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Everything posted by Angry Guy of DE
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
If BlazBlue teaches us anything it is one thing: Don't be friends with Noel. Everyone that is friends with her just keeps getting nerfed. -
Do you prefer the English or Japanese voices?
Angry Guy of DE replied to Grimsley-San's topic in Zepp Museum
http://img2.wikia.nocookie.net/__cb20100215203637/megamanfanon/images/c/cc/WhatAmIFightingFor.jpg Example of Questionable dubbing. As far as BB goes for me I like it in Japanese. No I don't speak it or understand it in any real way. Yes I prefer to watch anime in subs because most dubs only use the same 8 voice actors for characters. Now P4U I like both, Japanese Yosuke is great but I remember P4 with the English voices...and by voices I mean the original Chie dub and not the current one. -
Lose to a person because it took a match to figure out their habits, like mashing DP on wake-up. Play the person again, completely wreck their shit because you downloaded them. Person never accepts challenge again. Get constant 0 bar challenges for the next 10 minutes...
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[CPEX] Relius Clover Gameplay Discussion
Angry Guy of DE replied to HARD_BREAD's topic in Relius Clover
Let's see if I remember from some combo video... I think it was from AH FC 2C it went: 2C > 5D (summon Ignis or 236A for led lay) > 5B (dash depending on space) > 2C > 6C > 214B > 3C > 41236B > 5B > 5C (2) > jc j.B > j.C > j.236C~214B. I think it does around 3.4K I think this is the video, its like the second combo or so. https://www.youtube.com/watch?v=iD22T2rIxbM&list=FL-H1fgjmEannEvcyK0EuOqw&index=13 -
[CPEX] Relius Clover Gameplay Discussion
Angry Guy of DE replied to HARD_BREAD's topic in Relius Clover
As far as AA FC 2C you can generally visually confirm it on hit to either Summon Ignis if she isn't out or 236A to shorten the recovery from 2C. It's like Kagura's 6C normal hit vs. CH, you can confirm what to do if it actually CH'd. If it is a 2C AA that failed to CH then you can still 6C depending on height to confirm from it. If they block both and Ignis isn't too low on meter you can 214A to make it safe and pressure. On ground hit 2C FC...eh...I guess you could still follow non-FC AA 2C with 2C > 6C > 214A since ground 2C FC combos options are 41236B or Summon Ignis > 5B > 6D. -
mfw fighting netplay Azrael, Jin, Ragna, Terumi, Tager, or Kokonoe. Maybe this player will be interesting or unique or intelligent or- Nope...same wake-up dp and mashing 2A after doing something -4 or higher.
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I'm a bit unsure of what to do to get away from Jin strings. Jin's 6B can be checked when done from C normal if IB'd and then 5A for CH into 6C. Not sure if due to netplay but I don't know what Kagura can do when Jin continues pressure with 2D. Jin is left plus on block and Kagura doesn't seem to have any normal to contest in speed or range with Jin's 5B. Relying on 2[8] C feels too desperate to rely on.
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Practice ways to punish derpy strings like Jin 6B after 5C, 2C , etc. Forget that even the slightest of input delay will make my IB 5A instead of CH'ing get me CH'd as a result. Constant reminder that offline is the best line to follow.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
So I've been having a slight issue with converting some 6A in regards to jump-ins. Unless you catch them rather high with the 6A you won't recover to do a raw 5B instead of gatling. What do you normally do when the opponent is in that deadzone where they are too high to get hit by the 6A > 5B gatling but too low to let you recover and do a raw 5B? I know the normal options can be: 5A > 6A 6A > jc > air combo asteroid vision? 6A > jc > airdash j.B? I feel like I'm giving up damage and corner carry on these awkward hits. Relius has it easier with 2C FC... -
[CP] Makoto Nanaya Combo List Thread - v1.0
Angry Guy of DE replied to Bibiquadium's topic in Makoto Nanaya
Minor note is that throws are inputted as B+C instead of A+B. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Just the straps...*considers the situation* ... But she'll lose any upper body invincibility with just straps! I'm thinking her with a full suit jacket with tie and tosses it off Yakuza style with either the button shirt or a vest underneath...With her win pose still having her gut punch Kagura as he runs to get a touch. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
The concept of taunting and then still landing a Particle Flare sounds too funny to not try and use. As for ambassador...I'm getting this image of Makoto wearing an outfit closer to Vanessa's in KoF. I DON'T DISLIKE THIS IMAGE! -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Story discussion...its that depressing... Beastkin hate will not change over night regardless of what happened. Now if Kagura takes the lead for the people then it wouldn't be impossible for Makoto to be person to represent Beastkin in the seithr deprived world. With that said...Makoto and Kagura teaming up would be rather awesome babies as a result. Makoto will not have anything to do with Relius. End of Discussion...unless she was promised a clone army of Carls that never age or something. These patch notes have confirmed that Makoto apparently also got super beat up at the end of the game with her legs being crippled. -
Play Makoto. Press D. Release D. D keeps charging. Great.
