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Heatpark

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  1. So CA is safer to use because it is harder to bait... Ok, I can see the reason. Maybe I'm just greedy.
  2. After watching 'pro' gameplays and playing the game myself for awhile, I have yet to still use Counter Assault. But everytime I do play, I feel like I should start consider using it but I don't quite understand why. Here are my reasons: 1. The cost of use. Using a CA costs you 50 heat and a guard primer/libra/whatever (unless you only have one left). If I'm going to risk using CA, wouldn't it be better to use a reversal distortion (like Tager's Magna Tech Wheel) or a DP (which is invincible like Ragna's Inferno Divider) so I can rapid cancel if the opponent blocks it? Using CA seems to give me less reward since CA deals no damage and I'll probably be able knock the opponent down for an oki or even get a combo off the attack (like Hazama's Jayoku Houtenjin) if I use a reversal distortion or a DP. The majority of the cast does have a invincible DP or a distortion for reversal (except for Carl I think) so this doesn't seem to be something difficult. Litchi however maybe an exception seems All Green hits quite far away and her DP can't be rapid canceled Another exception I can think of is Noel's CA. Her CA passes through the opponent and can give Noel the upper hand. 2. The risk. All of the methods mentioned (CA, reversal distortion, invincible DP) can be baited by the opponent. If the opponent baits CA and distortion, they will probably get a counter hit combo and you will lose 50 heat. If the opponent baits the reversal distortion, you will only lose 50 heat if you decide to rapid cancel unless the attack whiffs. I'm sure people can convince me to use CAs. I'm probably too narrow minded with my experience.
  3. Oh right. Getting clean sreenshots of the sprites are a lot harder than I thought. Still wondering how to make the The Four Winds go vertical all the time... Better search up the Litchi section more.
  4. Oh, it doesn't count as necro. In that case... Arakune: j.6A/B/C is labeled on both j.6A and j.6B picture and data. I also think j.6C itself is missing (if it is any different). Carl: The picture of 5C is the same as the picture of 5A (the hitbox is still correct though), 6C, all of Carl's specials, distortions and astrals lack any kind of description. Litchi: I think it should mention how to decide on whether The Four Winds (41236D[e]) go Vertical or Horizontal (unless you can't choose and if so, I apologise). Mu: Her 4D, 6D, j.5D, j.2D, j.4D, j.6D, Tsunugui - Origins (623C or j.623C) and Furu no Tsurugi - Sword of Decimation (63214C) all lack any kind of picture and all her throws, Ame no Habakiri (214D), all her distortions and astrals lack description.
  5. Hope this isn't a necro... Jin's j.D is missing any kind of description and hitbox.
  6. I hope this doesn't count as necro... Question: I am hoping you can fix Relius' Neutral Viability because the sentence stops at "and a".
  7. Thank you for your answers. I was quite worried for a while when I couldn't view some of the character's hitboxes for a while (like Tager and Tsubaki's).
  8. So it's from the BBCS: EX mook. Does that apply for the hitboxes of each characters as well?
  9. I like to point out beforehand that I am not questioning the credibility of the frame data currently available in the Dustloop wiki (http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Continuum_Shift_Extend) with this thread. How do people get such accurate measurements of frame data? There were so many properties to attacks which I never even knew it existed (like P1 and P2) and it surprised me how this one website contains all the data for every character. Are these data obtained from the game disc? Do people test them all out and make calculations manually? Or does ASW just release them on the Internet?
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