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Everything posted by floatwater
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you can lmao, just tech and hold the charge. you cannot roll immediately from a soft knockdown
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I don't really know if this post belongs in this specific thread but whatever I'll just answer anyway Against Kagura and Azrael you can rising J.AAA, has a really good hitbox/fast and you can confirm it super free for a knockdown. As for Hazama/Rachel/Arakune ideally you want to stay grounded and move around them while they are in the air (Mostly Hazama/Arakune since they are pretty high up there and chasing them airborne is a bit of a stretch sometimes.) Rachel if she doesn't have wind and isn't super high up you can also rising J.AA. J.C/J.D are also pretty good. 5A/6A are really good AAs (5A for more horizontal approaches that aren't super DEEP. 6A more for deep jump ins and more vertical stuff i guess) You don't ever want to DID/5D in neutral, tons of recovery lol. you want to keep yourself low risk for the most part.
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It's just part of small hitbox/hurtbox interaction and the like, so occasionally you'll end up seeing stuff like that with characters. It's not super common to see though kind of one of those things that just "happens"
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
floatwater replied to Tong's topic in Zepp Museum
Hi yes hello, I don't have all of CP completed (as I am super fucking lazy and am not really in a rush either tbh) but here is what i have! It's about half the cast or so etc etc here: https://mega.nz/#F!ihYzCYIC!Ddue-vUWQwBBBuXMzJHKJQ https://mega.nz/#!LhhUVb4L!4QciYeXlFaiJeZ5MCQerLw3i9q9ArUCvleEaLC457oY <-------- this is for the person above me Also don't quote images! takes up unnecessary bandwidth n shit. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
floatwater replied to Tong's topic in Zepp Museum
@UnsafeUnblockables -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
floatwater replied to Tong's topic in Zepp Museum
@The Puppeter -
for PS3: DS4 free, no home button response, wired, accurate D-pad inputs etc etc. it's pretty ideal for tournaments. as for PS4 no one really has like a 100% proof controller other than the DS4. pad players rip on that console man.
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Bullet's neutral is ass (even with level 2 heat) Ragna's neutral is pretty strong Bullet's overall damage got better in this version but still not up there with Ragna's consistent damage Honestly max resources Ragna still outshines her lol. Ragna has really great conversions off of stray hits (lol air to air J.C > GH > stuff) Bullet's pressure is pretty lacking. Ragna's pressure is like, slightly above average I want to say atm. Both have a reversal but Bullet's is pretty "slow" Midrange Ragna just shits on her cuz lol buttanz. That's pretty much it.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
floatwater replied to Tong's topic in Zepp Museum
Artifacts are basically image distortions that happens when Photoshop goes dumb with rendering the file properly. something along the line of that. The file that I used is one I had made myself, I'm certain Tong hasn't uploaded her hi res at all so I took the liberty to just make on on the spot since I didn't have anything to do. I'll get around to uploading what I have atm I guess? -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
floatwater replied to Tong's topic in Zepp Museum
Is the collapse tag still the same? or did it change. -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
floatwater replied to Tong's topic in Zepp Museum
hopefully the coding shit still work -
Hello, I came here to tell you that J.D/6D/2D aren't even really threatening on oki. even at level 2 heat. 6D/2D can just be DP'd along with 6D being reactable (even with it's increased startup after lock on) lol at having it being a "guess" J.D clashes but there isn't really a point in trying to clash with it because she just burns her heat anyways on block it's nice that she is plus and can continue pressure, but even then her pressure is pretty tame. her safe jump is good for what it is IF someone lets you do it, they could just vary their roll timing and get out of it. honestly I don't think her tech chase options are too hot fire. don't really want to test that shit Like, the character is just gimped really. it's nice that her hurtbox is pretty odd in that she can dodge some wild ass shit. tl;dr this characrer fucking sucks even when she can control that big ass space with level 2 J.D
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All fuzzy inputs are done when you are in blockstun where no inputs comes out essentially, Fuzzy mash: hit any button Fuzzy backdash: 44 Fuzzy DP: whatever DP input you have gap in string = getting the input out (because of BB's buffer system)
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You wanna do something like JAA > 5C > 6A > 41236C~6D > 2C > 5B > 5C > 623C in the corner (1 stock!) so you can use the other stocks for better things and teh okiiiii
