Jump to content
Dustloop Forums

Celerity

Moderators
  • Posts

    762
  • Joined

  • Last visited

Everything posted by Celerity

  1. Edit: Ah, didn't even see that someone beat me to it, but yeah...I'm trying to incorporate scan into as many combos as possible since scanned state is so cripping. This can probably be improved, but, corner: 5B > 2B > 5C(1) > 22A > 5C(2) > 2C > 5D > (scan hits) > 5AB
  2. Just in case anyone is wondering how to get the palette 26 character reference colors (and you should, because they're freaking awesome): 1. If you don't have a Bookwalker account, make one, it's fairly straightforward. http://bookwalker.jp, the top right grey button. 2. Find the issue of Famitsu Magazine here: http://bookwalker.jp/de1826b3b2-91f2-46a9-8c68-20d14e1e7553/週刊ファミ通-2014年9月11日号/ 3. Click the green button to put it in your cart, and check out. Just keep following the steps and eventually you'll get a purchase confirmation. 4. Now go to https://member.bookwalker.jp/app/03/my/amenity_logs. It will pull up a list of all the DLC codes you got. The first one (ペルソナ4...) should be the one you want, and the third one is some costume for Hyperdimension Neptunia if you care about that. Plug the code into your JP PSN account and you're good to go! The process for obtaining color 25 should be the same, but you'll have to find the corresponding magazine, which I believe is this one: http://bookwalker.jp/de0b09a1da-b761-4647-9cbb-4ec68f68b133/%E9%9B%BB%E6%92%83PlayStation-Vol-573-%E3%80%90%E3%83%97%E3%83%AD%E3%83%80%E3%82%AF%E3%83%88%E3%82%B3%E3%83%BC%E3%83%89%E4%BB%98%E3%81%8D%E3%80%91/
  3. For USF4, I would definitely recommend Juri. She's a very dynamic character and is one of the few characters in SF that feels challenging, even coming from Arcsys games. For Aquapazza, probably Morgan? You might be better off asking in the Aquapazza thread here, but from my limited experience, she mostly relies on her arrows, mobility, and free safe jumps off of everything. Her normals are a little outclassed by the top tiers, and she doesn't benefit as much from a partner as most characters, but she's a lot of fun to play. DoA, I don't know. Pick whoever has the nicest tits. No offense, but not a lot to go on. What is your playstyle? What do you like to see in a character? Do you want a character that has relatively easy execution? Big damage? Good setups? For what it's worth, I'd recommend picking just one game and learning it in and out, so it'll be easier for you to transition to different games later. If you spread all your time trying to get good at 4 games, you're not going to make much progress.
  4. This character is a hell of a lot of fun. I'm pretty much just doing simple combos into 2AB > 236B for now. If you get them to block a 5B with note out, 5B > 2C becomes a blockstring, and from there you can do j.B > j.A > land > j.B fuzzy for mixup. 236B seems far superior than 236A since the A notes don't settle in a good spot to be hit by 5B. +I really like the pushback effect from Tetrakarn, but I'm not sure when I'm supposed to put it out there. When I knock them down, going for oki just seems much better. +2D is really threatening at neutral. Getting scanned feels hopeless, they have to deal with a free approach from disc or the constant threat of the orb super, which has no invuln but comes out in ~5F. -I have no idea what to do at ~max 5B range. 5B has mega recovery if you're too far away to cancel it, and all of her persona attacks are too slow to reliably poke with. She can't really approach without a setup, either, so I think you have to play kind of lame until you get a scan or lock them down, and just avoid the midrange altogether. This might give her a hard time against characters with good ranged normals and chase options like Ken and Yukari. Just my day 0 impressions, I'm sure everything I say will be proven wrong in a week.
  5. You should just post your Skype name here and let people add you so that it doesn't clutter the thread. I'll definitely join though.
  6. Should we have matchup threads? I don't mind making them, but I wouldn't want to hijack the job if Shinsyn and Coma have other plans.
  7. It's been up since midnight, I've been downloading for awhile.
  8. Persona is ペルソナ
  9. The best thing to do as a beginner if you can't find a friend to play with, is to use the arcade lobby and try to grind sets with people. After they beat you up a couple of times, tell them you're new and ask for tips on what you could do better. Be friendly! Some people are jerks, but the majority of people in the arcade lobby are experienced players who are there for the social interaction and long sets. And it's BB, so everyone has 5 subs they would love to try out against you.
