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Keo-bas

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Everything posted by Keo-bas

  1. Turtle Tsubaki! Coming your way to an xbox live account near you.
  2. I must admit that since Ive yet to play her I cant comment. But even if what you guys say is true I'm more reluctant to ask buff. (Im a scrub...) What would you guy want to change to before her character concept is change completely. Here we have character with some unique tools that benefit from a separate gauge that she can build at will. 70% of her arsenal may rely on it but its not the only thing that matters. I'm finding enough player improvising on her this matter. If some player can't cut it than they need to just leave her alone but not dismiss her. She still retains most ability other character have she just have to improvise a lot on damage which she can get if some one can reserve the gauge long enough. How is that a bad character concept? are they suppose to be brain dead easy or something? Well maybe I'm just idoit on the matter. I actually dropped my previous main hakumen because they buffed him too much. Hes no longer fun to play.
  3. I'll try not to vent but the mindset of fighter community is starting to upset me with tier conception. The complaints Ive been hearing toward low tiers is frustrating to hear since I mainly use them. I rarley come across character that are complete worthless. Maybe I'm too optimistic with low tiers but tusbaki doesn't seem bad at all. granted she doesn't have the perks of others but that doesn't mean they don't have their own worth. Only reason I haven't picked her up was because I just didn't view her as character I like. (random Jin fetish? I expected better from her) But now I feel for her and Rachel who are easily dismissed by majority of the scene.
  4. Latley Ive been trying to understand the losing mentality. and lately I found my self being a sore loser when compare to online or ranking. How ever when in casual than I feel more relax in losing.
  5. He pretty much is, hes a character who can do with out his drive and still be fear. I literally see his drive non existent in some matches.
  6. Me too. Personally I felt hakumen didn't need the buffs they given except 5d being faster and maybe orb field.
  7. I had the wrong idea what option select is. I'm having difficulty grasping the concept, or even seeing it in practice with BB system. My later post was in regards to jumps being safe in BB. I thought it was similar to options select when some one mention rock paper scissors reference. Sorry about that.
  8. No tan skin pallete oh well. The Pink one does looks more of my taste. Edit: I just seen another color chart and she has some dark green uniform and ..some dark completion. I'm satisfy.
  9. So thats what option select is about eh. One thing been concerning about the jump in scenario in BB. Dont number of characters have normals that are air unblock able? I think I remembering reading in System guide that in CT the defender could IB unblockables, but I read that it cant be done in CS. I figure with the different version of ground tech that jump ins would be less effective and risky.
  10. I appreciate the input on this matter guys. I think some of the argument at hand may be exaggerating certian cases. But I must admit that execution is key element in fighters. How ever I do feel trying to emulate the arcade experience of this day an age is redundant for me to do. I'm not in the region where arcades is part of the norm. If I was trying to participate in their events than I agree that I should abide by their standards, but if not than I personally disregard them. I plan and intend to only enter tournament that are base on consoles game that's convenient for me. So with that I don't plan to learn a stick at all. The matter on allowing console exclusive feature seem loosely argue on both sides in my opinion.The driving argument against console features seems be about Arcade authenticity, in a attempt emulate arcade experiences. But then how do we address people who have controller peripherals that accommodate the game being played. which usually solve by button mapping. If I'm correct Arcade didn't have this leisure so for the sake of authenticity it should not be allow. Not such convenient argument because now that dictates player on what controllers that have to use and that a whole mess of problem for individuals who cant accommodate simply due to lack of resources. But with such an argument in BBCS case then what about the easy mode being ban? Why should it be ban if its in arcade unit default settings?. But now where going in full circles in the argument. Both sides like to bend their rules and customize them to cater to certian audience. I look at it like this. If playing arcade than one should follow arcade standards for their events. If playing on console than one should follow console standards for their events. I personally admit that I'm not in favor for shortcut keys but with following console standards I would be wrong to saying it should be ban. But Ultimately it depends on the event hostler how things will run. It ultimately is just that. But the purpose for my original post was to get an idea of where the concept is going.
  11. I think their a few misconception I should address. When I refer to button mapping I mean only buttons. I most likely confuse some of you guys saying button commands. I meant commands such as roman cancel,grabs, burst,ect. The whole button special or shortcuts is a different matter though i usually refer them as macros. Sorry for the mix up.
  12. @SethDahlios- Well luckily I don't use right thump stick Well if BB and Doujin scene are acceptable with it than All is well.
