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Everything posted by Dreize
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For the love of...
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Yeah, there's definitely this as well. Wolf mix-up + rising j.C makes 6C somewhat obsolete. And of course, while midscreen 6C is pretty much obsolete. It's good to throw out every once in a while though. It can catch people off guard, even at higher levels of play.
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Not just combo rate, he also got some p2 buffs on moves such as 2C, 2B, 236A, etc in Extend. I'm sure that you'll figure something out. 5A/5C perhaps? Wait, don't tell me. I relish surprises.
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My thought process. Drieze: "He does know that if I block any of these he is eating at least 6k meterless, right?" Random Netplayer: "NOPE! INFERNAL DIVIDER!!!" Dreize: "Welp." Hah. GG's to him though (I think his name was AnotherCredit?). Our matches slowly turned into troll tactics. Why does it always come to this.
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Doubt it. But who knows. This Ragna player uses ID every single time on wake-up. I can't help but chuckle.
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It being an anti-low is a double edged sword since it can be anti-aired, it having fatal counter properties is next to irrelevant since there is no added benefit combo wise, sure it has good meterless corner potential (as do pretty much all of Valkenhayn's human starters, I wouldn't give all the credit to the normal itself; give credit to Valkenhayn's damage output/p2 values). Not to mention the fact that it leads into nothing midscreen even with meter, has a crap-ton of pushback on barrier, and gatlings into nothing. It's also slightly slower than Noel's 6B. That isn't to say that no one should be getting hit by 6C though, don't misconstrued this statement. If I truly thought that nobody should ever get hit by it I would never use it. Even if I failed to block a 90 frame overhead every single time on netplay it still wouldn't change the fact that people shouldn't be getting hit by 6C as often as they do. And to be honest, I'm not too bad at blocking Noel's 6B. Not sure what you mean by that, but I hardly play against your Noel. The truly scary overheads are w[j.A], IOH w[j.A], and j.C > Rapid Cancel > j.C. 6C is just okay, and it being just okay is the reason that you don't see it being used all that often at high levels of play. Rising w[j.C] in CP is going to be pretty scary as well. Can't wait.
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Yeah, sure. But if it's not our usual 3 bar than I'm out.
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I usually tend to focus on 6B more so when my opponent doesn't barrier guard all too often. Since it has quite a few active frames it's good for building up wolf gauge and for frame traps. However, if the opponent does barrier guard quite a bit normals such as 6B, 5C, 2C, 6C, etc become far less useful and should not be abused. 6C is really good up until people learn how to block/mash out of/anti-air obvious 25 frame standing overheads that gatling into nothing. The three universal strings that I probably use the most are: - 2B > 5B > 3C/6C - 2A > 2A > j.C > Rapid Cancel > j.C - 2A > 5D > w[236D] Kin Tager did so well in the first round, ah well. Yeah, delaying the 2nd j.C isn't a bad idea. People I face usually tend to burst around the 3C > 236A area though. Oh well.
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Has Kiba been sharing his blockstrings? Hah. I kid, I kid. No worries, this is the right place to post it. It may be added to the guide as well, who knows.
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Easy to win with =/= easy to use.
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Tell me about it. I've been up till like 5 in the morning everyday. I can't bring myself to cheat by googling the answers to certain puzzles or by putting it on easy mode so I've ended up getting stuck a few times on obscure puzzles. Thankfully, most of them I fly through relatively easily. And of course, the story is fantastic. Love this game. Agreed. Removed.
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Throughout these past 2 weeks I've really been into "999: Nine Hours, Nine Persons, Nine Doors" and "Zero Escape: Virtue's Last Reward". It's been a while since I've actually thoroughly enjoyed a game story-wise. Anyhow, I've been playing both games quite adamantly as of recent. Earlier today, the topic of "Who are your favorite participants?" came up for the first time with a friend of mine in relation to the series. I immediately began to mark people off of my mentally constructed list, Clover being the first as I find her to be irritating. Contrarily, my favorites consisted of Phi, Ace, and K. I had lightly glanced over his avatar on numerous occasions, yet I never connected the dots and deduced that it was in-fact Clover. Today I came to this relatively obvious conclusion as she popped up out of nowhere (since it's a .gif) with that infantile looking smile plastered onto her face. I immediately thought "Wait, what?" and let out a chuckle. I then proceeded to make a post in this thread. Of course, I myself have never and probably will never fully understand this seemingly odd fascination with prepubescent teenage girls/lolis. But to each his/her own, right? So yeah. I wasn't trying to get off-topic from this threads initial intent, and my previous post was sort of a knee-jerk type of reaction.
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Just realized that this Lord Pwnge18 fellow has a Clover .gif as his avatar. How funny.
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Thank you for putting a smile on my face so early into the day.
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Was curious to see how you handled the Taokaka match-up. How on earth are you teching all of these throws.
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Out of all the playable characters in BlazBlue, including the new additions to CP, Valkenhayn still manages to come in last. I do not understand Japan's taste in characters. Welp.
