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Everything posted by Myoro
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Where do you guys get together? I'm sandwiched between 9 and 8 mile so I might be able to join. (I am a little scrubby tho~)
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I wonder... does anyone here play BB at Wayne State University? That's where i'm going now...
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Myoro replied to OmniSScythe's topic in Archives
If he's close and normal jump height 6A anti air works well, although you can get more damage on a 2C (fatal!) if you can time it well. if he's closing in at super-jump height or with an arial chain/airdash you can throw out a rising j.b to attack from below (a ch. from j.b hurts a lot.) Lastly if they are going at an angle such that they to land beside you, you can do a 214a~d(lv3) for a quick fatal counter. Also there is fun times to be had here with space parry, but that requires harsh timing, and its input is difficult to just pull out... -
I've got cousins I visit in Lansing, but I live in Ferndale (a suburb that borders on Detroit...) :/ There's like NO ONE here that plays Blazblue...
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Myoro replied to HiagoX's topic in Makoto Nanaya
That's only when she's trying to get zero weave stocks, and it generates 4+, depending on what came before it, so It's alright by me. As for her defense she does have a guard-point move and a low profiling 2A (goes under Ragoo=the=bloodsauce's god like 5B), but those aren't the best thing in the world now are they? -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
So did anyone see what Kokonoe's taunt is? If so could you describe it? -
So does that mean that j.a ans j.c are her only plausible overhead options without meter? 6B has to rely on counter hit and 236C doesn't overhead anymore does it? (not that 236C was very plausible ever)
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Ah thanks Mash! that answers most of my questions. The one thing I neglected to mention was that the problem I was having with 6A was that it would hit when the opponent would be directly above Tao, so her 2D would just zoom behind the opponent. I've tried super-jumping backwards and using j.C but the combo just kinda deflates from there. At that height I cant do any j.C->j.9D~A->land->2D shenanigans because the 2D won't hit on account of the A cancel happening too high up. So how does one get damage off of that?
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so, I have a myriad of questions. What's a tao to do when they've 6A anti aired a super jump height enemy? doesn't seem like I can get anything on them in time. Also the wiki says we can combo off of normal hit 6B... and I'm clueless there too. what is a good way to follow up a j.214bbbbb ender? All I know to do is go for a follow up air grab or ground 2D, but the opponent gets wise pretty quick. are there any high damage combo routes that give better oki? or end nearer to the ground? (I'm sure there are but I need one that I can apply easily) ^__^ How do I bait DPs with Tao? My main man Relius has his 236A twirl, does Tao have any gimmiks for the job? finally [2]~8D how does one work that in a combo? I know it can be used when tao is cornered after a 2C for massive damage, but what other uses does it have? any other pro tips are welcome but this is all I've got for now.
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His Crush trigger is a zaneiga like motion. nothing special about it though.
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I had an Idea for a character with fun time stop shinanigans. Basically this is how he/she'd work: they'd have a gauge above their heat bar that has 6-7 seconds stored inside of it (I personally would have it stylized with a clock hand pointing to how full the gauge is) Theyd be given around 10,000 health a fast forward dash and air dash, but a slower backdash/back air dash that covers very little distance. A normals would be jabs. B normals kicks. C normals would use whatever weapon I decide to give him further down the road. His drive of coarse would involve his time stop mechanic. they would have a fairly low damage moveset with non remarkable gatlings, that is until Time Stop is used. Like Carl or Relius his/her drive will be used to link together small strings of attacks for more damaging combos. How the drive would work: Time stoppage will not be as broken as it sounds. 214D (ground or air) will, after some fair startup and a really obvious animation, "stop time." This move hits the entire screen, but can be blocked high, low, and in the air. If it is blocked you will lose 2-3 seconds of gauge and experience punishable recovery. If the move is successful the screen goes monochrome and your opponent is put in their hitstun position, but any projectiles they or you launched stay on the screen immobile until the time stop is over. another important note is that if you attack your opponent while they are stopped YOU will take damage. while time is stopped your opponent is locked in space time so if you punch him you'll only succeed in hurting your hand. in the event that this happens on the ground this character will have an animation where they are nursing their injured hand if you used a jab or his weapon, or hopping around with a stubbed toe if he used his foot. if it was an air attack you will simply fall out of the air in an untechable state until you reach the ground. In any case whenever this happens your opponent will be set free from their time lock state and the announcer will say "COUNTER" and we'll all laugh at you. the way around this is canceling the time stop right as you're about to hit the opponent with your next attack. this is done by pressing "D" at any time while the opponent is stopped. The time stop move has a cooldown after you cancel it, so you can't just spam it after every other move. also your opponent's Bursts are disabled during time stop, but if a burst is attempted during timestop it will happen IMMEDIATELY as soon as it is canceled. (a trick to get around that would be to use a distortion or overdrive during time stop, THEN cancelling it) Time stop gauge is very precious. once spent it is difficult to get back. It can be refilled in 3 ways. It does recharge naturally but very slowly, it Would take about 30-35 in game seconds to refill the whole gauge from empty this way. Pressing 5D j.D and 2.D while time is not stopped charges this gauge. 5D will get you 2 seconds for every second spent charging, j.D gets you 1 second per second (and you float down like tsubaki's j.D) and lastly 2D will get you 3 seconds per second spent charging, but it has recovery frames. This character also has a slow/obvious command grab which has a C and D version. 623C will get your ENTIRE timestop gauge back and set you at neutral (dealing no damage.) the D version will only recover 2 seconds but will Immediatly put your opponent in time stop for a combo. That's most of the thinking I've done for this character. I also want him/her to have a projectile that stays motionless in time stop, so that it may extend combos when time is resumed. Please, anyone, help me to flesh out this character/ Balance this character! =) TL;DR: ZA WARUDO!!
