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RifleAvenger
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Rifleavenger
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The following is more general defensive advice in the context of Susanoo. You said no advanced advice, but defensive advice really relies on frame data so I'm going to have to bring some of that in. If you don't already know, the game runs at ~60 FPS, so frame numbers given are in x/60ths of a second. However fast that might seem, all that really matters is the comparative speed (after taking frame advantage from blocking into account) because that determines whose move wins going into a situation where the buttons were pressed at the same time. Frame advantage, as in +X, 0, or -X, refer to how "far ahead or behind" the attacker is compared to the defender framewise after the defender blocks an attack. Frame advantage is per move and is not cumulative. I apologize if this is review to you. Susano'o's moves are not fast, in fact most are relatively slow. * His fastest (non-distortion) attacks are 2A and the C mash special if unlocked at 7 frames. For comparison, most characters have a 6f jab, some even have a 5f jab. Susano'o's fastest moves are even in speed with some character's B pokes. * His farthest reaching moves like 5C and the D moves tend to be slow to glacial in comparative speed, with a notable exception in 5B which is Susanoo's best allround poke at 9f startup. If you feel Susano'o's reach is overwhelming you, 5B is likely the culprit. Alone that doesn't mean too much, but Susanoo also doesn't have very many moves with positive frame advantage. His only options are: * 5A (8f start up, glacial for a jab, but it never whiffs on crouching and is significantly plus on block at +3) * 2A (0, so even for both players), * 6B (+2), but its startup is very slow (18f) and most characters can poke, DP, or jump out. * 214A (the sand kick, goes from +1 at lvl 1 to a whopping +12 at lvl 3). In fact, a lot of his moves are more than -5 on block (meaning punishable w/o instant block by most jabs, by many B pokes if IB'd), esp. the moves that come late in a blockstring like his drives. Taken together with the slowness of his moves, this means Susanoo actually has a lot of gaps in his blockstrings, esp. later on. This means he is theoretically quite vulnerable to being poked or DP'd out of his pressure. Don't just press buttons against him though! By canceling moves, Susanoo can get around this for a time or even leave 1-4f gaps meant to trap you into pressing a button to get countered! However, he cannot do this forever. Susanoo cannot chain his jab into itself, and cannot microdash to stay in on you. Eventually he either has to A) commit to walking or dashing back in, allowing you a gap B) go for a mixup with a high or low, which if blocked will probably end his pressure unless he has higher leveled specials or a rapid cancel C) try to throw you. Unless he purple throws (more easily broken), this forces him to leave at least a small gap D) try to use a positive on block move E) use jump cancelable normal (5A,B,C) or 5D/C mash pushback to disengage. Here's how to deal with each of those, generally: A) Learn when he likes to do this, or react if you can, and try to get distance (unless you're a close range character, then try and get close). If he flat out ended on an unsafe move with no cancel, you might be able to punish, but if he's varying his pressure well trying this could just get you frametrapped. Basically, use the gap to escape and return to neutral. B1) Block it. Susanoo may have a lot of overheads, but all are reactable if you practice. All are - on block, most are unsafe. Furthermore, he severely lacks safe lows. 3C, 2D, and 236B are his only lows. 2A is NOT a low! Those moves are 12f, 16f, and 18f startup respectively. Not reactable, but still quite slow. -8/-10/-15 respectively on block, all punishable if he doesn't cancel or rapid. The best way to block these is to instant block them to increase your frame advantage. It may seem hard, but learning to IB in this game is critical because it widens your windows to escape or counter pressure. Wider gaps can make safe moves unsafe or even make frametraps invalid (which eliminates the mindgame). B2) OD raid it and either do a fast poke into OD combo or use your Exceed Accel. Works best on moves that are severely minus on block/how long recovery. 