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Everything posted by Celerity
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This thread isn't properly updated, so I put everything on the wiki, though I only ended up finishing normal mode. Most of her GA combos are pretty freeform/similar anyway.
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I'm not sure what exactly you guys are talking about, but: 5B > 5C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C This is 8 stars and works midscreen on all characters as long as you can get to the j.BAC, it's been on the wiki for awhile.
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Melee Player Looking to Expand my Fighting Game Knowledge
Celerity replied to SoySauSe's topic in Beginner Mode
It's just like a charge move like a Guile Sonic Boom. There's no trick to it; if it's not coming out then you're not charging long enough. -
Melee Player Looking to Expand my Fighting Game Knowledge
Celerity replied to SoySauSe's topic in Beginner Mode
You can find most basic info within the stickies in this section and the Guilty Gear section of the forums. This one in particular might be what you're looking for: http://www.dustloop.com/forums/showthread.php?372-Gameplay-FAQ-READ-BEFORE-POSTING Further info on the game's mechanics, as well as character info and all character palettes can be found on the wiki. This page illustrates the differences between each type of blocking in Guilty Gear: http://www.dustloop.com/wiki/index.php?title=Defense_%28GGACR%29 -
From normal air throw, you can get: Air Throw > 236B > 214A > 2B > 623B > 214B > 623B - 2546/18 +6 stars Air Throw > 66 > 2C > 5C > 623C > 66 > j.C > j.236C - 2984/21 +4 stars
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It's probably cancellable right after the invuln, except for 214D.
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I tested it and posted about it somewhere when the game came out, but IIRC the cancel point is something like 22F for 214A, and a little higher for the other two. 214D is much longer, nearly the full duration; 29F or so.
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My biggest problem with the DS4 is its width, and how clunky it feels, like it's wiggling too much in my hands. DS2 is compact and tight. Also the L2/R2 buttons on DS4 are way too sensitive, I had to unbind them or they'd get pressed just from my fingers resting on them.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
Really annoying when people post tweets that are in Japanese with no attempt at translating. -
Yes, that's the recommended converter, it's lagless and it's the one I use.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
This is the first character revealed that I don't recognize. Oh well, whatever. She looked okay in the early loketests. She's basically a solid character with good normals and reversals, the Jin to Asuna's Ragna I guess. -
Hi, welcome! Playing Extend is a great way to get used to BlazBlue. Even though the game got faster in CP, and most characters received some fairly major changes, it's still the same game. You can use Extend to get comfortable with your character's options, and mess around with other characters to see what they are capable of. If you do go this route, remember that most of Noel and Makoto's combo routes have changed, but you can still grind their old combos to improve your execution and help you adjust to CP more quickly (particularly in Makoto's case, since most of a new Makoto player's troubles come from timing her drive moves).
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I'm positive you can find DS2's on eBay or Amazon. You could also try a DS4; the triggers are highly oversensitive, and I don't really like the width, but they are natively compatible with the PS3 (just need a microUSB cord) and the D-Pad is probably the best I've ever used.
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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 always go straight from 5D to Particle Flare, because from some confirms it will whiff after 6C or 5CC, like you said. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
You can get OD combos from a lot of routes midscreen. Personally, I use 5B > 5CC > 2D(2) > 5B > 6A > 2D > OD. Your version probably does a little less damage, but uses a little less time assuming you go straight into j.623C~D, so it might be worth using. I don't exactly know the implications of gaining that extra ~half second. -
Izayoi is underrated given the fact that only one Japanese player uses her at a high level, and everybody else who tried her gave up in a week. She's not a good character, but she's far from the worst, and she has a lot of room to outplay people if you master her. Plus, she's almost guaranteed to get a lot of buffs in CP2 given how often she's downplayed, and she's the type of character who could easily be broken with the right improvements.
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Just counting frames myself with a capture card.
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I was trying to compile all of the frame data for this game, but it's kind of a long process, and I only got as far as Hermes. Came up with a lot of weird numbers. c.D is her fastest normal at 6F, for some reason.
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If you like her, why not?
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I dunno. She's not the most complicated character if you're already familiar with BB, but she takes a lot of work to become good with. If you just want a sub that you can pick up and play to relax, Izayoi is definitely not it. She's fun, though, and she's definitely a breath of fresh air if you're looking for something a little different.
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That's not really useful. Care to elaborate?
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It's not, but you have to go onto IRC to find opponents. The #eslaf channel is dead for some reason, but people always seem to be up for playing in #poverty.
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Ragna and Azrael both sound like they could be what you're looking for. Good reversals, easy combos, decent pressure without resorting to extended blockstrings. Azrael in particular does have different combos depending on weak points, but there aren't very many routes to learn.
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I noticed some weirdness with Uri's crouching hitbox being too tall after getting hit with an aerial attack. ex.Poco j.H > j.D or Hell Princess j.H > j.236K connect on Uri but not on other crouching characters.
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Hi, welcome! You're definitely posting in the right place. As I don't play Millia, I won't be able to answer everything, but you can also try asking in her character forum if nobody helps you out here. 0. +R is available on JP PSN, which you can find out how to use from Kurushii's importing thread in this forum. If you don't want to do that, playing AC will still teach you everything you need to know about the game, so you could just wait until +R hits NA PSN sometime next century. By the way, the netcode is pretty sketchy, so it might be hard to get into if you don't have a local scene. 2. You just have to do it faster, there's no special trick. Don't wait for j.H to connect, just do 66 right after you hit the button. 3. That thread is pretty comprehensive for new players. If you're in need of more information, you can always ask here, or in your character's subforum! 4. The dustloop wiki is a really good resource. If you go to Millia's wiki page, there is a link to her frame data right under her description. The wiki should have full frame data for every character besides Kliff and Justice, but even they seem to be mostly fleshed out. 6. I would say Millia's execution is slightly harder than average, and her gameplan is fairly straightforward, but I'm guessing what you're struggling with the most is IAD combos. You could try Sol (either one) or Jam if you want to stick to that heavy rushdown style, though each of them also have their execution quirks. Almost every character in the game is capable of scary pressure and mixup under certain conditions, so keep that in mind if you want to try someone new. Anyway, it seems like you're on the right track, as you are thinking very analytically about the game and seem eager to learn more. Keep at it!