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Everything posted by lark
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Went ahead and downloaded and uploaded the footage from the Examu Cup stream. http://www.youtube.com/watch?v=w_zX6Z6BnZc
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As Norcal's Oboro player, I'll just say that I have seen far more Oboros win in matchvids than I have seen Manakas win at all in JP land. P.S. watch Examu cup! Pretty sick Oboro play in there as well as a surprising team winning.
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Might be late but Examu Cup is currently going on. Aquapazza currently: http://live.nicovideo.jp/watch/lv165774373
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I got you. PM'd. P.S. This game is really fun. I wish more people would play these games.
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The biggest surprise when I see serikamo playing this game: http://www.youtube.com/watch?v=ZvNvP460hpo
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I don't really want to debate with you what I think and what you think are throw states so what about these: Guile sonic boom throw in ST and SF4 or Sol's gunflame frc wild throw? Again, I'm talking about projectiles hitting DURING throw animations rather than after release. Since I'm not at home and all I have is my laptop here's two images I could gather. I would have used GG if I could but I don't have that resource atm. First is before throw, second is after. https://dl.dropboxusercontent.com/u/8296476/screenshots/ken1.png https://dl.dropboxusercontent.com/u/8296476/screenshots/ken2.png Kind of off-topic, but I felt I needed to correct this misunderstanding since it was directed at me.
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Off the top of my head, these are my Uri notes. She doesn't have a overhead and iads in the game are fairly telegraphed so it's hard to get a decent mixup. So it seems like hit/throw is where you get damage. I don't know if it was intentional but setting a fireball and throwing can have the fireball hit at nearly the same time or right after. In other games fireballs would just run straight through in the throw states. It also gave the benefit of combo potential straight after so whatever. 1920 damage and then some. Right now, her DP feels very useless and her air 214L isn't very good either. Her defense is very poor against someone like Poco because of her limited range normals,no reversal option or system defensive mechanics. It felt like when someone was pressuring at point blank range, you would have to opt to throw because of how much faster it felt compared to other attacks. I think Uri is a solid character just because of her stupid durability fireball. Her pokes are rather lacking, where 5B/5D are kinda useless, and her pressure only becomes strong once you are in and can start a throw game. (Just give her Alpha Blade and a cancellable air normal that gives a knockdown!) I'd understand if she's incomplete, but I'm not sure if her limited moveset is part of the plan. Overall, I think the game is pretty fun in its infancy. I had a better time with this game than the Skullgirls alpha which felt much more wonky.
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What about my bros Sibladeko, Tonberry, and Comic-Z?
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There will be some EFZ for this gathering. If there are enough heads who want a impromptu tournament, we can run one.
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Throws are 5 frame startup. (For every character as far as I know.) So it shouldn't be a reliable defensive option point-blank in the first place compared to games like ST/KOF/GG. It's similar to pressing 5A or 2A with some characters without the range or damage (unless you're Karula). I actually dislike throw button combinations because the risk-reward becomes skewed. Baiting throws and punishing throws become difficult. I actually like AP's system where the throw whiff animation does come out when in throw range or a 5C comes out if they're airborne or aren't close enough. So it's up to the person to read the throw and to time their actions appropriately. The most reliable way to get rid of pressure is to guard cancel, block, or disrespect(wakeup super, dp, etc) until it's your turn.
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The King's Games (BBCP 3v3)($200 in Prizes)
lark replied to GBS Giovanni's topic in BlazBlue Online Play
I'll join. How are captains decided? Or can we form our own teams? (This is a draft right? :V) -
Macros aren't only for Justice btw. They help nearly the entire cast do frame-perfect links/reversals etc. As msong has said, first frame possible Robo-dash. Frame perfect pile bunker. Bad moon/Yozansen. Double butterfly. etc. etc. The list can go on as macro technology develops. Not only that but it also makes some of combos easy as fuck. There is a clear advantage to players using macros and you are only crippling yourself or making things harder for yourself if you don't abuse it. Most people don't want to relearn random shit using macros because there are environments where they can't do it. btw PROPS TO SUCKING OTHER PEOPLE'S DICKS WHILE CONTRIBUTING NOTHING TO THE THREAD lol hey this guy is in favor of banning macros, he must love to ban all kinds of random shit!
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Norcal going to come out on Koihime Musou strong.
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Vampire Savior, Akatsuki Blitzkampf whateverthefuck, and Capcom vs SNK 2 mainsidetourneys forreal
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Can't wait to try out them new suits. What's the poverty coming in? As far as I know, no one has stepped up with a (good) idea.
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Will there be GP03 and Xi DLC for EXVS? I'll forgo my finals study if answer is yes.
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Akatsuki Blitzkampf month is coming up so I'm preparing a netplay league for the month of October. This is a good chance to learn the game and so far we have 7 guys who are going to play. The league already has a large spread of skill so we'll see how things turn out later on. It's basically a slower double round robin bracket. http://www.konkuri.com/tournaments/d58ddff0de Do PM me if you are interested in participating.
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Aquapazza tournament. I don't care when but last NCD, people were kinda disappointed that there was nothing but casuals.
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I agree. Some matchups become really bad with the wrong assists. (default Rina assist isn't that great against zoning, neutral game etc.)