5C is one of the best examples, but the drive mixups are good examples too and have fewer cancel followups. The likely result of this is either he went straight into a cancel to make that move safe and you can punish with a poke in OD combo or Exceed Excel (because you canceled your own blockstun), or he stops pressure there and it's your turn to pressure (or get distance if that's what your character needs). C) Poke the throw attempt, backdash/jump out of the throw attempt (better for scenarios like a tick throw after 5A where your poke would get countered), or tech the throw. D) 5A can't be used late in a blockstring and is slowish (so not optimal for stagger pressure), 6B has a long startup that can be interrupted, Monolith (214A) has to be unlocked. If he does hit you with one, play it safe and block the incoming pressure until a new opportunity arises. E) Not much you can do to punish, but this returns the situation to neutral and you're out of pressure. So, essentially, get better at blocking his mixup overheads on reaction, punish his risky plays, and learn to IB moves that will give you a good opportunity to counterpoke or jump out. At times, you will need to risk his using a frametrap or blocking a DP if you have one. Forcing him to vary his pressure in and of itself will open up options for you to escape. Alternatively, if his frametraps are what are catching you now, calm down and force him to try and use his risky mixups. As an Azrael player (another character with strong, built in frametraps), nothing is an easier match than impatient blockers. This is probably way more than you wanted, and maybe less than useful, but there is no magic bullet. Just getting better at defense. If you tell me what character you play I may be able to help more specifically, esp. if I play that character. Or one of the Susanoo mains will come around and expose me for being a fraud. Hope so, as they can probably articulate the weak points in his pressure better and more clearly.
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RifleAvenger reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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A lot of the character specific information has been moved to private discord channels. It sucks, but apparently some people thought it'd be a great idea. Like, I can totally understand for the games that are just sitting in Misc. games section or even Under Night. Those aren't really what the site was made to cover. But for the main Arc System Works games? Some stuff really ought to be here, and it's so hit and miss. Kokonoe forums has a beginners guide that really helped me, but Bang has pretty much nothing.
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FinalDoomGuy reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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RifleAvenger reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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I don't feel it's out of character, but it would be pretty weird to call someone "Lord Brother" in English. So it's more like it's "out of language," because in English (which the previous commentator is likely used to), people don't express affection that way. It would feel weird or obsessive to do so, which is NOT the point of that honorific in the Japanese version. I feel that the English version did well enough in characterizing her, even if it is different than the Japanese version. Honestly, there being some nuanced differences between characters in different languages is cool to me. The only risk in that is losing a character's cultural identity, but honestly despite Jin and Tsubaki having Japanese names (and many parts of the NOL seeming very Japanese despite Japan being a forsaken wreck) Blazblue's world seems far enough removed that I don't actually perceive them as Japanese. Not in the same way as XBlaze or Bloodedge Experience characters.
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I'll readily take an altered script over Dead On Translation puns, awkward sentence structure from direct translation, and references to Japanese pop culture I'll have to go on the internet to understand. The benefit of not altering authorial intent with direct translations is kind of lost if the direct translation is weird sounding or incomprehensible after translation.
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Looking For Advice on Finding Good Controller
RifleAvenger replied to RifleAvenger's topic in Beginner Mode
It's like saying "I'll do my work tomorrow," and when the new day comes saying "I'll do it tomorrow, again." It's always happening "tomorrow," and so it never actually happens. That said, if you're going to talk about how I worded my post instead of giving an actual answer, send me a PM next time instead, ya? -
So after running the tables at my local meetup for some time using this character, people have started just chicken blocking my swoops. What do I do against this? Cancel dash, jump and air grab? Or is my timing just too loose? EDIT: To clarify, this is airdashing in neutral, not on oki.
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We meant no disrespect. The thing is, Dustloop is mostly here (that is, most of the users are here) for discussion of player versus player gameplay, with a few people lurking around Zepp Museum more interested in the games' stories and fan art. Single player modes really aren't talked about, since playing against the CPU is so radically different from fighting real players.
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Is it a bad habit to mash buttons?
