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Everything posted by FatalCounter
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[CF] Hibiki Kohaku General Discussion Thread
FatalCounter replied to Monarch's topic in Hibiki Kohaku
I don't know who gives the information that Hibiki's HP is 9.500. I have many reasons to doubt it. I actually believe from some maths, it is 10.500. definitely at least 10.000. He has more than 9.500 for sure. -
Thanks man. I think I will drop this here and let you judge by yourself. 2C is definitely faster maybe 1 or 2 frames less on startup. http://www.nicovideo.jp/watch/sm27624117
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Hey Seo, Are you in Japan?
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[CF] Hibiki Kohaku General Discussion Thread
FatalCounter replied to Monarch's topic in Hibiki Kohaku
Reaper, why do you always choose the same character as me. Get out of my chars man. -
http://www.twitch.tv/baf0/v/26405595 Just gonna let it here for some people to get a taste at the new Kagura. First match of a Kagura player start around 30 min. His corner route look sick. 3C sweep higher now and seem to connect like before since 3C > 6DC works! 82C (new move) is kinda fast tbh and some hard knockdown but easy to pick up after 2DA. I believe this move is good even at controlling air space. 46A is the new GOAT, faster startup, recover faster, + on block and hit three times after travelling and deal ~1.2K. beat some rolls, I don't know maybe timing based but just better overall. 2DA seems a bit safer on block and ground bounces a bit higher. CH 5C gives a higher midscreen wall bounce and connect easily with 46A, I think you can convert with 66 6C. 2C remained unchanged from the loketest. Didn't get many jC footage. 5DB does less damage, we knew this already 2DB does more damage ~1.3K 28B has a juggle potential (known) also leave the opponent closer to the ground. kinda slower startup and a bit less damage compared to BBCP EX. 28B > 28C works. 28C seems to have a faster startup. Easy to connect it after 28B. YEAH MORE DPs I seriously believe Kagura is better in this version! We will see.
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[CF] Hibiki Kohaku General Discussion Thread
FatalCounter replied to Monarch's topic in Hibiki Kohaku
I think I will play this guy Hibiki. I love that he is very fast, tricky and versatile. However if I get Jubei by the console, I will drop him (Maybe!). My concerns are I like mid range chars in Blazblue but since he covers space so quickly, It won't be a problem right! I just love the way he plays and his movements. (His airdash is damn good) Definitely a good char to try and follow. Jubei Pleaseeee! -
For how long have you been playing Blazblue? It is a game changer for the character affected. Ask Tager players... Now his combos are longer and he does more damage than he used to do in CS. Having a lower proration rate means short combos and less damage. For a low health character like Mu-12 you have to work harder. And BTW, her damage is not great compared to most of cast, it is low I should say. Last example, did you noticed the difference of damage when Kokonoe proratio rate get lowered from BBCP (80%) to BBCP 1.1 (70%). It is big deal.
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Wait, Is it just me or I thought Mu-12 combo rate was 80%. Even her wiki is telling me it is 80%. I am not sur e about your information. Something I was sure is that she had the same proration rate as Bang, Noel, Valk wolf form or Izayoi crazy form.
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For me, having 5C > 6C working on airbone opponent and 2C jump cancellable will make my love for her rise again. I guess there is low chance she will be worse than she is in BBCP EX.
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Yeah no more free air 5C hit confirm into 6C. It still works on counter hit though. Her midscreen combos do more damage, that said her corner combos are not that impressive. You have to press A LOT of buttons to perform her combos, as a Kagura player, I never thought someone would need to press so much buttons, well she did. I am really sad they too her steins zoning away, even if she recovers faster and can cancel it quickly, I preferred her previous style. Eh, I will get used to eventually.
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You are right @AngryGuy, I got for the 3C, but for 6DC > 28C without doing 2DC is still very hard. And I need that for some amazing damage, not necessary but that would be cool to do. The problem is I am spending my time learning Mu-12 since they kinda completely changed her. I am sad and a bit happy, we will see how she will turn out. All her good zoning is GONE for some new pressure. :-(
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I don't know what is wrong with me but that 6DC>(2)8C is annoying me so much. I am quite good at charging and playing charging characters, but damn that DP in the corner seems too much difficult. I am trying to charge the earliest possible but it doesn't come out. I got it only few times. Is there any tip that can help me get it consistently? Some help please!
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Oh thanks, I kinda get it now. I think challenge mode number 32 or 33 is that Faultless cancel and I got maybe half of the time. Do you thing it is easier to do with j1K-S? I believe I need to practice it everyday. I hate to play a character without enjoying his full potential. Lets go Faust army!
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- Guilty Gear
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Please can someone help me to understand Drill cancel for Faust? On his wiki page they told you have to do j1K-S (or P/H) but I don't get it. Is there any video that would make me understand or some advices? Thanks!
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If they give me my so-requested Jubei, of course I will pay for that. However, with me wanting to get a PS4, an arcade stick + some new games, I will do some maths before spending my money on BBCP Extend. I just can't believe they are doing the same s..t again. That is getting predictable. Side note, AE of SSF4 was free for people having SSF4 and Ultra costed 15 bucks. BBCP 1.1 is still alive soo.... and GGXrd has a long live ahead ( I hope so).
