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LegendaryRath

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Everything posted by LegendaryRath

  1. Sorry for posting here, but I didn't want to make a new thread. I'm on step 5 of making a JP PSN account from the importing 101 thread. When I click where it says to, I get this message. nevermind. Just switched back to english to check what it said, it's just maintenance.
  2. I was somehow expecting less. What I'm worried about with Kokonoe is how good she could end up being. Until my soul is crushed in a set with one, I'm going to just ignore her. Dang though. I was already thinking they needed to do a "minor" patch to maybe make Kagura's p2 values not all 100. Maybe if things are really bad with Kokonoe, then they'll be forced to do something small. Arcades don't have the patch yet right? Perhaps they'll do something then. and I'm also hating myself for thinking that she might be fun...
  3. here's just what I've noticed so far damage Damage chip DAMAGE instant overheads invul teleport reversal, without CH state oki EASY oki legit hour 4 unblockable setups multi-hitting air to ground normals multiple instant overheads instant overheads that fatal THIS THIS edit: plus SKD might give up on Izayoi for her
  4. If Kokonoe doesn't force a patch or ban-list, then I wont take this game seriously anymore.
  5. talking with some guys and I hear that Kokonoe came out and is horribly broken. By friend said that nothing bad would come from finishing up Fate/Zero. RIP THE BAND-AID OFF he says! But I come back to reality after my show and find that this character has reversal teleports and THIS?!?!?
  6. Here's my view on this. Don't take this too seriously. Don't complain about a new system that isn't perfect. There's two logical ways to look at arcade lobbies: 1) As a solution to common annoyances and limitations that ranked/player-matches had, or 2) as an alternative to those systems with its own set of pros and cons. It's completely unreasonable to jump to the conclusion that something is both awful and an utter failure, just because it isn't perfect in every way. I can't argue that things can't be improved upon, but, as a first try, asw did a pretty nice job here. At the very least, they proved that this system can work, even if it might need finagling to be as good as it can be. I don't see why people are bringing up the point of segregation of regions. Your connection and willingness to play bad ones limit who you can and can't play with. I honestly believe that asw spread servers around, simply so people could find whichever one is most compatible with them. In all honestly, if you were looking for good, solid matches, then you already fit into netplay segregation, limiting yourself to only those whose connections are decent. Yes it's annoying that people cut in line. Even though this is the internet, this is also a community (in a sense). You interact with and recognize people. You remember how they treated you. It's understandable to be frustrated when someone takes your spot when you've been patiently waiting. Just don't be too serious about it. They could just be a jerk, but they might not have noticed you were waiting unless you made it very apparent. I'd like to at least assume that, I guess. Sometimes, when I've been playing a set with some random I've found and we clearly don't want to stop, I hate seeing someone steal the loser's place. Waiting in line or not, neither of us wanted to play him. When this happens to me and I won the last match, I just get up and find a different cabinet so I can keep playing this particular stranger. Player lobbies might be a better idea for playing a long set, but I never would have met this individual if I had not been in this "arcade". I'll play with them as much as I can, and probably send a friend request once it's all over. These arcade lobbies are convenient. It's why we use them. Be willing to be patient, regarding both time, and strangers. It's better than player lobbies in a lot of ways. If you disagree or the "arcade" doesn't suit your situation, then try player lobbies instead. They're great this time around too. The arcade probably wasn't intended to replace anything, just give us another option.
  7. BBCP has weird input priority. If you input 623 exactly, then you'll get you inferno divider or whatever every time. If you input 6323 (Like I imagine many people do), then you'll get 236 instead, UNLESS you delay the input (A,B,C, or D) that follow a little bit.
  8. Same here. If it's Mitsuru related, hit me up.
  9. Where can I find images for all of the color pallets? I'm struggling to find them. I'm really curious about 23 in particular.
  10. Who's going to main/sub Kagura? Someone please. I need to figure this guy out. He's worse than CS Valk. Random cmd-grab/17-frame-overhead into 5k meterless is retarded. He has the best DP in the game. His neutral is good. He has Persona-type oki. Great mixup. Easy to learn. Etc. I might not feel the same way if I could practice against him more.
  11. I was planning on subbing this guy a while back, and finally feel like getting around to it. What do you guys, who've been playing him thus far, think about him? Clearly he has damage, a lot of tools, a godlike DP, etc, etc. But I was curious what challenges I'm going to run into, and also what tools I might get to abuse. Do you guys feel like he's strong (as a character, I mean)?