RifleAvenger replied to EternalMelody's topic in Guilty Gear Online Play
Honestly, despite what some people have said, I've gotten by pretty well in ASW games hitting the button 2-3 times. It's subconscious, and it doesn't affect most of my combos that much (in some cases, it's better because the input buffer is more likely to pick it up). That said, the level of mash in that video was too much, especially for a character like Ramlethal that depends heavily on target combos. Mashing in the inputs is only bad when it leads to you doing canned strings and screwing up combos (like the Ram only doing 5PPP or 5KKK in the fight). For a personal example, I used to mash Minazuki's ground BnB so hard that I routinely dropped anti-air starters, which made it far less riskier for people to jump in on me. It also revealed a bit too much limitation in my "autopilot." The only game I've ever played where no degree of input smashing is really allowed is Mortal Kombat. I recently decided to try it out as a show of friendship, trying to unite the local FGC at my school, and I had a hell of a time with the inputs. -
One of these days I'll just stump up for a stick. Today is not that day. That day may never come. Anyways, I'm looking for advice on getting a good PS4 controller for ASW fighters (and for the shooters I play as well). I usually play with analog stick, not the D-pad, so I'm looking for an Xbox style controller. I own a Power-A Tournament Controller and a Tier 1 FPS controller (the latter is my favorite due to its amazing stick feel), both for PS3. For their own reasons, neither works for PS4 Revelator. The Power-A works, but the sticks are non-operational, and being an Xbox type controller the D-pad is ass. Also, it disables any other controllers for some reason. The Tier 1 fails to work at all, since it falsely ID's itself as a DualShock3 and gets blocked by the PS4. I looked at the Hori FPS+ controller as a possibility, but a lot of reviews said they didn't like the feel of the sticks. I'm looking for something like the Tier 1 in feel, where the analog sticks are sensitive, but also really stable (not loose feeling like the DualShock). Any advice and opinions are welcome.
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RifleAvenger changed their profile photo
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Weekly Persona Netplay Tournaments! (Interest check)
RifleAvenger replied to TheHitmarkersPro's topic in P4A Online Play
Yeah, sorry I had to miss this. Shit happened. If anything's planned for tomorrow, I probably can't make that either. Hopefully I can tune in next week. -
If you're still actively dashing and you try to grab, you'll get 6HS instead. You either need to let your dash skid to a halt, and then throw, or flawless defense to brake your dash and then immediately throw. In addition, players have a little grab immunity after standing up and after coming out of block or hitstun. If you try to grab the opponent in these periods you will fail, but they can grab you. To counter this, don't stand on people waking up, and in pressure you can fake a throw attempt and instead launch a strike from outside their throw range, CH'ing the normal they get instead of a throw. Also, if you hit P,K, or S at the same time as 6HS when attempting a throw, you'll get 6P, 6K, or cl.S/f.S instead of placing a sword. It's a useful OS.
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3. It probably isn't your reaction time; it's how you've conditioned yourself to act in a given situation. With time and practice, responding properly to situations will become second nature. The secret to fighting games is that you want a lot of the trivial decisions like executing combos and knowing what buttons to press in simple situations to become almost unconscious. That frees up space for you to think about more important things, predicting the opponent, and makes reacting to stuff easier too.
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Weekly Persona Netplay Tournaments! (Interest check)
RifleAvenger replied to TheHitmarkersPro's topic in P4A Online Play
I'm good for Saturday the 17th. Count me in. I'm good for Sunday too. -
Weekly Persona Netplay Tournaments! (Interest check)
RifleAvenger replied to TheHitmarkersPro's topic in P4A Online Play
I'd be interested, though I can't attend any day prior to January 11th. -
Don't a lot of victory quotes vs. Sol indicate that he's willing to throw fights he'd rather not waste time on (ex. Ky getting salty that Sol is still sandbagging him)? Ragna could "win" if Sol gets bored and walks off.