  13. I'm interested in participating in some tournaments.But Ive been concern about the community perception on Button binding. Lately I've been having this impression that Button binding is frowned upon. I play on pads (traditional pads, not face six button ala sega aturn pads) and with certain games I find myself dependent on Button binding. I must admit as pad player that button control can be problem. Especially with two button combination with opposite side buttons. (three or more even less accurate) I do understand that each event will have its own set of rules regards to this Because Ive yet actually participate in events should I assume Button binding not acceptable? I'm using them currently in my casual but I prefer to make habit of playing on tournament regulation mandatory.
  14. I'm still trying to find a character, sadly I have not yet. I can't say I like any of the presented character since most look like loli's (ironic since i played mostly doujin). The two guys are not impressive either. Only person I've been messing with was this older looking chick who seem to have weather ability (one of her command summons rain) and uses a dagger I think.
  15. I think its about your own performance and outwitting the other performer. I don't think this excessive to to win is very healthy mentality, or at least its hard to manage. Some player aren't in competition just to win but to gain some experience in a social event on contests. I'm confident developer don't share such mindset or they would be designing fighter differently.
  16. The first thing to do when even steeping into competition environment is recognizing that losing is part of it. Their will always be a winner and loser. I think majority of people who suffer losing streak tend to forget that. Its true that majority of people mindset is about winning but if it gets to the point that you forget about losing than it makes dealing with them a lot harder IMO. i think players needs to go in with a mindset expecting that their are capable of losing. I think when player train or practice in game, their mindset is to prevent losing as much as possible, when it should be more of developing understanding for the game system and develop your own sense of play style for that game. Because no matter the amount of effort you put into something to avoid that losing experience, your never going to be completely immune to it. Now if it gets to the point where losing is uncomfortable than theirs another issue that needs to be address and it has to start with your self. Admittedly I love fair play and balance settings as the next person but I also accepted that some games will not have the ideal balance. If your struggling with trying to improve on a game, then it simply may be that you don't have the right mindset for that game. Every fighting game has a prefer play style to invoke and if you are unable to play it than the game simply wasn't design for you. You can still try to learned the game but if that experience itself becomes unpleasant than I advise leaving that game alone. Honestly losing can become string to many things but the first priority of dealing with it is to not become stress. If that isn't possible than just leave what ever making you frustrated alone. I think online competition should not be taken seriously at all but as a learning experience for character match ups and to understand the game being played. ( more on character match up because online interference can distort a game mechanics as well)
  17. I'm confident in saying that BB developer approached wake up scenario with rock paper scissors mentality but with few wild cards added (depending on character traits). It's a situation revolving around anticipations and hypothesis thinking. I'll try my best to break in down. Like how scientist approaches trial solution with hypothesis, player normally do the same. The trial I will be referring to is Blazblue's "Knockdown" status that capable of wake up tech. (their are some situation where one can ONLY emergency tech or receive OTG attacks but were going to exclude these from the trial) Like other trial we work on an absolute foundation and develop many hypothesis base on that trial. Here are the possible action in knockdown state. emergency Tech AKA "Nuetral tech.: Nature: definitive stun escape This tech is the quickest activated tech due to commands only consisting a button press. The known properties are are over all body invincibility but in return restrains your from doing reversal due longest recovery frames it has. I think the essence of this option is to escape meatys,invalid combo's, or anything that can keep you stun but with neutral status. The next set are wake up tools. they are not considered techs because although their purpose is about escaping a stun state, they are more of mixup that you'll first have you gamble a longer state state of stun ( about a second) for wake up benefits which can be both escape from knockdown stun status and countering . ( I say countering because your wake up choice will be use to counter an action that your opponent has the initiate state) Nuetral wake up AKA "Quick rise". Nature= Speedy Recovery Following conditions of wake up, this requires you to input down and a button to activate. The known properties of this command is although vulnerable to attacks ( as to all wake ups) this one has the least amount of recovery frames from knockdown status and invulnerable to throws during the command. I think the essence of this choice is to regain neutral status as quick as possible, even though emergency tech has the fastest activation rate, neutral wake up has the fastest recovery which forces your opponent to act quickly as well. Instead of those who like to set up by waiting for activation signal of other wake up or emergency tech. (quick rise has none) Back roll wake up AKA "retreating wake up* nature=Passive Defensive Following the same condition as Neutral wake ups, this one requires a back press and button to activate. The known property of this one is that you will regain invincibility for duration of the roll and recover space away from your opponent. I think the essence of this command is to create many safe guards from a tactical standpoint. With timing one can avoid most of your enemy attacks, and even though reversal are impossible due to recovery frames. (not enough time to unleash an attack) you cancel it out with barrier to build even more safeguards. Thus creating a passive defensive nature with the ability to be defensive but not assertive. Forward roll wake up AKA "advancing wake up" Nature= Aggressive Defensive Following the conditions of wake up, this command requires you to press forward and a button. The known property of this move is similar to back roll except it has less invincibility than than the back roll how ever it closes in the space between you and your opponent. Due to the tactical nature of rolls forward roll has the ability to cross up you opponents attack by getting behind him. (how ever they can use this to their advantage as well) I think the essence of this move is to regain neutral status but also to disoriented your opponents as well. (which will force most opponent to be defensive in the confusion) You sacrifice more safe guards to retain more of an offensive momentum. Which is why I consider the nature of this command Aggressive defensive. Each tool should be used collectively from each player for their own desires.
