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Everything posted by Angry Guy of DE
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I'd be willing to bet its related to just special moves and maybe her V-trigger as well.
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I always liked R.Mika from SFA3. She had nutty moves and command grabs. Irish whips into corners. Dynamic Entry assist buddy.
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Apart of me thinks it is a reference to Jaycee (from TTT2?) and Pika Libre will probably have moves similar to what she had. I would like to see Hawlucha, Toxicroak, and maybe Chesnaught as either playable or assist. Watch Magikarp be an assist that is useless (or is it?)
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I think it would be more like "Things x Character Likes" than what is precious. That dog was precious to Ram, the hamburger was delicious. What I would've liked to see was Slayer likes being like this... Likes: Sharon, Haikus, Pile Bunkers.
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Another thing to note especially in BB is that Air dashes get checked more easily because most of the cast has a reliable anti-air normal. The reason for this is that most of the time it is 6A/B/C or 2C not only has a good hitbox but also comes with invul. frames that protect them from jump attacks during their moves active frames. This differs slightly from GG where the normals that are considered anti-airs either have a generous hitbox or are disjointed (as in the character on the ground hitbox goes down to their waist or lower). This can result in some attempted anti-air attempts to lose because the attacker hits deep enough or has a more disjointed hitbox that hits the defender before they are hit themselves. also depending on the height of airdashes some character's standing normals can be used because of the speed of them as well as the hitbox from the normal used. Nevermind the concept of air unblockable normals, air barrier options, parry options, and options if clash occurs between attacks.
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That advice also goes to people that try to learn stick because they believe it will help them. Treat it like doing an exercise that uses muscles you normally don't use. Short periods of practice to get used to doing something and stopping when you feel any pain will help you more in the long run. Before you run a marathon first walk a block and work from there.
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Stuck Between Learning Blazblue or Guilty Gear.
Angry Guy of DE replied to HoodByLuis's topic in Beginner Mode
Older players that were active around the time of XX might gravitate more towards Xrd than CPE. Xrd will likely have more active players in tournaments. Xrd has Faust if you're into that.- 45 replies
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Gimmicks are good against only two types of opponents: Idiots and those that are scared of what you can do. You'd be amazed how many people get caught off guard when you stop doing ABC and stagger normals and test their knowledge of frame data leaving traps for them to attempt to DP. Want a fun time? Test out moves with guard point like Kagura 5DA and guard point fatal counter moves like Litchi DP and Hazama's Jakyion Hotenji in strings where a person would attempt to do a reversal. Make them scared to press buttons and you will find limit what you have to look out for in your gameplan.
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A faster 5C/2C that also might have less range. Even if they are faster they will still be slow compared to things like Ragna's 5B that with a micro dash has range that is comparable to 5C from my eyes. Kagura's neutral at least for me also includes the usage of [4]6A/B to help cover some of Kagura's blind spots. Honestly I try to avoid having to play neutral with Kagura so I'm either full screen holding [3] to either throw a fireball or B fafnir against airdash, or I'm close enough to start pressure with his B normals. Having to play with Neutral and trying to whiff punish moves with what could be a 15-16 frame start-up 5C/2C sounds like a bad time for me. Kagura either bulldozes or gets bulldozed in fights...CF Kagura sounds like a tractor that wins at a snails pace or breaks down halfway for any number of reasons.
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Even if CF Kagura becomes more viable with the changes, he's a character that won't play like Kagura. I'm aware how dumb it sounds. In the end Kagura is a ground focused character with almost no air conversion options from moves and his weak footsies were helped somewhat by how his current j.C functions. On normal hit it caused a crumple that let you get up in the person's face helping bypass the footsie zone, on CH you could scoop with 3C into a combo. The CF j.C has less recovery on landing but it potentially loses what made it so valuable for Kagura's move pool : A fast big (relatively) hitbox that can catch people trying to throw pokes out on the ground. I wonder if this is what Relius players felt like when they heard 3C wasn't jc anymore.
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Well just try to wait for footage I guess...despite the fact that Kagura will still have poor neutral because he has T-rex limb syndrome. Don't expect many things to get better in matchups though. Hakumen will still just 4C you to death from full screen.
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ArcSys Voice Acting [This thread has rules now]
Angry Guy of DE replied to SoWL's topic in Zepp Museum
Keiji fits because Kagura is older than most of the cast (Ragna, Jin, and such) and I remember from BlazBlue Radio: Keiji: "Kagura and me have similar tastes. Booze and Women." -
The change to Cfafnir with the added follow-up option pretty much makes it seem like the 214D finisher of Ragna's ID. I hope at least that 3C on air borne opponents (Such as 6C > 6DA > 3C) can allow more than 2DB or else it pretty much is just 3C > 2DB for CF. 3.2K in the corner off of 5B is really low for Kagura. I know its still in loke tests so hopefully it'll get better in time but that might be the lowest corner damage that he's had. It also makes it sound like Fafnir follow up doesn't give even frame advantage to do orb oki...even though A orb looks like it got worse in CF. I probably won't be happy with Japanese Kagura footage because Japan doesn't seem to think much of the character and most footage of Extend Kagura is questionable with some of their combos and spacing.
