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Everything posted by Cheefoo
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If bloodscythe is airdash cancelable, that would make for some incredible mixup. Perhaps the deadspike dash cancel will allow for midscreen combos again? How exactly did 22c dash cancel work? Could he follow it up with a combo meterless?
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You could probably just tech and DP. Or tech in a different direction.
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Does Akihiko have any good matchups? His tiny range is so frustrating, and to confirm into a combo, I need to be right up next to them, otherwise the pushback will make me whiff. Also, the fact that his C and D buttons only have ONE function is a huge turnoff. Is there some trick I'm not getting? Do his kill rush followups have more mixup potential than I realize? They seem pretty unsafe all around, as do most of his moves.
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2C 214B 236D A+B full 16 hits Seems like enough to me. Anyone have tips on 214D->OMC->214B? I can't do it consistently, it seems you have to do it as fast as possible, but I was wondering if there was any other way to look at it.
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Azrael confirmed for meatbun/trenchcoat tier. -
[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Are you implying Amane is future Carl in a dress? -
Part of me will miss the slow-motion netplay matches. I swear, it felt like being a kungfu master: being able to react to anything even remotely unsafe and punish.
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Does Akihiko have any lows other than his A+B sweep? And which of his Kill Rush followups are safe/punishable/plus on block?
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
I thought she used the tail-like belt as a counterbalance. Physics get so complicated when it comes to boobs in videogames. -
[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Bullit is Konokoes ilegimitate daughter!@ you heard it here first, biches!! I have no idea what kind of character Azrael is supposed to be. He looks like he has good range normals, and his dashes are probably great for spacing, so I'd assume he's a footsies-centric character. He also has a dive-kick, and that weird red aura looks like some kind of counter/DP move. But I haven't seen any info on what in the hell his drive actually does (besides making arrows and gauges appear), and that's kinda the deciding factor. -
So when they say Id Naiads is available on the ground, does that also mean it can be used as a followup for ground Id Lauger? If not, it's just going to be as useless as j.214B is now. Any word on what it takes to make Ignis disappear? Or does she go kaput the instant you get hit (or have your throw teched)? Geara Lugia hitbox speculation: Looks like a good anti-air. Particularly resistant to fighting-type moves.
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Dear christ, I forgot about that. Then I guess that seems like a pretty useless buff. Perhaps it could be used for stagger-crossup mixup during curse, if you hit with a raw 5D for some reason, durr... -
[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Arakune gets 5D->3C gatling... Wonder if this means the 5D->100% curse bullshit combo is gone? 6A->5D->3C->6D is still 80% curse (assuming that isn't changed) and easy as hell to execute (assuming gatlings aren't made into 1 frame-links, which I wouldn't doubt after seeing we're getting a DIVE KICK character, goddammit). -
So Overdrives =/= Force Breaks? Oh, it's X-FACTOR?! What is this Chocoplasma bullshit game, and where is my Braybroo?
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Blood kain using only 25% makes me think Ragna will be more dependent on it. Right now, it's only a situational combo tool. It would be interesting if Ragna had a health nerf, but BK didn't drain 3k health - so he'd be encouraged to take bigger risks with Blood Kain to do well.
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So I just started playing netplay recently (really hate the lag, I derp all my combos), I main Ragna, and I have a few questions. First of all, how in the hell do I keep people from jumping out? If I make a tiny hole in my blockstring, they just fly out. 2d seems to punsh them for holding up-back all the time, but I need meter to convert that into anything. But seeing as I'm playing Ragna, I usually do have the meter, but if they block it, and I rapid, I can never continue pressure afterwards. I'd think 2d has enough blockstun to allow me to dash up and resume pressure, but they always just jump out. Fat chance I'll be able to hitconfirm 2d into rapid with the garbage connection I always seem to get. I'm not sure what my answer to these chicken blockers would be. 5b sometimes tags them on their jump startup, but this usually leave them out of range from all my normals save for 5d (which I won't be throwing out, even anticipating a 5b AA hit). Sometimes I get lucky and their hitbox allows for 5b->5c to land, but then I usually drop the simple-ass 5c->j.c link thanks to the lag. Thankfully, it almost always bluebeats anyway, so I can usually get away with the rest of the combo. Speaking of bluebeats, I notice a LOT of them in netplay. I'm mashing A like the Fist of the North Star, but I still get these dum scubs bluebeating me all day. Is there something wrong with netplay that just doesn't register inputs, or could it just be my shitty xbox360 pad failing on me yet again?
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Anyone else think his new special is just a replacement for gauntlet hades? It looks pretty similar. Remember when ax kick used to be a C move in CT? Maybe they're just converting GH into a drive special. That health steal is such a big factor after all, amirite? Also j.d->new special bluebeats. j.d untech nerfed or what?
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[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Doesn't Platinum already have enough oki with those damn bubbles? I'm curious as to what Azrael's drive actually does. It appears to make a yellow "down" arrow appear on the opponent, and a guage (or two) appear over his heat bar. Perhaps the arrow impedes movement, depending on which direction it's facing? Down could prevent jumps, up could reduce their gravity (for new combo options), left or right could prevent them from moving in that direction? -
[CP] News & Gameplay Discussion (Old)
Cheefoo replied to kosmos badgirl's topic in BlazBlue Gameplay
Bullet looks super generic. What kind of dumbass name is "Bullet" anyway? Looks like she has rekkas or something. Red circles seem to appear during some of her attacks. Perhaps they show if she's going to hit high, mid, or low? She could have lots of mixup options, but as a trade off, they'd be easy to see coming. Azrael looks like Slayer 2.0 Slayer 3.0. Where Valkenhayn inherited Slayer's swag and gentlemanliness, Azraels seems to take from Slayer's gameplay. Short range teleport (dash?) and big 'ol punchy moves. Not sure what the yellow and black exclamation point means. Perhaps that denotes unblockables? I think Ragna's new special might just replace gauntlet hades as his second overhead. j.d into it didn't combo. Not sure if this means j.d has much less untech, or something else.