  10. I don't think there's any way to know. Usually you're at the mercy of the PSN store, but with the way they set up preorders this time, there's a chance that your copy will unlock before the store updates.
  11. There is no defensive character in BlazBlue, truly. It's a momentum game, so you usually want to be the one with the initiative. Zoners in BB generally try to control space while they set up for an approach, or take a small combo that allows them time to put more stuff on the screen to annoy you with. Nu is the most traditional zoner in the game, but she doesn't have what I would describe as a "patient" playstyle. Since you're coming from a SF/KoF background, there are a few characters I'd recommend over her: Mu-12: Big normals, great reversal, easy confirms into big damage and safe setups. She has a relatively high skill ceiling, but she's extremely effective even at the beginner level, because she can be played very defensively until you learn how to properly rush down with her and make optimal use of her steins. Azrael: He's a character that greatly rewards good footsies and reads, and his combos are all links, which should be easy for a KoF player. Along with Jin, he's a character you can play reasonably well by pretending you're playing a fair game. Kagura: He's "sort of" a charge character, but really more like a stance character. Despite that, he has huge normals and really easy damage, and you can learn him in a day. He is low tier and you will struggle a bit, especially against some of the characters with good zoning, but he fits what you're looking for I think. P.S. I know you're asking about BlazBlue, but you might also want to check out UNIEL and try playing Vatista. She is loli Guile.
  12. Arakune is a stupid character, but it's still wrong to hate on someone for playing a stupid character. Stupid characters are fun.
  13. Yeah, I don't think there is any reason to use it. Less total frames, meaning in theory it's harder to punish, but I can't think of a situation offhand where that would make a difference. Even Orie's Evasion can bait and punish [2]8A no problem, and I'm sure almost every character can punished a whiffed [2]8A from fullscreen.
  14. I believe all versions of Vatista's flash kick are completely invincible from the first frame (frame data). The invuln lasts for a pretty long time after its active frames, and ends about when Vatista's head pops up after the kick. It's definitely possible for both players to whiff if they try to punish too quickly. This seems to be consistent for both A and B versions, anyway; I'm not sure about EX. Vatista's zoning is mostly a distraction, you have to be on top of them to get anything done. I find she's good at maintaining vorpal since it's difficult to walk towards her and she can control the pace of the match pretty well, but you need to alternate between zoning and pressure in order to keep vorpal going. CS is really vital for her mixup, so I've been treating vorpal like my most important resource. Edit: On that note, try to avoid holding down-back with this character in neutral. By default you want to be holding forward or down-forward to gain vorpal and charge the laser, which is crazy strong. Orb should mostly be used after you buffer it from another move, or after holding down-back during a jump.
  15. As soon as the attack you want to jump cancel from connects, input 9632C, it's the easiest way.
  16. I see. I think it works differently on pad because of the analog stick counting as a separate input source, so the 4 and the 6 don't cancel each other out. I tried it on stick doing it the hard way and it was...hard, but you should be able to do the inputs fast enough on hitbox to make it consistent without holding a button.
  17. TLDR appears to be: the game stores inputs in memory for x frames, and as long as you keep repeating that input fast enough, it will count as holding a charge. When you flip between 4646 fast enough, or hold a button bound to 4 and mash 6, it counts as charging both directions. I don't know if that would work. Even though you'd be charging back and down-back simultaneously, you need to switch between the two for the game to recognize that you're charging, so there would be gaps between you blocking high and blocking low. At best, you could bind a button to 4, hold that and mash 3 repeatedly to keep your down-charge, which would give you a decent chance at blocking an overhead, but not guaranteed. I don't really see anyone using this in a tournament. Also, you'd get thrown a lot.
