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Everything posted by Cheefoo
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At around 5:55 you can see Azrael absorbing George's hits, and Rachel tries to punish, but gets hit by Azrael's 5B. Looks like absorbing projectiles makes it very safe.
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Holy lordy. At 2:46 Hakumen gets his barrier absolutely destroyed. I was under the impression that different characters had different amounts of barrier, and if that's true, I shudder to think what Amane's drills would do to a less Hakumanly character's barrier. On the flipside, it seems that whenever Amane tries getting Haku with drill oki, he can just keep mashing 2D and blow Amane up. I agree. Character abbreviations are all over the place. It should really be their initials if possible. Relius Clover = RC; Rachel Alucard = RA; Ragna the Bloodedge = RB; Haku-men = HM etc.
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You do the Overdrive after SCP finishes, not cancelled into, right? I wonder if you could time it so the OD superfreeze pauses during the window your opponent has to choose between emergency teching and delayed/rolling, so you can have enough time to see what they're up to and act accordingly. I wonder if it could be used as a reversal or something. I have no idea what I'm talking about, I think I'm just spouting nonsense here...
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If they have both weaknesses, could Azrael just do something like 5C>BHS on block for an unblockable? Or does BHS have enough startup that they can just hold up+bacK+barrier and get out?] Oh, and is his divekick an overhead? I rarely see anyone using it, so I doubt it's an IOH.
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5D really does seem to recover much faster. https://www.youtube.com/watch?v=krIJ2BDQqG4 At about 19:17 Ragna wiffs 5D and doesn't get murdered for it. I wonder if it's safe on block now? 5D can cancel into GH (which is safe now) and DS (which will reach after 5D block now) and bloodscythe so perhaps 5D on block isn't such a taboo? Might be an alternative to 2D for ending pressure because you're pushed too far back.
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Is Arakune supposed to get curse more often, or were those players just falling for silly Arakune gimmicks? I think it would be an improvement if curse changes from "difficult to get, game over when you do" to "easy come easy go". DbD still looks slow, and totally unusable outside of combos. -
Starting to learn Order Sol, have a few questions: How can you do fuzzy guard with HOS? Who does it work on? Can gun blaze cross up in the corner? How does should I be using it for okizeme mixup in general? Is there any convenient way to input dust for charge saving his specials without actually having any dust attacks (or heaven forbid, burst) coming out? I'm only able to get level 1 charge saved specials after 2D, which could make my pressure rather predictable.
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I really hope AC+R has better input registration and perhaps input buffers. Blazblue got it right, and I don't see why they won't have it in the new Guilty Gear. Anyone know if any Japanese players have mentioned anything about this? Oh, and I hope they have "hold button to tech" like P4A, but I kinda doubt it, as I'm still seeing so many blackbeat air combos in the Japanese match videos.
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I am confusse. Why would it be better to try 5D after 2K instead of, say, combo it into 2D knockdown, where your opponent is at your mercy? Didn't you say your opponent can react to 20 frame moves and just DP through it? You know, you can DP any time you want, not just during wakeup. If they see you trying your 5D after 2K, why don't they just DP then?
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Ragna Critique and Self-Improvement Thread
Cheefoo replied to Bandit Revolver's topic in Ragna the Bloodedge
1. Do combos. For the air combos, you should practice recognizing when you need to super jump, normal jump or double jump as well as when to use C or D. 2. Play against not scrubs. That guy was throwing out DP's more than any other move. Don't hesitate to upload videos of you losing, as your loses are definitely the best time for critiquing. 3. Press buttons when you need to. 4. Don't press buttons when you shouldn't. 5. Jump less. Against good players, jumping too much and too predictably makes you vulnerable to anti-airs. While jumping attacks may be strong, being in the air generally reduces your options. This is something I struggle with. Ragna wasn't born with wings for a reason. 6. Just press some goddamn buttons and get used to the game. Not much more to say than keep playing, learn your character and your opponents. 7. Ragna can't count this high. But thankfully he doesn't have to. Be happy you chose Ragna, and not some complex character like Carl or some shit -
jC>jD>5B>6A>2147B(TK GH)>5B>5DD>dash>6A>jC>jD>jD>JAMANANDAYOKUDAKERA If the gauntlet hades doesn't come out in the air, follow it up with 5A>5C>air ender. Alternatively, you can go with 5B>5C>3C>214A for Oki. If you're confident your opponent will neutral tech, it's better Oki than 5B>3C>22C. After 6D is blocked, you can cancel is straight into jD to reset pressure, or wait till you nearly land and press D, cancelling the landing animation and allowing for any mixup you please. Remember, 6D has rather slow startup, so you could get mashed out if your opponent doesn't respect. As for combos, you should use it whenever you can, but that's usually only in the corner. Backthrow only for getting the opponent into the corner. If you're midscreen dead center, go with forward, as you can generally follow it up with better combos.
