay directly with my credit card :\
  6. Arakune was fucking ridiculous
  7. CP1 was getting old I guess. 1.1 wasn't so much of a patch, most characters didn't change at all or just slightly. It was just there to let the console characters on arcade and nerf Kokonoe (or more like finish her balancing) 2.0 was kinda needed imo, but the result isn't what most people expected. I don't know what people expected :d
  8. As far as we know, JP version will only have JP voice + JP subtitles (including menus) BUT, one of the kind japanese speaker here will probably translate the menu for us. And if you take the time to read (not understand) the katakana/kanjis, you'll eventually remember them and navigate without issue after some time.
  9. Your company name is very confusing.
  10. 214C hits. 214C has a special property which forces ground tech on the opponent. The whole okizeme game for shabrys is to land 214C then crossup/fake crossup with j.B. As soon as you can, jump after 214C, and j.B. If the opponent delay his tech too much, j.B will pick him up. If he doesn't delay, j.B is meaty and safejump. You can also empty jump 2A, it works really well.
  11. dj.A = double jump A, aka jc (jump cancel) For this combo, you need to put your persona on guard, because when you will be doing 2A+C, asterios will understand 2C and will do the uppercut. This has been already discussed alot in the general thread, but here are the inputs you need to do for it to work : 5AAA > hold 2 > tap D > A+C > B+D > release 2 > dash > 9B > 9A > 214A+C Here : https://www.youtube.com/watch?v=mNbHiaXlRvw&feature=youtu.be May it help you
  12. Don't get your hope too high for CP... If H2 Interactive releases CSEX on Steam, it probably means it doesn't cost much to do it. CP is *probably* another story. Also, getting framedata for CP is good and all, but CP2 is coming soon, so what's the point?
  13. Exactly my thought. Every combo revolve around DP whiff route. :\ About Mugen combo, I haven't seen it once yet. I guess seeing how hard it is to gain charges now, players just don't want to "waste" them along with 50 tension
  14. She lost corner damage but she gained tons of damage midscreen. Not bad of a trade I guess.
  15. Well, the fault is mine actually. For this very combo, you need to slightly delay 214214B release after the freeze time :P I'll post a combo video later to show how it's done. Thanks for poiting this out edit : here https://www.youtube.com/watch?v=Tj_7VH7xQmU&feature=youtu.be
  16. Both work. Can you test it at least before saying it's not true... I've written this rule for three things : - Doing it as the last hit of the combo will force a tech ground, which is not true when Hellflames is the last hit (opponent can sometime tech midair if the combo was too long). Brutal Impact have an infinite amount of untech time until opponent touches the ground. - you can extend the combo with [2]8D for whatever reason you have (switch side or landing another DD for example) - it helps you get an easy timing down. The freeze time from hellflames will assure you you are doing well.
  17. When the flames are released, you release at the same time 214214B.
  18. Well duh. Otherwise she would be the most broken character of blazblue history. You just can't do that.
  19. I kinda don't mind these kind of setup when they are hard to do. They add spices to the match. Too plain fighters are boring in my eyes
  20. Awful matchup for Margaret. She really lacks a good offensive tool air to air. j.C doesn't do the job at all, and j.2C is too unsafe to use in neutral. Yukari just needs to high jump spam arrow and we can't do shit. Very frustrating MU, one of the worst i've played so far. Haven't found a solution yet (except picking shabrys against her :P)
  21. How exactly are we supposed to add constructive post here when we can't even play the game? What we see in the few videos out there is only the upper layer of the iceberg, and there are a lot of things we're assuming right that are actually wrong. ANYWAY, I've been thinking about how hard it will be to land our Astral. Most of the setups to do it in 1.1 have been nerfed (22D doesn't wallbounce anymore, j.236D j.214D doesn't launch, j.214D has much less untech time....). It was one of the few astral that actually had its uses. I hope we'll have some new setups (like 214D jcc astral?)
  22. Yeah, right. But keep debating over a combo route no one has ever tried once here, this really adds value to this thread indeed.
  23. Provoking post? Are you joking me? You guys seriously need to chill out, like, A LOT. Her drive still look incredibly useless now, doesn't change that fact. Even more than in 1.1, which is a wonder. ASW are really trying their best to nerf it to nothingness <3
  24. Her new combos look cool. But her drive is a joke.
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