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Everything posted by Wild Candy
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Guilty Gear Vastedge XT concept illustrations and story line thread
Wild Candy replied to Tenj|n's topic in Zepp Museum
I prefer the first one, the second one looks to frilly for battle. -
Guilty Gear Vastedge XT concept illustrations and story line thread
Wild Candy replied to Tenj|n's topic in Zepp Museum
DIZZY! FUCK YEAH! THIS IS WHAT I'M TALKING ABOUT! Anyway, love most of the new designs. (Albeit, Bearded Johnny looks like a total pedophile/lolicon) Dizzy in particular is my favorite new design. It feels much more fitting for her innocent personality! -
Name: Wild Candy Location: Cleveland Contact info: PM me, or Email me at xxblackbrokenstarxx@gmail.com Mains: Dizzy/Millia Other games: Blazblue (Rachel and Makoto) Persona 4 (Naoto and Yukiko)
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Wild Candy replied to OmniSScythe's topic in Archives
The Nail's aren't as bad jump spam though... I feel like the only match up for Makoto that's absolute balls though is going up against Lambda... Bitch was made to counter Makoto, Tager, and most likely Azreal. (She really doesn't like Sector Seven...) With the other zoner's its fairly easy to punish them for a mistake in their zoning. I.E Punish Rachel while Summoning Punish Hazama when ever a chain whiffs Punish Mu when ever she gets Stein Happy or whiffs a bad normal But Lamda is the only one who's zoning game just outright shuts down Makoto, it kinda pisses me off. The only person I know of who doesn't struggle using Makoto against her is Goro! -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Wild Candy replied to OmniSScythe's topic in Archives
Yep... And some how Makoto was the one who got nerfed in Extend... Way to go ArcSys... Mu pretty much plays like Dizzy on Steroids! At least give her a slightly weaker defense game! Anyway, Makoto can be a bit of nuisance for Mu in some ways, if they get a little careless, you can rush in and punish her before she recovers from summoning Steins. Barrier Dash Canceling is also helpful, for her Arrows Of Heaven Special, Steins, etc. Be very wary of being trapped in the corner though, like Makoto, this is where Mu really shines! Her Oki becomes freaking scary, and her pokes are near inescapable. I guess, the best thing I can say is, wait for a gap, and then punish accordingly. EDIT: Tao is just freaking messed up, it's impossible to step toe to toe with her in the air, and don't forget about her random bowling balls and baseballs stuffing your rush ins. The reach of some of her normals can really annoying to. Tao is just my worst nightmare, no matter what character I'm using! -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Wild Candy replied to OmniSScythe's topic in Archives
Yeah, the best thing I think of... Probably bait it, and try to predict when they'll use it. Mu's DP is really good, but it's range is short, and like all DP's, it's punishable on block of whiff. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Wild Candy replied to OmniSScythe's topic in Archives
Yeah, Makoto's damage output mid screen is really good compared to a lot of the cast, and her mid screen combos still are great at corner carrying! Makoto's initial dash speed is slower, but her top dash speed is much faster, which I'm pretty sure ties her with Bang for the fastest characters in CP. Her 5D attacks also have more untechable time, so there's much more time to set up Comet Canon Oki in the corner, which is very good for resetting pressure. Finally, she has one of the best overdrives in the game, which pretty much increases the speed and damage of her drive attacks, and basically, her combos turn into. "How many drives can I fit in one Combo?" and "Say my name Bitch! SAY IT!" All around, Makoto's improved a lot in Extend. And we get a small taste of CS2 Makoto in thanks to Overdrive, so all and all, I'm happy! -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Wild Candy replied to OmniSScythe's topic in Archives
This is basically things such as blocking, natural movement, poking properly, etc. In other words, Makoto is very dependent on the in game physics and mechanics, more then most characters anyway. Learning Makoto helps a lot with all Neutral Games. I'm constantly using Makoto Styled movment for characters like Noel and Rachel, and even in other fighter games such as Naoto in P4A. In other words, if you can learn Makoto's neutral game. You've pretty much learned most of the neutral game of the entire BlazBlue Cast and then some. -
It's okay, it was a decent way to start off with my Scrubby Rachel! I caption this battle, "CLASH OF THE SCRUBBY LOLI TITANS"
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Invite sent!