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I will admit, perhaps I was being a bit too nihilistic. But in truth, I wasn't trying to be. I was just assessing/evaluating our current CP Valkenhayn. No matter how I sound via text, I am not complaining. In-fact, I'm quite content with the nerfs/changes and happily welcome CP Valkenhayn. I'm so glad that our wolf mix-up isn't just A mash anymore as well. The "universal" meter gain nerf isn't truly universal since Hakumen managed to zanshin that nerf and turn it into a buff. So in a sense, it's an "almost-universal nerf". But, in truth, no matter how you look at it in relation to Valkenhayn. A nerf is still a nerf, that is undeniable. Valkenhayn's meter gain was nerfed to about 1/3rd of what he used to obtain (roughly), which is partially due to the fact that beast cannons now give around 1 meter as opposed to 6 per use. Now, whether or not his meter gain nerf actually effects his meter gain tier among the other cast members is an entirely different story. Same principle applies here. The loss of gatlings after 6B (in addition to the fact that it doesn't force crouch anymore) do effect him. Perhaps not as a pressure tool since it retains it's absurd +8 on block, but as a combo tool most definitely. After a 6B you'll mostly be seeing 6B > 2B > 5C > 236B~236B nowadays as opposed to something that uses 236C (by the way, combos that involve 236C seem to do a good amount of damage in CP) such as 6B > 5C > 236C, etc. Also, it seems as though we have lost 2C > 236C as well, but we can't properly confirm this yet. Na, his wolf mix-up was nerfed. But it's still quite good. Losing a 6 frame low that chains into itself 3 times most definitely outweighs a 10 frame low and a new slow-ish overhead. To be quite honest, as long as he has the wolf break w[j.A] IOH and a serviceable low in wolf mode his mix-up will always be strong. His defensive options stayed the same (they still suck) but their applicable usage in practical situations has obviously been shrunk due to his meter gain nerf (this applies to everyone else of course, aside from Hakumen). You're right, you shouldn't be relying on CA's or reversal sturm wolf, but that doesn't mean that they don't have there uses; albeit a bit situational at times. Also, in-case you don't already know; konig flug's damage was reduced (it's minimum damage was cut in half from 40% to 20%) alongside sturm wolf's. I'm going to have to disagree with this. While the few aforementioned things you mentioned are most definitely apart of what makes him strong, a few things are missing. For instance, in Extend I could list one of his strong points as "He hits like a truck" whereas in CP that is simply not true (it may also be important to note that characters such as Litchi, Jin, Hazama, etc are now doing more damage than him as well). The same thing can be said about the almost-universal meter gain nerf. And to expand on the meter gain nerf, Valkenhayn's human mode pressure/mix-up without meter is far from lengthy and somewhat laughable. j.C > rapid > j.C fuzzy set-ups were extremely ambiguous in Extend (a 15 frame IOH which led into 4k with corner carry is pretty scary). Additionally, 236A > rapid cancel set-ups into things such as: -2C > 6B, etc -2C > 6C, etc -2B > 5B, etc -5D > 236D, etc were also a core part of our human play. And, we lost important gatlings and a 6 frame low that chained into itself 3 times. And yes, of course we did gain new things, but once again; the nerfs far outweigh the buffs in my opinion. I mean, if "absurd damage, absurd meter gain, absurd mix-up, important gatlings, etc, etc" weren't apart of what "makes him strong in the first place" than I certainly don't know what does. I feel as though I may be repeating myself a tad, so please do try and forgive any redundancies within my argument.
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Am I missing something here? I've always been under the impression that he retained the same VA, but the filter changed; which consequentially makes it seem as though he obtained a different voice. And of course his past lines didn't change, but he did gain new ones due to story expansion in future iterations.
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I was referring to Extend Hakumen as opposed to earlier iterations wherein he seemed to be much more tranquil. Oh, I see. Well, to each his/her own. I like it as well.
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What's the issue with Hakumen's voice exactly? I personally feel as though his contemptuous tone makes him sound much more zealous towards his unwavering cause/purpose. Additionally, it can be rather humorous at times.
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He is a good character in CP. Who on earth is denying that? Certainly not any of us, as far as I can tell. I agree. Somewhere in the A- to A+ tier range. We do know why Valkenhayn is a strong character, frankly; it's quite obvious. And in-case anyone is unaware, his corner carry was also nerfed due to the w[5B] not launching change. He still has solid corner carry, though. His damage and meter gain did deserve a nerf. I've been saying this for quite a while now. Again, is anyone denying this? Perhaps, sure. That theory certainly holds true in CP, as he is still a good character. Also, not sure what you meant by "them on edge during during and defense". I'm going to assume that you meant to say "them on edge during defense", feel free to correct me if I'm wrong. 2-3k isn't bad at all in, you won't be seeing 4k+ too often though during tournament play (I myself have only seen Valkenhayn reach 4k+ a small handful of times, and this is coming from someone who watches a busload of CP Valkenhayn footage); which is perfectly fine with me. 5k meterless off of 6C in Extend was a bit silly. And unless they gave 6C a pretty substantial P1 buff in CP (which they didn't) the overall damage potential off of it was undoubtedly going to drop, which it did. But, to take a look at the bright side. 6C is now +5 on block for whatever reason, as opposed to Extend's +2.
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More like cross continent combat.
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When I say excessive, I mean unrestrained. Something without limit. You can substitute that word for many other similar-ish ones if you'd like. For instance; unrelenting, continuous, never-ending, etc. Enjoy.
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Somehow the misguided notion that excessive zoning/and or keepaway in a video game is a form of cowardice has become quite prevalent among salty netplayers and many others alike.