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So is October 24th the release for AC+ on 360/ps3 only in Japan, or in the States too?
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I got this nutty idea after realizing hell's fang has ludicrous amount of blockstun... How well do you think 5B>etc.>214A>RC>6D>mixup would perform? It has no gaps if 214A is blocked normally, or with barrier. If they IB however, they could DP out (or get CH 6D'd into wombos).
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Exactly which characters does the standing 5C>jB confirm work on? I can't get it on Ragna for the life of me, but I've seen it work on him in a few match videos.
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It should be something like: Starter (5c, 5b, whatever) > 236b > 623a > 2c> sjc > j2a> j2c> 2c > sjc > j2a > j2c > 2c > sjc > j2a > air dash > j2a > j5c > 5c Remember to cancel the 236b (renka) with 623a, because the second hit of renka will fuck up your proration. The j2c's should always be timed to be as low to the ground as possible, so you can land and get a 2c while they're still in untech.
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Or they could make it like Skullgirls: each rematch "rerolls" all random settings. So every time it's a different stage/song if you had it set to random. -
Perhaps they meant Ragna could jump out, meaning it would be -3~ instead of +3~? I also wish they'd make hell's fang have set recovery frames. So if you hit with the later active frames, it's plus on block, and if you hit with the earlier frames, it's more punishable. I mean, really... wh-why does Hazama get all these specials that are plus on block and we don't? TERUMIIIII!!
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I should have been the one to fill your dark soul with LIIIIGHT!
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
He turns into Jin. Amane is from a split timeline where instead of becoming the manliest man ever (Hakumen), Jin becomes the most fabulous man ever. -
Maybe if they make DbD not have such shit P2 proration, it could be a somewhat viable option with 100 heat. Oh, and have it come out during superflash pretty please.
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BBCT was the game that got me wanting to play fightans "seriously". However, I never got past the scrub level until CS. I remember my best (only) Ragna combo was something like 6A->6D->jD->jD->DID
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RAGNYA: He's got the anime hair just the way I like it: white and spiky. So damn fun to play, especially with that gdlk DP. His combos are just so satisfying, too. Whenever I play a different character, something inside of me just screams "WHY THE FUCK AREN'T YOU PLAYING RAGNA?" TAOCOCKA: Retarded furry that can fly around the screen and be anywhere at any given instant is too good to pass up. When I'm rushin' shit down as Tao, the amount of buttons being pressed makes it feel so intense. Fun to play, and with her levels of movement, she's almost always a good character in any game version. THE NAYM IS HA-KOO-MAYUN: I love pressing a button and countering my opponent's attacks. It makes me feel so smart. But then in Extend, Hakumen became face-roll easy and does immense damage. So I pretty much gave up on him for now. I JUST WANNA PRESS D!! WHY IS HAKUMEN'S DRIVE SO USELESS NOW, BUT THE REST OF HIS SHIT IS INCREDIBLE??
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
With the reduced hitstop, I'd imagine netplay hitconforms/combos will be impossiburu. If BBCP has the netcode of P4A, it might make up for it, though. -
Can overdrive be used to cancel normals (or specials or distortions) to allow for Marvel-style KFC combos? Or can it only be used wherever a gold burst would be applicable? Is it just me, or does it look like hitstop has been universally reduced in the Loketests? Do bursts slowly recharge like in GG/P4A? Or do you only get 1 burst per two rounds, as I see only one burst icon in the Loketest videos. I know these are more general Choco-Plasma questions, but the general discussion thread has become all about Bullet's pants and Amane's fabulosity.
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I have a GIF request. Ragna (default palette) spamming inferno divider rapid. Only the startup frames, mind you (a la INFERNINFERNINFERNINFERNINFERN). I'm not picky on the background. BONUS QUESTION: Why aren't animated GIF avatars working for me? My current avatar is only half as spooky while inanimate. 1SPOOKY2ME doesn't cut it. Any way to fix this?