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Everything posted by Dreize
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Yeah, saw that. Thought it was pretty funny looking, does a bit less damage than the regular BnB but it's a pretty negligible amount. For me, personally, the slightly delayed 6B stuff isn't too bad. The thing that really kills me time and time again is that ever-so-slight delay before 236A in certain instances.
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Kiba, you accidentally mixed up the timestamps with the Litchi player.
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Oh man toan, that was easily one of the wonkiest sets that I've had in a long while. Thank god no one was recording that, but I had a fun time with it. Sometimes it's nice to just sit back and press buttons. That part where you whiffed the astral and then we both instinctively mashed out raw OD had me dying. GG's dude, fun stuff. I would have done a few Nu mirrors but I know a lot of people seem to hate mirror matches so I didn't bother.
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BlazBlue Question Thread - Ask your questions here!
Dreize replied to KayEff's topic in BlazBlue Gameplay
http://wiki.shoryuken.com/Glossary_I-Z#Tiger_Knee_.28Motion.29 -
What combo route are you referring to? The issue with the IAD > j.B > j.C route on Bang, Jin, and Rachel is the fact that the j.C whiffs, not the 5B afterwards. Just tested, still doesn't work on them in 1.1.
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Character-specific notes are listed on the OP, the IAD j.B > j.C route shouldn't work on Bang or Jin.
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Ah, the good ol' 3C > 236C route. It's still cool but I don't like it very much in terms of practicality. Thanks for notifying me about the twice written combo. A few things: -Weeded out some more combos that I didn't like. -Changed/optimized a few combos. -Updated the heat gain/damage of every combo in the thread with a w[j.C] starter. -Re-added/re-made the Recommended Valkenhayn Combos list. I'm pretty confident in my new list (aside from a few combos, such as the 6B FC combo) but I'm extremely biased so I'd like to get the input of others as well. Once we reach some sort of consensus I'm going to pester Kiba (sorry) to make a video of the combos so that newcomers have a visual reference. Also, I'm still not even remotely convinced that the cornered w[5C > 236A] route is practical off of a raw w[5C] starter so I omitted those combos from the list. Off of w[j.B], w[j.A], w[j.C]? Sure. w[5A]? Probably. w[5B]? Eh, maybe. w[5C]? Nope. Anyways, I remembered why I don't like the 5B > 5C > tk.214B > Forward Dash > 5C, etc route today. Can't get it down on certain characters (probably character-specific, but for some reason it's not listed anywhere in my notes). Oh yeah, Kiba, do you happen to have the color code for the Heat Gain? I need to list it in my notes for future reference. On a side note, I can't get the Recommended Combos List spoiler/collapse tag to close anymore. Not sure why.
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The color of your square online has meaning?
Dreize replied to PozerWolf's topic in BlazBlue Online Play
Rank. Pink = A Orange = B Yellow = C Light Green = D Green = E Blue = F Light Blue = G White = Undetermined -
Combo thread updated with new combos. I'll be weeding out the outdated combos tomorrow and re-creating the recommended combos list.
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My thoughts exactly.
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Ah, yes, off of brj.A it should work.
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Sucks that the first route only combos on crouchers, Kiba. That's a pretty decent way of going about things though, regular wolf > human transitions. But yeah, Magaki. I saw Souji's play earlier and it definitely effects him. It's been effecting me too. I just hate not combo'ing into things when I get a proper hitconfirm. Eh, I'm still undecided when it comes to this. I'm leaning towards only using brj.A cannon routes in the corner, though. On a side note, they STILL haven't fixed his english voice wolf sounds.
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The limey exclusive lag is just so damn quaint. It literally freezes for like 5 seconds at a time. What is this.
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Good stuff, guys. So, has anyone conclusively decided what they will be doing off of w[j.A], if anything? Right now I'm using the cannons despite the bad oki, damage, corner carry, wolf meter usage, etc just to see how things go for the first week.
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Thanks for notifying me. I'll be updating the combo thread this weekend with a lot of the the new stuff.
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He can technically do w[7D > 4C > j.44D] but he doesn't even need to since he can just input w[7D] during superflash and completely avoid it. He should only get caught if he uses w[4D].
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Should be able to w[7D] to get out of harm's way.
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Average damage output only 2.9K? The horror. How could they do this.
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I support this change. I've always wanted quicksand in my fighting games.
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Yeah, the general rule is that you want to use 2C on opponents that are higher-up whilst using 5B against opponents that are lower otherwise things will start to drop. Also, Corner: 5B > 3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A] > 5D > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3285 DMG, 23 HG] Pretty sure that we had to use a 3D command dash in 1.0 in order to get the 3C ender in this scenario. Thankfully we don't have to anymore so this route is actually pretty good now as it uses almost no wolf meter. I'd say it depends on how close you are to the corner. For instance, if you know that you wont be able to reach the corner then I'd just go with tk.214B > Forward Dash > 5C, etc whereas if you are close enough to the corner I'd go with 5C > 6D > j.A > 5D > h[5B > 5C > tk.214B > IAD] > j.D > j.A > j.A > 5D > h[5B/2C > 236A > 2C > 6B > 5B > 2C > j.B > dj.B > j.C] [3052/3119 DMG, 21/22 HG] for better damage and wolf meter conservation.