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If I read right, the teleport goes 1-2 character lengths unless there is a graviton on the field, in which case it teleports past that. I can see the combination of 6D and teleport being good in runaway tactics. IE: you're cornered, you throw out a graviton 6D the opponent can ether do A: resist it with a dash/airdash/dead spike like attack. -in which case you can respond by teleportaling out of that son B: let themselves get dragged in and maybe fire a projectile. -Ether way you have space to relax and set up your brilliant shenanigans, or if the projectile is lengthy you can punish with teleportal or black hole and teleportal for a combo. or C: Do something I can't think of. because there's always a way out. This has me thinking of all kinds of things one can do defensively with Koko's Drive besides just screwing with their mobility. I can see "activate as a way to push some unsuspecting sap into a corner, when they are themselves baring down on you with corner pressure.
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not Kokonoe, according to Errol Bullet has 11K health. I suppose I should have been clearer.
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According to Errol...
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BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
She's probably his informant. The intro will probably be them exchanging certain numbers they've collected. (not really though it'd be funny.) Also bout koko's black hole distortion, how do you all think it'll be useful? My thought is that it won't be techable until the opponent hits the floor/ a long long time. so if she uses graviton she'll be able to suspend them in mid air for combo purposes. Anyone notice how kokonoe seems to have a little bit of everyone's playstyle? -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
All good things must come to an end I suppose. BUT let's not let that distract us from what's important! So Kagura's airborne stance teleports to the ground? That sounds amazing! I wonder if its quick enough to make air to air pokes, like Haku's J.C, punishable. Obviously it will be very important in extending corner and perhaps midscreen combos. (I know I'm being presumptuous...:P) I can also see this as a way to quickly touch ground after air teching some combo... could disrupt alot of Oki that uses air unblockables -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
He's got a incognito counter distortion so~ (I don't think we'll see a lot of CAs from him anyway...) -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
Rachel's 222B isn't a grab so at least there's hope hype -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
Doubly so since he can get 75+ heat in a weak combo and may be able combo into it consistantly from there -
BlazBlue@TGS Discussion Thread - Kagura/Terumi/Kokonoe hype time!
Myoro replied to Circuitous's topic in BlazBlue Gameplay
This thread has all the makings of an excellent idea! Mad props Circuitous, I, and I should hope all others, will do our part to make it a success. (which in my case, easily enough, equates to simply posting responsibly!) So with Teru's heat gain do y'all think his astral wil be actually practical in setups? It'd be increda-hype if there were gameplans revolving around it. -
What do you all think about people who reset their PSR to "0" periodically? Personally if, I've noticed someone's done it once, I give benefit of the doubt. If someone is doing it repetitively I kinda get peeved.
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Rapidly rotate joystick to increase Tager beam duration? are you TRYING to make me break all of my controllers arksys? that said thanks for the info Kurushii!
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Clearly a result of extreme fighting spirit. The burning is the cartoon-ish fire in the eyes. What I had meant is that the opponent was never there. the match only started because the timer for the character select screen reached 0. They prolly had to go do something urgent or they just turned the TV off and forgot they were waiting to find a match.
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It's rare, but when you're playing online with some genuinely good person and your system shut down as a result of a blackout, and you're mortified because it must have looked like a rage quit to them. I hate that feeling, but it's made infinitely worse if that match had you on the edge of your seat or your opponent was mopping the floor with you. This has happened to me twice now, and as a result I always give my opponent benefit of the doubt. Another thing. when I'm playing online and my opponent has obviously left their controller. Their character is just standing there, ABSOLUTELY DEFENSELESS. I never know what to do. I feel dirty if I take the win, I don't want incomplete games on my record so resetting isn't an option, and waiting to time out is a drag (usually they never show up) Is there some kind of unspoken ruling of what what should be done here?