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5C to 6C only combos on CH or if you were crouching. Air to Air does not work well even with Ignis since his j.C can catch her easily. Any blatant airdashes can be checked with 2C but his corner pressure is difficult to escape from with the current frame advantage he gets with j.C to j.2C. Jin's may try to go right to throw with canceling 6A (I believe he can do that?) But in terms of mixup 6A is easier to block than most overheads since it has a distinct animation and moreover a sound effect to go with it. Also be mindful of trying to 5A or 2A during pressure if you barrier block because Jin's 2A has more range than Relius's so you may pushblock your own 2A out of range while Jin can still touch you.
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[CP/EX] Kagura Mutsuki - FAQ/Q&A thread
Angry Guy of DE replied to MikelAL93's topic in Kagura Mutsuki
Just something to note with Kagura's stances is that his 6 stance A and B are not airtight and can be mashed out of easily and aside from 5A stance most are not safe. They also can only be canceled on hit so characters like Ragna can generally 5B after most 2 Stance enders. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
The butt was super meaty... -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
I'm not sure on the hitbox of j.2C but when I did Makoto mirrors with a random, my barrier block went nuts going left and right when I was under her...I didn't block the butt. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
The name of the move is "Cosmic Ray" The problem with the new moves she received was that they were supposed to be a frame trap tool but they: A) Can be mashed out of and B) either barely make her neutral or are actually minus on block...and that's before considering IB. Cosmic Ray would be a better tool if it functioned similarly to Kagura's Stance 6C that blows through projectiles. If she could armor through projectiles and close the distance or cause crumple on counter hit as a bonus her neutral issue would be helped in many matches. As is, its a weak tool that is only positive on block in OD which should only be used in confirms. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Well as a whole most characters lost 5B jump cancel on block, but the barrier pushback hurt her pressure. What she could use is an increase to 6A range and allow gatling to 2B. Right now it can only gatling to 6B which is predictable and gets DP'd on reaction. I might also be the only one but I really wish her parry was more reliable. Even with knowing what strings can be IB'd and parried the range on the catch will not reach the opponent while they are doing strings and you get punished for using it. I just wish the parry could catch > guard break animation > asteroid vision instead of a weak 1,200 ~1,500 Drive punish. -
People mashing 2A after moves that are at least -4 on block but input delay somehow makes my 2A getting CH'd. All of the tables were flipped against Kokonoe.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Makoto can parry 5B > B follow-up and 5B > 2C string. That may not seem like much but you can at least stop Azrael's that do nothing but flowchart pressure with that. -
I just want Makoto's Parry to actually be useful and able to convert without use of meter or being in OD prior. Just let us cancel it into asteroid vision instead of just the D follow-up, and not make it have a 5 frame start-up. What's Platinum's counter start-up in frames? It can't be frame 1 is it?
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Nerfing Particle Flare OD damage... If I remember right at minimum damage non OD PF with everything at level 3 was 200, 200, 700 to end up with about 1.1K minimum. OD was like 200, x number of hits that seems to do about 150 total(?), 200, 1050 to raise damage to around 1.4K or so minimum. This is just plain garbage, It's like they are making OD only be used to just finish rounds instead of maximizing damage off confirms. I blame Hakumen for this. -
His comeback aka robbing potential from air-throw was because it was made as a 2-hit move with a p1 of like 100 or something? His damage should always be high especially with stars to burn its just now he'll get less meter hopping in the air with j.C and won't have as much meter to catch people with his command dash that dodges everything but lows and throws. I don't fully understand Tao's changes but she won't be doing 4K off of most hits now? As far as Valk's changes, the wolf gauge seemed pointless since he could un-wolf and continue the combo long enough for the regen to kick in. His pressure might still be strong but it won't feel as though any type of hit give him the combo into corner carry.