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Ground C normals seem to be faster but less range... 5BB (6B) can naturally combo into 2C... I guess this means that they are at least 1-2 frames faster for that to connect. If I'm reading frame data correctly: Extend 2C : 18 Frame start-up Extend 5BB (6B) : 17 frames of ground hit-stun So if 2C got faster and not 5BB(6B) getting more hit-stun then I guess that's how it works? 2C is actually 1 frame faster than 5C at 19 frame start-up, still slow compared to Ragna's 13 frame start-up 5C so I dunno about "willy nilly" 5C pokes. I want some Kagura footage.
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I referred to 2B being able to gatling into 6A only if he is still able to gatling into 5B. 2B > 5B > 6A Dude still has forever to hitconfirm crouching opponents into 6C... 6B being only 0 on IB puts it into a guess mash: Both Jin and Kagura's 2A are 7 frame start-up Jin's 5A is 6 frame start-up (5B is 7 frame) while Kagura's is 5 frame start-up. depending on pushback from 6B...some situational situations can occur. All these are as if both players inputted on the first frame. Both attempt to 5A = If Kagura can reach Jin then he should actually CH him due to have a frame faster 5A. Both attempt to 2A = they trade? Range dependent on who might have more reach. Kagura attempts to 5A while Jin 2A = Kagura's 5A will whiff while Jin will hit Kagura Kagura attempts to 2A while Jin 5B = Both start on the same frame but Jin's 5B likely has more reach and if it hits Kagura then crouching opponent confirm into 6C One side or the other mashes a reversal = the other person either pressed a buttons and got hit or didn't and blocked. All in all it seems to be better to IB C moves that Jin would attempt to go into 6B to keep pressure and check him with a 5A as even 6B on IB Jin seems to still be at the advantage in most cases.
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It sounds like Kagura's incredible damage from corner combos and confirms is going to be weaker. C Fafnir not wall sticking pretty much sounds like its not good for corner combos anymore. B Fafnir just seemingly got worse. 3C lost most of its utility straight up and is now just a sweep outside of comboing into 2DB. 5BB > 2C comboing is nice...but damage ability from that...? I liked his bad neutral but amazing ability to just kill in 2 combos. Dude has a big sword but has to "whittle" you down...what the hell?!?
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I'm gonna need to double check frame data on things... Okay. Reading off the wiki... Things that gatling into 6A (overhead): 5A, 2A, 5B Things that are jump cancelable on block: 5A, 2A, 5C, 2C So based on this Jin cannot use 6A as an overhead once he uses 5C or 2C in strings, but he is able to jump cancel them on block. Jin also cannot gatling into 6A from 2B if he has already used 5B in his string already. All ground normals besides 6A, 6B, and 6C Jin can cancel into 5D which can be special canceled as well. Knowing available gatling options helps control the mixup even just a little hopefully.
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I'll have to double check that...what string was I testing that ended with 5D? Wiki does say that 6C > 5D isn't a gatling so that's my mistake. ... His 5B is -6 on block? That move feels better than that on block...was it always that negative?
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Noted, I'll lab time that.
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Though it should be common knowledge but learn to IB 6C so you can react to possible follow-ups from it. 6C > 6B : IB 6C and you can 5A CH him from 6B. CH 5A > 6C > 6DA > 3C > 6DC > 2DB for around 2.3K and respectable corner carry midscreen. 6C > 6D: IB 6C and you can actually throw him. Do not attempt other actions because even if you hit him with 5A / 5B you will still get hit by the ice and lose in that exchange. 6C > 5D: This is unpunishable, 5D is too fast to even 5A and on block Jin can chose to either dash forward or do a special move like 236A. While this is the safest option for Jin he doesn't get frame advantage like the 6B and 6D. You might be able to [2]8C it but then you can't IB if you want to get the charge. Guard Cancel OD the 6C can potentially allow you invul through the 5D, not sure if Jin gets options from 5D on whiff. Other things to note: Jin 623C/D can be beaten by 6DA with its invul (and be CH 6DA) but be careful as if the Jin choses to jump on wake-up you will get punished. Avoid using 6DC as an approach since Jin will primarily only be doing air ice swords to zone and 6DC on whiff will put you in a bad place as you'll like end under Jin for him to come down with j.2C.
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Practice IB'ing Jin strings and CH 5A him doing 6B. Netplay says no. Go into lobby that seems to be for USA. Nothing but Japanese 0 Bars. What is happening?
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I'll wait to see footage. I was skeptical of Extend Kagura and later found him to be enjoyable. My one question is if 5BB > 2C works.