  18. The combos I gave just ended in 2C with the ender being optional. red gave the combo with the full damage ender, so that's where the extra 400 comes from. But yeah, I don't assume my combos are totally optimal or anything. I find myself making them up on the fly a lot more than in other games.
  19. Your combos look good to me, some are improvements over what I use, but I think you're giving up a lot of damage off of 5A/2A. 5A > 5B > 5C > 4C > 623A > 5A > 5C > 214B > 2C (2.3k, simple) 5A > 5B > 5C > j.2C > j.214A > 66B > 623A > 2A > 3B > 214B > 2C (2.6k, harder) If you're having trouble with the jump cancel in the second combo, it might help to think of it as one solid motion, like 9632C 14A. I think it's also important to have one good EX combo from 236B, since you'll be doing that a lot: 236B > 236C > 66 5C > 3C > 623A > 3B > 5C > 214B > 2C (3.3k)
  20. I tried it by holding 3 instead of 4, and I was able to get the constant stream of energy balls followed by a flash kick on command when I went to [3]8 instead of [3]6. If you use this method, however, you can't get any lasers. Edit: Actually, I was able to get balls and lasers rolling by starting with [4]6 and then sliding my thumb down to charge [3] in midstream for a flash kick, but you still need to hold the charge for the full 55 frames or whatever, and can only get energy balls during this time. It's not as difficult as I imagined, but it forces me to hold the pad like a dysmorphic monkey.
  21. Hori isn't the greatest brand, but it's highly unlikely that there's anything "wrong" with the D-Pad. It might not be responding the way you're used to, or it might be a little muddy or require more force for diagonals, but it all comes down to your own personal comfort and which controller gives you better accuracy. Personally, I've never found any replacement for the Dualshock 2.
  22. Yes, puppet characters often require you to be able to do puppet attacks at the same time as regular attacks, or sometimes well in advance of the attack that will combo before it. If you use pad, it's easier if you can map the puppet to a shoulder button for easier simultaneous presses.
  23. The best thing you can do if you want to play a character like this is to just pick them up and go ham. See what works and what doesn't, get used to controlling the other half of you. Experience is the only teacher here since you need to somewhat relearn the game. You will eventually get to the point where you start viewing the puppet as an extension of your own character, rather than a distraction that needs to be micromanaged, and you'll be able to use your options freely without even thinking about it. Don't get overwhelmed: try some games where you focus mostly on the puppet, and some other games where you try not to use it that much, and eventually you will strike a balance on how to divide your attention. I can't really speak too much on Chaos since I'm not big into UNIB, but he's probably on the easier side, with the main difficulty of learning him being his weaknesses vs the rest of the cast. There are lots of other characters, too, who can get you accustomed to the feel of using stuff on-screen without requiring you to obsess over it. Bridget, Relius, Yukiko, etc. You could try one of them.
  24. You have 29F to react to the animation and 10F of leeway to go from low > high in order to fuzzy it. That's a lot. You'll be able to do it consistently if you just spend some time in training mode getting used to the animation and learning the timing of it, especially because it usually comes from a very predictable situation ("Nanase did j.236B, now she is dashing at me, I'll start blocking low...") I'm not denying that it works in week 1 online, or even a year later against unprepared players, but it's still a gimmick in my book because it won't work often against someone who trains themselves to block it. Don't base your gameplay around gimmicks.
  25. The best thing is what guitar players do: apply some rubbing alcohol to your thumb for about 10 minutes, 3-4 times a day, preferably after long sessions. This will dry out the skin and develop a callus more quickly. Once you have it, you're set for life, unless you take a break from fighting games like I just did. >_>
×
×
  • Create New...