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Everything posted by Celerity
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Holy crap, there was so much Lotus style in that video. I especially love the quintuple lv3 j.2C combo, and the FC combo with lv2 j.2C, cat chair, lv3 j.2C, and double OD BBL for exactly 10k!!
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When I see someone with hundreds of games played and a terrible W/L ratio, my respect for them goes way up. Don't be afraid of losses, wear them like a badge of honor that proves your dedication.
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That's true, although if you're doing 5D under B Lotus, the wind will be stronger than normal. It'll tilt upwards slightly if they're airdashing, so I don't think it'll cut down on their airdash *that* much more than a normal 5D.
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As far as I know that's not what a Dazzle is, a Dazzle hooks up directly to your computer and has no storage capabilities. You're basically looking for something like the AverMedia LiveGamer or Game Capture HD, or an HD PVR with HDMI in/out.
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There are a lot of options. The easiest option is to get one of those portable capture devices, and you can then upload everything to your PC. The AverMedia ones are lagless. Second option is to get a capture card for your PC and either play through your PC's monitor (which is what I do), or get an HDMI splitter and play on your TV while the PC records everything. Again, AverMedia cards should be lagless, but I can't speak for every capture card, and I don't know if HDMI splitters would add any lag. Third option is to record replays with your cell phone/digital camera. I've seen some people do this with shockingly high quality, but I don't know what kind of equipment they're using.
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Q&A about Joystick Building, Parts, and Purchasing
Celerity replied to mr.mortified's topic in Hardware
I love Qanba sticks. The felt on the bottom is perfect for keeping the stick in place. -
It depends how close you are and what you're trying to link afterwards. Its cancel timing isn't affected by whether it hits or whiffs, so when the opponent is point blank, you might have to delay it for a little longer than what feels natural. The window itself is very long, ~30F or something.
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From what I have seen, I would say Sasara is one of Chizuru's best matchups. You can punish pretty much anything she does with 214B or 236236AB, and 5B/j.B beats anything she can do in the air. Because of this, you can afford to play very patiently, because she has no real way to threaten you at neutral. If you're getting zoned, you're probably either trying too hard to get in or not punishing correctly.
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Netplay has been a real crap shoot for me. Bars mean nothing. Some games have up to 1sec of delay, but about half are perfectly fine. If this is the patched version, I can't even imagine how bad it was before the patch.
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Is there any secret to unlocking titles besides playing ranked and upping your LP?
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N-O vs Tsujikawa FT10: RC (N-O) vs KK (Tsujikawa) part 1 RC (N-O) vs KK (Tsujikawa) part 2
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If you want lockdown, Relius and Litchi are good at that. Kokonoe has an unblockable setup and lots of ways to keep the opponent where she wants them. Rachel has great space control and powerful mixup/oki that lets her take a lot of rounds 100-0. But yeah, I'm not sure if that's what you're looking for, because I don't really consider Kanji a "controlling" character. If you want that kind of playstyle where you have to work to get in, but have access to a lot of damage and momentum once you do, I would say Bullet is a good fit.
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Can you tell me what you think Manaka's best assists are to support her rushdown? I was trying Yu for the oki and ability to combo from overheads, but Octavia, Llyr and Ulthury also seem interesting.
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Izayoi fits that description pretty well if your goal is to control the neutral game and get a high amount of average damage through GA mode. Her mixup in the corner is extremely strong, even though her pressure is not very dynamic. Otherwise, I guess I would suggest Kokonoe since she's just kind of a stupid character at the moment. And although she wasn't mentioned, I think the character who fits your description the best is Taokaka.
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Hey, thanks for the tips, I'll add you on PSN! Anyone else feel free to add me for free wins.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
I don't see how Lander 3 specifically can be reacted to if it's only 8F slower than Lander 2. They can DP or mash like always, but they have to guess whether it's going to be lv2 or lv3. The only thing that gets around that is the block > 5A/2A option select. The timing on it is quite tight and I doubt there's anyone outside of Japan who's practiced it, but whatever. I understand your point of not wanting to rely on something that can be refuted. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
That was the option select I was thinking of, but I figured it would be too difficult for mere mortals. Turns out it's not, huh? -
I've only played this a couple of times, how is the overall balance outside of Chizuru and Tamaki? I have been repeatedly informed that my book-wielding waifu is garbage tier. Does she have anything dirty that lets her compete with the best? P.S. PSN store just updated, downloading now!
