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Everything posted by Angry Guy of DE
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Hearing the demo coming a day early and not having to make a HK PSN to download makes me happy. And of course Revelator gets Dizzy and 1.03 update today. I think waiting another month won't be as hard as I thought.
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I forgot K' Team hasn't gotten a trailer yet. If we get one team a week then probably by the release of the game we'll get a trailer for every team.
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So at this moment we still don't have trailers for the following teams: Team Psycho Soldier Team Ikari (?) Team Women Fighters Team Another World Team South Town Team China I totally forget that Ramon had a command normal of df.B. From the trailer he could do df.B > dropkick (214A/B?) so if it is special cancel then it probably can be MAX canceled. Ramon might be great in slot 2/3 if he isn't too hot at building meter.
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The trailer showed that Ramon's command grab super could connect corner or no. Whether the pick me up hit sends the opponent back further is debatable. The other super where Ramon jumps off the wall similar to Makoto's SA2 in 3rd strike is probably corner dependent. As for MAX mode I'm referring to whether he has confirmable strings into MAX activation. If he can do cr.B >B > MAX > st.C/D into moves then more power to him. I'm aware that Blue Mary isn't in the roster. DLC characters have not been confirmed 100% yet but I'm moreover saying that if she does ever return she likely won't be the same as she was in older versions with her hit-confirms. Just don't get Nostalgia goggles over characters and then be disappointed when they aren't as strong as you remember.
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Ramon has a pick me up move that is super cancel-able. He might not be able to do much with MAX mode but any of his moves that allow the pick me up into super makes him able to constantly confirm supers. Angel probably will have pretty good normals or be tricky once she starts pressure. Blue Mary won't be as amazing as she was in the past...she was pretty amazing. King of the D has Clark's guardpoint grab so KoF13 shenanigans are still alive. He apparently seems the weakest but if his jump gets less floaty he could be viable.
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B-but mah Whip? Well who could really want to be on Iori's team? Most people that were with him either betrayed him, got murdered, or got murdered super hard and still hangs around like ghosts.
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Shun'ei? Oh the Chuunibyou looking dude. I thought it was said that he was the protagonist of this arc. I hope most of the older characters don't take him seriously in the story mode.
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Vice being back means that I still got my old KoF13 team. That weird new girl...she scares me with those huge googly eyes.
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Understand that you don't use this tactic in neutral. Dash-through growler is used when the opponent has blocked something that leaves you + like 5BB so that normal mashing could get them punished on start-up. Not too many people use it because it is a slight gimmick because it can catch anyone off guard the first and after that they will respect it less. THAT said. Dash-through Growler > RC > Dash-through Growler mix-ups works 90% of the time all the time.
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The thing to understand about the dash-through Growler is that it is a TK Growler. Azrael's forward dash is jump cancelable so if done properly it is incredibly hard to react to. Without meter to RC you don't get much in the way of a combo but it is a very tricky mix-up option that most people won't block if you rarely do it.
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What are the most annoying playstyles?
Angry Guy of DE replied to ViolaSorel's topic in BlazBlue Gameplay
People that lose and then can only comeback saying that they would win if this was online. Either that or people that then say that I would be feed for them in League. What is a feed? Are they horses in that game? -
Central Fiction Arcade Plot Discussion (spoilers)
Angry Guy of DE replied to Chaoschao222's topic in Zepp Museum
It would be a small price to pay for Noel to die so that Kagura can live. Who's gonna miss Noel just pop somebody else into the unit like a 9V battery. -
There's still a Delaware group, we generally meet on Fridays so long as there isn't sever weather, tournaments out of state, or other situations. We made a group on Facebook for everyone since not everyone plays Xrd but still played fighting games. Not sure if we have met before. I go by the name Angry Guy.
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Other things noticed from the twitch stream 5B can also pick up after [8]2C. [4]1236C can also combo after [8]2C when close to the ground. [2]8B > [2]8C seems to combo in the corner. [8]2C should then be possible at the end.
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3C > 6DC working is great news. [8]2C looks like 3C can pick them up after that in the corner. Not sure if it is character specific or the Kagura player actually hit it on the later frames so he could do 3C afterwards.
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Controlling the pace of the match doesn't always mean that you are passive or aggressive to be honest. If you play a character that is good at pressure, being able to start it helps you control the match. This doesn't mean start of round IAD as that can be countered through several means. Being passive can also mean being at a range where you can at any point close the distance and start your pressure if your opponent makes any mistakes. As for just tossing out normals, I'd think it is something done to check a person's reactions and ability to recognize actions. It's said that back in SF2 a person that is forced to block two fireballs in a row will try to jump instead of blocking a third fireball. Tossing a jab can be done as a feint to make a person commit to an action that you can counter easily. I have been reading a little too much Hajime no Ippo as of late.
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Anyone know why there's no balance changes in Revelator?
Angry Guy of DE replied to D-D-Domo's topic in Guilty Gear General
Dear Revelator, Please make Slayer's Dead on Time not have a terrible vertical hitbox. Oh yeah and stop letting things clash with Eternal Wings. Also not make Undertow so completely ass. Thanks. -
Going by wiki and gunframe, May's 5K has foot invul frames 4-17 so May really can decide either to 5K, Block, or Backdash. Also don't press buttons if you block May's 5H. That thing's frame advantage puts our stuff to shame. Btw does 6P stand well against May when she is coming down with j.S, j.HS because 2S didn't feel very trustworthy.
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So things I learned playing doing some casuals against a May player. May has a pretty good backdash. May 5K will beat Slayer 2K so UP > 2K mixup can just straight up not work. May 6K actually goes over Slayer 5K...that is depressing. May's arms when summoning a hoop don't seem to have a hitbox(?) DOT went straight through her arms when they were raised up.
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Is that Ono putzing around in the background of Laura's stage?
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What a rather meh reveal. Would've liked to see them add from Alpha or SF3 more than SF2 veterans. Gief's climax arts looks very weak. No atomic buster whatsoever.
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I read Carlos and the first character that came to mind was Carlos Oliveira from RE Nemesis...A poor choice when we could've had Billy Coen.
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I can't wait for Hitomi to have a counter move where she bites off the opponent's fingers.
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I think what feels off with CF Kagura is how most of his Drive moves don't really work together anymore, this especially with the 3C nerf. 2DC borders on corner only usage aside unless crouch confirms into 5C > 2DC > 6DA still work. Meanwhile Jin probably can still do his old corner C DP loops for 3K+
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That damage is very sad, even considering that its a loke test. 2C > 5DA > 6DA is pretty cool but options after that seem a bit iffy. Probably only 3C > 2DB / 6B > j.B > New move to knockdown / maybe [4]6 A/B to enable more than one hit of it in this version? A orb oki looks weaker in this version as it moves forward to the extent that it goes off-screen. B orb will probably be the go-to for corner oki.