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Everything posted by zankoku
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BlazBlue Question Thread - Ask your questions here!
zankoku replied to KayEff's topic in BlazBlue Gameplay
Actually, my color remains yellow between physical US/digital JP copies. I noticed I had to re-purchase D-Code things even though my D-Code already had things like Nine Hat and title words set that I had purchased in JP version, which was kinda funny. -
BHS only has invuln on the super-flash frame (probably to prevent weird shenanigans involving him getting hit during superflash?) OD BHS has invuln from super-flash frame until end of active frames If you want to approach from the air, use dash jumps rather than IADs, since the ability to barrier immediately from the jump is invaluable in this matchup.
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Hey now, let's not get hostile.
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Just mash out 5BB TCL
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Since I live here I'd feel silly if I didn't go.
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The issue with Kagura vs Litchi is in the intro scene, Kagura says something to Litchi and Litchi proceeds to respond with absolute silence for about 5 seconds before the game cuts to "THE WHEEL OF FATE IS TURNING".
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Tier list post is by an anonymous user. :v
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Ragna's 5A is 5f startup, 3f active, 9f recovery, making it 17f duration. If the 5A became active on 6f or 7f of Relius' backstep, it would hit. Whiffing on 4f or 5f would leave Ragna - on whiff (-1 or -2). Whiffing on 3f would result in being neutral. Whiffing on 1-2f would leave Ragna +1-2f. The only times 5A mash would actually "beat" backstep are if you 5A'd during the final two frames of backstep invuln, or if you 5A'd when the invuln was over. Whiffing on any of the first five of the 7 frames of invuln would at best leave you +2 and at worst leave you -2. I actually find the -2 particularly hilarious because it means if you got the worst possible timing, 5A > 5A would lose to backstep > throw.
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Burst gauge replenishes based on damage sustained, but only during non-KO time, so distortions that dealt all their damage in a single strike (Black Hawk Stinger) or only KO'd at the end (Particle Flare) potentially gave the opponent back far more Burst Gauge than, say, Rage Aggressor, which had a bunch of small hits and KO'd on the first hit that dealt enough damage.
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Yeah, hilariously enough I think he got that exact setup in his old FT10 with Tsujikawa as well.
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Other than UW 5B (~B) ODC 2C 6D Valiant etc., are there other practical OD setups that see much use in regular play?
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Dogura rated Azrael as a fair character. He is obviously a dirty liar.
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ggs, sorry for taking off. Forgot I had work to go to today.
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I wonder if this makes her combos into Miquelet Capture even more burst safe.
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3C doesn't have projectile invulnerability, its body attribute invulnerability just got extended to (assuming the rest of the frame data is identical) 4-21 instead of 4-15. Supposedly, head attribute invulnerability was also removed from the attack altogether.
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It means it now does that universally instead of having weird exceptions like Ragna prioritizing Dead Spike over Inferno Divider.
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EDIT: I was too late.
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Clearly Azrael was such a weak character that he deserved a set of five buffs.
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The biggest nerfs I think are overall lack of defensive options. Being unable to counter-assault, having to do weird things to Instant Block, etc. mean you'll do more blocking than you might like, which is compounded with forced Barrier essentially putting you on a clock anyway. Also, auto-guarding is not as strong as it might sound - you can block left/right mixups, sure, but only if the attacks hit mid or high, since you won't auto-guard lows and crouching disengages auto-guard. Mixups are also tricky due to all of the forced automatic stuff. Combo damage isn't so bad, imo.
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Hi, I felt like researching Stylish Mode for the hell of it and ended up writing a big document on the thing. So far it's at 18/28 characters done, but I've been really lazy and procrastinating on updating it for the past month so here it is as is. https://docs.google.com/document/d/1MAErSeectrrKrmE7Fq308xnY8tnEnRNcSM_gLrLlDrI/edit?usp=sharing I predict a lot of stuff will be obsoleted once the May patch hits, which is also part of the reason I'm releasing it now. Questions and comments are welcome, and specific character requests might make me motivated to eventually finish this thing. For those of you not interested in browsing pages upon pages of character-specific information, here's the important system stuff: Stylish Mode is BBCP’s “beginner mode” of play, replacing the usual A/B/C/D system with L/N/H/S. There are a number of important changes from choosing Stylish over Technical. There are no special motions. That’s right, none. All moves are limited to 5, 6, 2, 3, and 4. All Distortion Drives are performed with direction + LN. Most characters’ Distortion Drives consist of 5LN and 6LN, with a few characters having a 2LN. 4LN is universally Astral Heat. You cannot Rapid Cancel, Crush Trigger, or Counter Assault. Throws, Bursts, and Overdrives are still available with their original button inputs. You can only Barrier Block. Whenever you block an attack, it automatically activates Barrier Blocking. This certainly does make blocking a simpler matter (in dealing with things such as Crush Trigger or conditional air-unblockables), but also very quickly risks putting you into Danger status, as well as denying you various punish possibilities as a result of barrier blocking things that didn’t need it. You will auto-guard if you are not holding a direction. Whenever an attack would connect with you, as long as you aren’t holding any directions (including down), Stylish mode will block the attack for you. Among other things this means that you can be immune to crossups if you really felt like it. You cannot conveniently standing instant block. Since Stylish will auto-guard, and it tends to start guarding a little bit before an attack would actually connect, you can’t really instant block in the conventional sense. You can still force instant blocking by holding a non-backward direction until just before an attack would hit, but otherwise you’re stuck normal (barrier) blocking. Instant blocking multi-hit attacks involves mashing 6 to, presumably, force Stylish off of the automatic 4 input. You can also hold 2 and hit 1 to crouching instant block as usual, since holding 2 will disengage autoguard. Every character has a number of preset sequences that may or may not end in different ways depending on the detected situation, position, and meter. These sequences begin when you connect with an L or N attack (and occasionally H attacks) and will continue with each press of the L, N, or H buttons (at this point which button you press changes nothing for the duration of the sequence). However, pressing S will go into the special assigned to that button+direction instead. This, supers, and jump cancels are the only ways to break from Stylish’s sequenced strings.
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I like to mash A. Thanks for the games!
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Actually, I was the only one who came last year. :V I'll still come again, though probably not entering anything.
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Hope to see everyone at the tournament next month~
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I assume it's a PSN chatroom, not an IRC or web-based chatroom.