  18. The direction that majority of fighter games are following is giving each character a little bit of everything and then leaving it up to the player to explore the possibilities of character usage with their creativity. I'm confident in saying that game developers didn't have the idea of designing a character to be play a certian play style but give them tools that works within their game engine base on theoretical thinking. (of course their are some exceptions, certian games do have a general flowchart they try to follow. I think majority of capcom fighter practice this, especially SF4) A game like Blaz Blue and Guilty gear invokes more on a players creativity while using the plethora of tools in their games engine. Your basically put in a situation where you have to improvise more than following a script in the likes of majority of capcom fighters. The closet thing to script following will be VALID combo's which they all can be alter for different result and purpose at the player's leisure. With that in mind its ideally the players them self to form a ideal style with a character No two player who ever use the same character have the same theory mentality or playing style so that's why mirror matches generally have no flowchart what so ever. Some tools may have prefer usage upon a scenario but that's does not mean it cant be use in other ways. Its all still up to a player to decide how to use what tools they have. I'll like to point out that I'm mot trying to belittle those who ask for suggestions but be aware that most problems have more than one solution. Its up to them to find out what they prefer My suggestion to player is that if your still trying to find character on game's with these type of design. I think you should readdress the the situation as you trying to identify your own play style (. Because no matter what is suggested, if you your self not capable of performing what was recommended, than the point of suggestion is inane in it self. How ever if you know where your ability as player relies than you would be able to recognize what you like in a character tools and develop your own style from their.
  19. I posted this out because out of all the match videos I seen, wether from battle chariot, Mikado, UFO or what ever well known tournaments I've yet to seen this technique use. I doubt it's because player think it sucks but rather most don't know about it. I can understand how most wouldn't know because this a defensive technique and they always go notice. Though I have to admit that I don't have very strong competition. I must admit I had great success with this tool. Its piratically is the quickies way to recover, of course it's not with out its own flaw. And no one should completely rely on it but add it to thier wake up game arsenal so they won't create predictable scenarios.
  20. Ok its oblivious we have different context of what we considered bad. Her perks simply may not rely on damage but other perks. Damage is not the only way to win in fighters, its the most basic form of advantages but not the deciding concept. (having unblock able is not to shabby either)
  21. This tool is highly underrated and rarely seen but those who use it are master of defending (exaggerating). I cant tell how many time I've watch mach videos and all I see are emergency techs (neutral tech) situations that's not favorable. I found so many success with this tool and I think its over all more reliable than emergency tech. Of course its with its fault and all tech should be alternated use according to the situation desire.
  22. @Arifureta- Didn't know she change since she seems the same from her CT counter part. But even so she's not appealing as character.(she much more strongly as keep away character and I'm not into excessive turtle) @Kid-viper- You and me both. I think most if her previous player just hate that they have to think outside of the box now to play her. But tsubaki seems far from bad ( not to mention no character seems bad, just not excessively good). Admiditly defending against her does seem pretty easy. I dunno since I mostly play bottom tier characters, I'm usually able to be optimistic on them. Not to mention that even if she has the worst tool's , blaze blue mechanics pretty much compensate for any needed buffs. Though honestly I must admit I'm not worry about tier whoring in this game. (BBCT I was) but I do dislike glaring good characters. (looking at you arakune/ litchi)
  23. I do have a question though for this. Why does the normal overview lacks the Jump cancel notations? I see in his combo reference that he apparently can jump cancel 2c but why is it only reference in combo?
  24. My appologize for posting this in the complete guide so I'm redirecting it to here. * this is a condense and grammar adjusted of the original post version* *This reply is to comply with the post's made earlier in the Hazama Complete guide thread* Thank you guys for your inputs I’ll like to comply about some of you’re the suggestions. I must admit that one reason I did not play with Nu/lambada (surprise none one mention Hakumen) was due to tier placing. (I have the low tier whore syndrome) Also I personally don't pick character that suits my style, I prefer to choose characters I like by design.
  25. Sorry about that I thought I was in Game play discussion. ( curse not organizing my browser's tags)
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