  12. Voting has concluded. 1st (8)- Flux (Shabrys) vs Bace (Liz) 2nd (7)- Brkrdave (Teddie) VS Jona (Akihiko) Something came up so this one wont be happening this weekend. 3rd (5)- XNacI (Aigis) vs Lordknight (Mitsuru) edited
  13. I'd suggest having a short paragraph explaining what this is, before the bullet points. From what I can tell, it's like fantasy football but with Blazblue? It seems really cool, but I'm not familiar with this sort of thing.
  14. I'm not 100% sure what this is, but I'm in.
  15. I'll close the poll tonight and start contacting players with the top votes soon after. get your votes in by then. Check my previous post or the original post for a link to the poll.
  16. I did that exactly, except I didn't use the 5C after Valiant.
  17. I can probably come over Wednesday. Were you thinking afternoon-ish? If needed I can bring a second setup. I doubt we'd need more than that. Kevin is borrowing my copy of the game and my spare stick until his copy comes in a week or two. I really want him and Bryce to get into the game. My faith lies mostly in Kevin, since he's played other fighters. Watching him complete most of Hazama's challenge mode quickly was reassuring. I went out to get food with a friend, leaving bryce to do Makoto combos. When we got back he was still on challenge 14. He's not one to play these kinds of games much so I'll need to be patient. He loves Blaz though, so I'm sure he'll get there so long as he has some people to play with. There's a good chance I can get Kevin to come with Wednesday too, assuming he's free.
  18. I'll try to help a little bit with this matchup, since I've been playing lots of Jin on netplay. But first... 6A beats Yukikaze lol. It happened to me in a match where I 6A'd after Jin teched, experimenting if it would beat one of his DPs. After Yukikaze activated, the invul from 6A was still active enough to make it wiff completely. I couldn't punish but it was interesting nontheless. -- So for starters, here's some things in neutral to avoid (unless the situation presents itself): -Gustaf -6C -Air dashing -Forward dash (use sparingly) Simply put, Jin's normals are too good for us to be reckless against. His drives are especially hindering. Jin 5D, 2D, j.D, swords, and basically all his drives are active for weeks, flat out beating Gustaf, 6C, and many of our usual options to get in. The only way to win in neutral is to be more patient than Jin. You can wait for him to wiff drives/swords and then take the opportunity to get in. When jin throws out swords, you can either absorb them (which net you a stock) or evade them (and move forward). Both have benefits. Once you have stocks you can use them to punish wiffed drives. I feel like 236B (Phalanx cannon) > 66 2369A (dash gustaf) is best here. It does roughly 1.5k and gets us in. Once you're in you need to be cautious of his DPs. In my experience, 6A wont beat his C and D DPs, unless you delay it (in which case he could mash out or escape). I'll test it in training mode to be sure. On blocked 623C (The vertical, slow DP) you get a lot of time to punish with 5D, 6D, 3D, 5C, basically anything you want. 623D (the double hitting DP) has a fantastic hit box all around him and tends to be their go-to reversal with meter. On block and in range, if Jin holds it for an unblockable, you can 6A and invul through it. If you're farther away, then you might risk it wiffing. In the corner 6A nets fantastic damage, 4.5k if you do a real combo afterwards, since you probably have a weakpoint at this stage. Some other things... -It seems we can safe jump after TCL, since his go-to DPs are fairly slow. 623B might beat us though. -dash through TCL and other crossups will beat 623D (in a sense). We get nailed by the first hit, but the second hit will wiff the other direction. We recover first, so punish accordingly. Midscreen you'll get pushed too far back to do much more than gustaf though. In the corner, we'll stay within 5B range. 5B > 3C is a good punish here. -Jin is +3 after 2D. If you block this, don't mash. Either respect his pressure, risk Growler, or backdash out. -Don't always default to absorbing projectiles. While we can't get punished for it, he gets to advance a bit each time we growler. Mix it up a bit and keep track of how much stock you have saved up. If you have more than you need, then just evade projectiles and keep pushing him towards the corner. -This isn't Jin specific, but since he'll give us more stocks than most characters, keep track of what you have. Don't just start spamming them fullscreen like a new Tager who got spark bolt for the first time.There's no point. Try to punish drives, save them for combos (I'm working on that part), or as an end of the round "you still had that?!?" scenario.
  19. I plan on compiling all the information I can find on character specific combos paths, like which characters we can use IAD j.A > j.B on after TCL. Once I feel like it's complete enough, I'll post what I have. There's already some good information from jp players on the combo thread, but some of it is vague or I'm not sure about some of it. I think it mentions not being able to do TC > 236D on Rachel, Litchi, and Platinum, but doesn't Mention Nu13. Plus since we have new characters, it'd be good to confirm for sure what works on them. By the way, like everything works on Terumi from what I can tell. Some stuff even seems easier on him for some reason.
  20. I'd love to join since I need to keep practicing persona. Unfortunately, I'll most likely be busy with family then, but who knows? I might get lucky!
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