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I saw something about the option select mash/DP thing and I'll just go over it a bit SOOOOOOOOOOO when characters who have left/right mixups you can option select mash or DP (depending if you have one or not) For mashing what you are going to do if you are on stick, is hit AB (barrier!) then hit mash on A if they do crossup and it is done correctly you get 2A if not you get barrier (flashing) as for the DP you want to input it while you are holding barrier, so you would input 421ABC some shit like that. if you have a really good AA (example would be ragna and kokonoe since they start at frame 4) you would input something like 412364D to get barrier! when crossed up you would get DP/6A [if you hold 1 though you get just 2A] or if you have 50 meter you get crossup carnage scissors lol. that's pretty much the concept behind it. small note i think 214214ABC give you barrier tech and crossup super. i think. goodbye
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blazblue BlazBlue: Central Fiction [RIP PROGRESS]
floatwater replied to SirRouzel's topic in Zepp Museum
That would depend on whether or not it's still open and easy as shit to grab. I'd assume no but LOL MICROSOFT -
What makes a character good? CPE discussion and help needed
floatwater replied to liquidrain's topic in Beginner Mode
ok! SO since people feel so inclined to just talk Lambda is worse than Nu due to the effectiveness of her mixup, in optimal play it just doesn't pan out well in risk/reward (she has to extend a bit more to land a hit) as for Nu she can control midrange and land her mixup MUCH MUCH safer than lambda, her oki edges lambda out a bit better and damage I guess, even though they both have basically the "same" tools. So something like this comes up in various situations. In general Nu can just keep herself really safe and land a hit. they both don't have a reversal but a backdash to work with and a 50 meter super. Bullet and Tsubaki have good damage but both do not do that well in neutral due to their short reach with normals so they control a smaller space as they go around. their oki is manageable. both have DPs and have SOMETHING to manage (Tsubaki/Bullet's drive). One of like the things this game likes to place a heavy emphasis on is NEUTRAL. so high mobility characters are usually really good out of the design of that (coupled with whatever else they have) What makes a good character? how stable they are in terms of risk/reward along with whatever is given to them to handle the various situations that are placed on them. So a character like Izayoi is really good and stable due to her gain art mixup and that she has the threat of a DP. it's a fairly good one at that. she can also keep herself REALLY safe during her pressure when done correctly so it's a bit nuts x.x Valk, Tao, are really good, but they don't have a reversal to for when they want to get out. so when they are on the defense it's pretty painful for them as they are a bit limited in options. to make up for that they have really high mobility and Valk has really good mixups that are pretty "accessible", Tao is a unique character where every iteration she has some weird shit going on with her haha. This version it's her reset potential. another thing is how quickly they can gain momentum which is another pretty big thing in this game. A REALLY stable character in this version is Jin, good overhead, good pressure, can keep himself pretty safe while maintaining pressure. good mixup. really good neutral, damage. his meterless reversal is really slow but he has a 25 heat DP that's pretty good and can convert into knockdown. That's pretty much the basics of gameplay in terms of stability and risk/reward that makes a character good. -
all of it is relevant because that's what it does?????????? is this a joke or something, do you like find joy in just posting in threads you don't really know stuff about?
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No what the OS does if it is DONE CORRECTLY is that it avoids you being put in throw animation altogether, you have about like a 3 frame window or something like that TO put that OS. Otherwise you get TRM state. In any other case you can just react to the throw. Here are some simple examples to illustrate: I'll use Ragna and Jin because they have 5A's that don't hit crouchers (keep in mind 5 frames(?) out of blockstun you cannot get thrown) for Ragna: 2A > Tick Throw 5A (whiff) > Throw 2A dash/walk forward > 2A Throw There are more but I'm just going to keep it to this for Jin the basics for it is just about the same as Ragna tbh I think one of the few things is doing dash 6B (inputting ABC making a guess if the person is going to throw) if they do and it's done correct you tech the throw if not you just barrier, it helps avoiding the issue where people like. . flinch grab and eat a CH for like 3.5K. another thing is varying Jin's throw timing after 5B because he can cancel his 5B into throw (purple throw) or just vary the green throw timing. Keep in mind people can visually check if you are still crouching for upback/mashing/or just still blocking.