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Anyone wanna help me practice my Rachel for a bit? I could really use the practice!
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Okay, I've sent a friend request to all of you, and I'll invite you all to the chat room once its made. (I need at least one person to invite to create the Chat Room!) For future reference, I'll need help by having others befriend each other and inviting newer members to the chat room so my friends list doesn't over flow with in days! Okay! Thanks!
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Getting Back In: Need Advice on a New Main
Wild Candy replied to ELC1837's topic in Guilty Gear General
I'm pretty sure Order Sol charges up like Tsubaki in BlazBlue, before rushing you like Sol Badguy While Slayer gets off on people fighint back. Once somebody gets close to him, he uses his superior range and pokes to punish you for thinking you can fight back. I think they phrased it like this on Guilty Bits. "Most Slayer Players will leave just enough rope for the foe to hang themselves." -
You do realize that this is the FIRST Loctest, and most of these changes are subject to change. It's not until the final Loctest where we'll have to start worrying about the nerfs Naoto was dealt. And even if Naoto is hit pretty hard by the Nerf Bat, the best you can do is to suck it up and continue playing her, use a different character, or just not buy the game at all. In other words people, lets try and be a little more positive for the time being!
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I'll admit, Corner Oki Traps are going to be a little harder now, But I'm sure we'll get by some how. (Usually for Oki, I'd Meaty Double Fangs mid screen, and Trap Oki in the corner when not trying to pull off a SMP.)
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Yeah, Thanks a bunch StunEdge! Every bit of information is really helpful!
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Zeromus, I understand your a little worried about the Trap recovery, were all a little worried. But its too early to start freaking out considering this the first Loctest, even if it carries over to the final game, the best we can do is make the best of it, or play with a different character. Other then the Trap Recovery, Naoto's received some nice buffs through her new Venom Blade Special, a new Super that inflicts Fear, Silence, and takes off 6 Fate Counters, and her overall ability to remove fate counters has improved, making Instant Deaths more practical. So far, other then traps, things have been shaping nicely.
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Agreed, unless I was in the corner, I usually try either 5D~D or a meaty Double Fangs for Oki. Naoto's practical instant deaths are where she really shines, her Oki is nowhere near as good as someone like Yukiko, Yu, or Chie. I mostly use Traps to control Space, and then use Snipe to force some turtling, where I counter there rushes or jump ins with the proper shot.
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GG's AchedSphinx, sorry if I bored you all. Your clearly a lot better then my scrubby Naoto. Hopefully we can battle again when I get a little better.
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Okay, I'll send you an invite. I'll make it a 4 person room, so anyone else who wants to join, can.
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Anyone feel like playing now? I might start a room in a few minutes.
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That's too bad about the Mudoon thing, but it shouldn't be too crippling considering it was mainly used in SMP Loops, which are gone. The SB Gun Super that inflicts Silence, Fear, and Depletes 6 Fate Counters sounds freaking awesome! Imagine the damaging combos we could pull off of fear induced fatal counter when they can't burst because of being silenced! I'm not complaining about being able to take off more fate counters in combos, but it'll suck if Naoto becomes heavily dependent on Instant Deaths, but hopefully it'll focus more on comboing the foe while there poisoned from Venom Sword for more damage.
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Yeah, I was kinda stupid earlier for not wanting to learn SMP's, but that's one of the main draws of Naoto. I've got it to the point, where I can get to the actual loop after the set in training mode 90% of the time, but I'm still struggling to actually get it done in an actual match. My neutral and pressure games seem pretty strong though, along with my instant blocking. The Shield of Justice DP no longer needing to actually counter something is going to be super helpful for defensive options, which Naoto already has when she has meter. This won't make her low health, that much of a drawback.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Wild Candy replied to ludwig van's topic in Archives
I'm asking to play the mirror match from an experienced Naoto player here on Dustloop. I'd actually post a video in the critique thread if I could, but I don't exactly have any means to record it after I save the replay. -
[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
Wild Candy replied to ludwig van's topic in Archives
I just need one tiny favor, I want to go up against a good Naoto player, and get some feedback on what I could work on. I feel pretty confident in my ability to use traps, snipe, and move around to be a general annoyance, but I want to see how I can improve from a Naoto player's point of view. Any help would be appreciated! Thanks for reading!