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Eh, the biggest problems I have with that w[j.A] combo is that A. You have to be point blank and B. Even if you're point blank, the combo still isn't universal. This is pretty much required for w[j.A] > Human Interchange mix-up now, as we can no longer go into 236C > 236A > 2C > tk.214B > 6C, etc. If you're going to do a midscreen to corner combo from a human confirm always go with 2C > 6B first unless you're not confident with your execution. Additionally, if you'd like a midscreen to corner combo from a human confirm that has good wolf meter usage/conservation you can just use one of the delayed geschwind cancel routes like: 5B > 5C > 236C > Delayed 6D > w[j.A] > 5D > 2C > 6C > Forward Dash > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3670 DMG, 26 HG] Which uses much less wolf meter and gives all of it back whilst still doing great damage.
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First Impressions: I've played about 25 or so matches with CP1.1 Valkenhayn and he feels pretty similar to his 1.0 iteration. Things to note: -You have to play passively a lot more in neutral. The negative penalty buff helps out with this. -Not being able to convert aerial w[j.A] confirms into legitimate combos takes a bit of fun out of the character, as you'll mainly just be doing (AH) w[j.A > 5B > j.A > j.C > dj.D] > j.C or into w[j.B] knockdown. -Can't be too reckless with transformations during neutral due to wolf gauge nerf. -Distance increase on human backdash isn't even noticeable. -Distance increase on wolf backdash seems to be slightly more than h[4D]'s distance. Don't really like his wolf backdash anymore. -His wolf mix-up is still amazing. -The w[5C > 236A] route is really only practical off of certain starters (the main one being w[j.C] in my opinion). -I've had to use human oki a lot more now. -I don't mind the wolf gauge nerf at all. Gotta pay more attention. -I'm still trying to decide how his overall practical damage output has changed. Off of less-used starters such as throws and w[5A] we've received slight damage buffs whereas off of primary starters/good starters such as w[j.A] and w[j.C] we've received slight damage nerfs. -Throughout all the games that I've played thus far I still haven't lost my wolf meter completely. Not even once. It's the same as in 1.0, you should know your wolf-meter-related limits and stop/act accordingly . -w[j.A] combos that use cannons use quite a bit of wolf meter. Not entirely certain if they are worth it yet. Overall he just feels like a tamer version of CP1.0 Valkenhayn. Still a great character.
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Feeling like a rekka character or something with all these QCF's, beast cannons off of w[j.A] galore. Still haven't decided how I'm going to approach this version's w[j.A]. Anywho, 1.0 Valkenhayn and 1.1 Valkenhayn feel very similar so it was easy to just jump right in. Aside from a few different damage values (more off of throws, less off of w[j.C], etc) not much has really changed. Within the first 20 minutes or so I have. Corner: 5A > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [2941 DMG, 21 HG] 5A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B] [3006 DMG, 21 HG] j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3447 DMG, 24 HG] j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > tk.214B > 5B > 2C > j.B > dj.B > j.C [3460, 24 HG] Midscreen: 5A > 5B > 5C > 236B > 1D/2D > h[2C > 6B > 5B > 2C > j.B > dj.B > j.C] [2829 DMG, 20 HG] j.C > 5B > 5C > 236A > IAD > j.A > Delay j.A > 5D > h[5B > 5C > tk.214B > IAD] > j.D > j.A > j.A > 5B > j.A > j.A > j.A > j.C > dj.D > h[j.C] [2868 DMG, 19 HG] j.C > 5B > 5C > 236B > 1D/2D > j.D > h[2C > 6B > 2C > tk.214B > Forward Dash > 5C > sj.B > j.A > j.B > dj.B > j.C] [3204 DMG, 23 HG] Midscreen to Corner: j.C > 5B > 5C > 236A > j.236B > 6D > j.B > j.A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B] [3161 DMG, 22 HG] Back to Corner: 5A > 5B > 3C > IAD > j.A > Delay j.A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C > 236B] [2699 DMG, 19 HG] j.C > 5B > 5C > 236A > IAD > j.A > Delay j.A > 5D > h[2C > 6C > Forward Dash > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3013 DMG, 21 HG] j.C > 5B > 5C > 236A > 236B > 1D/2D > j.D > h[2C > 6B > 2C > tk.214B > Forward Dash > 5C > sj.B > j.A > j.B > dj.B > j.C] [3236 DMG, 23 HG] I'll experiment more later, I'd like to see how the wolf gauge is in neutral now.
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Thanks. Rising w[j.C > 5C] only works on crouching opponents in 1.0. And yeah, thought so. We're doing slightly less damage off of w[j.C] now as opposed to slightly more like we initially anticipated. Our old BnB does 3255 damage as opposed to 1.0's 3586. Looks like w[5C] is without a doubt our best wolf starter now.
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Since it's the last get-together before the alleged 1.1 patch on Tuesday I will be attending this.