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I highly doubt I will buy a full price game unless it cames on US PSN sooner. Too much money spent lately and I need to save some money for my PS4 and an arcade stick for that upcoming mainstream game. I just see this as a robbery. Personal opinion! As much as I love Blazblue and Arcsys, even Capcom give us more options. Arcade Edition was free and Ultra was only 15 dollars for update and we get a funny free Omega mode. Yeah BBCP 1.1 was free but it was an balance update. And I think many people will keep playing BBCP 1.1 after April. I will watch all the videos but I will keep playing BBCP 1.1 online, GGXrd and USF4. I won't support this kind of behaviour.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
FatalCounter replied to Ventus Tatshima's topic in Sin Kiske
Thank you guys for all the posts. I don't have the game yet, but I will get it soon and get full SIn mode. I read almost all your stuffs and I think I understand what I am about to play and how. I can't wait!!! The Lab is gonna cry! Edit: Can someone tell me how is his health compared to Sol or Faust (because they got average) and does his backdash looks strong as it seems? BTW I used to main Faust in previous GGs. -
Well, I seriously want to watch some of your matches and see how you jump cancel 6B everytime and dont get punished fore that. Maybe you just get away with it and you keep believing it is. Well I guess some people just want a solid character and less predictable. Having more than 1 option is always better than having 1, this is all I am saying.
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You just don't get it, do you? Having a better 3C at our disposition is better. If you keep jumping after any 6B you will get predictable. Commit into 3C catch people trying to jump or mash since it is not a true blockstring. If 6B was stance cancel-lable, it would be great but since it is not and it is a very unsafe move on block, being able to cancel it into something less punishable is better. How many options do we have after 6B that are reliable? If you jump, you can get punished easily since you are on defensive, if you do 3C, 2C or 5C , an inv move will catch you and if you throw a firaball, any character with an inv move can punish you too. And if you do nothing, this is even worse. Nothing is safe after a blocked 6B, believe me! Well except 41236C if you are able to do it.
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What are you talknig about? They are many character I can list who has much. Lets try with Mu 12, my other main. 5B is jump cancel-able on block, 3C is jump cancellable too. 5C is safe on block. She can 5C> 2C> 3C or 2C> 5C> 3C or all this to 6C making her pressure safe. Litchi or Noel got even better. Safe on block does not mean it has to be -2, 3 or 4, even -6 can be good. Hazama 3C is -6 on block but please try to punish it. Hakumen 3C is -12 on block only some character can punish it due to the pushblock. 3C recovers faster, that is a fact. And yes it is easy to calculate the minus or plus on block. Just look at the frame data. 3C is a lvl 3 move which means it has 16F blockstun, you do Blockstun - recovery and -2 (Arcsys numbers). That works for almost all the normals. For example 5B 13F (Blockstun) - 11 (recovery) -2 = 0 on block. It can be different but it will small around 1 or 2. BTW many normal frame data are not updated since BBCS EX.
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Yeah, Tsubaki Thread did not change at all. We still have those dedicated guys doing great stuffs like Kiba, Daedron or BatousaiJ and a lot of people always complaining about how bad she is and will remain. If someone is disappointed by how Tsubaki works in BBCP (in general) why not dropping her and try a more cheaper, satisfying and easier character? There is Celica coming soon. I seriously believe this is one of his strongest version since BBCS 2.0 and I hated some of her changes in BBCP that is why I dropped her. I love and still play as her sometimes but Tsubaki Thread is one the best and well-organised of this forum, some comments can just stop a newcommer to try her. What is the point or the goal of reminding everytime everyone on Tsubaki forum that she sucks and is worthless? Which is not even true (anymore I guess)
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I would say it looks like 12F or 13F at the best. The thing is not his startup since Hazama 3C is also 14F and recover faster with a huge range, Kagura 3C had the same startup, super unsafe on block and move him forward. Hazama 3C is his longer normal poke, does not move him forward, recover faster on whiff and his hurtbox is lowered so that he can even sweep a running Ragna 5B. So the big deal was recovery because Kagura 3C moving him forward is perfect for his drives. Even if it remains 14F, it will be one of his best poke thanks to the range, recovery and combo possibility. Now if you do like 5B> 2B> 6B> 3C and someone blocks it and you are safe this is perfect. If this is a true blockstring, oh dear we are blessed. That means no more random Drives committment. Lets hope, it is because we need it. 3C was nerfed from his first version in BBCP 1.0 where has that huge float and could be cancelled into CT midscreen.
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Do you never watched Kagura combo video or Matches? All you are saying, just works perfectly in the corner ONLY. Even ..... > 5C> 6DC> 5DA> 66> 3C> 6DC> 2DB. Another one when proration is too high for 2DA; After 28C> 2C> 5DA> 6DA> 3C>.... works. They are many routes possible, It all depends on your starter. One more thing; Using Crush Trigger early on your combois better and adds a lot of damage. Like this. 5BB> 3C> 6DC> 2DA> 5DA> CT > 5C> 6DC> 28C> 2C> 6DC> 2DB. That is a lot of damage.
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You finally got it. with his runspeed, you have to go for more rushdown and less Fireball oki. His command grab kind of have a better range so most of close or mid range 6DC, 6DB? 2DB, 6DA? (but I seriously doubt it) can force someone to tech his command grab and that is a free get away.
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I don't know, is it just me or Kagura's 2B and 3C have faster startup now. Especially 2B. That move can't have 12F startup in BBCP2, just impossible, It is as fast as Ragna 2B. I beg it is 9 or 10F in that version. Edit: Now, I am sure!! 2B got buffed maybe even his 6B startup. That string is so fast compared to the 1.1 version. I tried it at home, watching the video on Gamechariot Youtube's Channel and it is faster now.