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
Why wouldn't you ever use Lander Blow? lv2 is a low-risk frame trap, lv3 is an amazing pressure reset if they respect lv2, which is usually what happens. I can understand that it doesn't impress too much on the risk/reward scale, but if you can condition your opponent with it, you're coming out way ahead. It's all about the mind games. I suppose with godlike timing, they may be able to learn to OS against it, but I don't think that's realistic for most of us. Eh, don't listen to me though. I only came back for the basketball loops. -
BlazBlue Question Thread - Ask your questions here!
Celerity replied to KayEff's topic in BlazBlue Gameplay
Technically, a move's first active frame is included in the startup (at least according to most frame data conventions), so it ends up being counted twice in the frame data. Jin's 5A: 6F startup + 3F active + 9F recovery is actually 17F total, because the "real" startup is only 5F. I believe blockstun begins on the first frame after the attack connects, so using the example of Jin's 5A again, it would be 9F blockstun - 9F recovery - 2F remaining active = -2, which is what the frame data says as well. If you connect on the last active frame, it's +0 instead. This first blockstun/hitstun frame is the point when you can gatling as well, so all you need to do to calculate whether there's a gap is subtract Move Two's startup from Move One's stun, like TD said. Remaining active and recovery frames don't make any difference, you're canceling them because you're canceling the move. Please correct me if I'm wrong on any of this. -
For a BB sub, I would probably recommend Tsubaki, simply because she's a lot easier to learn, and teaches you the fundamental concepts of BB a little better than Izayoi, who is a fairly difficult and unique character that requires some commitment to understand her neutral and pressure options. For GG, I would recommend Millia if you want good pressure and oki. Maybe try Johnny or Axl if you're looking for a more spacing-oriented style. It's hard to say since GG characters are so versatile in general, and "somewhat similar but different from Litchi" describes like 80% of the cast.
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From my testing, the hoverdash has 4 prejump frames, and 5F more before you can do anything, so an instant 66 j.C would be 21F. I might be off by a frame, but I tested it a lot.
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You should pick who you like. If your W/L is hugely different between two characters, it's obviously just because of your unfamiliarity with the new character and not because of personal skill or tier differences. As long as you are playing a character that suits your playstyle, you will eventually reach a competent level. Also relevant to this topic, I feel that new players focus too much on results. At this point, the only result you should be caring about is the result of your own personal growth as a player. If you lose 100 matches and they helped you grow more than winning 100 matches, you've achieved a better result. You are constantly setting yourself up to do better in the future. Cheer up and look for the little things you can improve upon to get an edge on your opponent for next time.
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After a deep enough 66 j.C, j.236C / land 2B is an unreactable mixup. land > j.9B fuzzy is preferable as a high against taller characters to keep your pressure going if it gets blocked. Don't underestimate a simple empty jump low or empty jump throw, either. Deep 66 j.C and 66 > land 2B aren't that far apart, especially since you can delay the timing of j.C to your liking, or whiff an air grab to come down faster. Finally, you have access to 5C > 2C / TK j.236C which is quite potent, but make sure you don't get caught whiffing part of the 2C. Another thing is to make sure you're using the best jumping normal for the situation. j.C is a move that you should use behind swords or when you are planning to jump in deep and make use of the blockstun it provides, while j.B is a faster "instant" overhead option that may enable a gap in your pressure in order for you to attempt a throw or punish mashing, i.e. 66 j.B > 5C frame trap. Mix these up to condition your opponent and take advantage of your awesome throw and air throw, which deal absurdly high damage in the corner. Safe jumping is a good thing and leads into the aforementioned mixup, or just j.C > land 236D into double mixup opportunities.
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I assume most people here are getting this for PSN if given the option, right? It would suck to divide what's sure to be an already small online scene.