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Everything posted by Wild Candy
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[Xrd] News & (Theoretical) Gameplay Discussion
Wild Candy replied to Shinjin's topic in Guilty Gear General
Cross Play! SCORE! Time to get my first fighter for my PS4! -
[Xrd] News & (Theoretical) Gameplay Discussion
Wild Candy replied to Shinjin's topic in Guilty Gear General
I think it's safe to assume when they say "Holiday Season" They mean Late October or November, because think about it. Even before thanksgiving, every department store has a bunch of christmas decorations up. I imagine it won't be too far off from the "Fall" release date -
BBCP Netplay Tourney (June 8th, 2014 @ 3PM EST)
Wild Candy replied to MastaToken's topic in BlazBlue Online Play
I can enter this as well. PSN: BrokenStar96 Location: Ohio Timezone: US Eeastern Time -
P4A PSN Invitational (June 22nd, 2014 @ 3PM EST)
Wild Candy replied to MastaToken's topic in P4A Online Play
Um... If there's still room, I can play. -
Okay, thanks for the help Pochp. I want to try and get better with My Mu. So I could use someone to play with and practice. If anyone wants to, feel free to add me. My PSN is BrokenStar96. I'm not very good, but I'll be greatful for any matches. Thanks
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The better rushdown characters in BB are Noel, Bang, and Valkenhayn Noel has a scary stagger pressure game, and with her drive which places her in a stance where she can link 4 unique normals and an ender, she can create some scary 50/50's. Noel's major failings though is her only reversal option is 4D, which looses to anything that has foot properties. Her sense of neutral is very dependent on a good sense of fundamentals. And without our her drive, Noel has a very bad mix up options. Bang is a very fast and agile character, who excels at breaking in using nails that make him hard to anti air properly. He even has a pretty high damage output. Unfortunately, he's very reliant on meter for reliable defensive options. Plus, if he runs out of nails, he struggles at approaching the opponent safely. Valkenhayn is actually rather unique, he has low HP and poor defense along with being rather slow in terms of mobility, but he has the ability to transform into a wolf which increases his mobility to one of the best in the game at the cost of blocking. While his combos don't usually have a giant amount of damage, he makes up for it because his combos end in knock downs, and he can easily perform 50/50 mix ups after those knock downs, effectively allowing to keep the foe from playing. Valk requires meter to escape pressure, and he's rather dependent on Wolf Form for neutral which has a meter that will need to cool down if it fully depletes. Their are also other rush down characters like Bullet, Izayoi, Makoto, and Tsubaki. But they struggle a great deal in a good chunk of their match ups, so their usually considered low tier. Anyone correct me if I'm wrong, since I usually forget important stuff or misread certain facts. Anyway, hope that helps.
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Hey, I'm a relatively new Mu player whose been lurking on the forum for awhile. I'm starting to get the hang of her, but I have a few questions. 1. What should you be paying attention to placing steins? Like in what situations would you want to place a stein near you, and when would you want to place a stein next to your opponent? 2. When is the usually the best moment to use Totsuka Blade? Because there are times where I throw it out but the way my Steins are set, it doesn't really do anything to actually help me, and only allows my opponent to close in easier. 3. When is usually the best time to use Blessed Mirror, and what are some usual ways Mu tends to use meter save for Wisdom of The Devines to go for the kill?
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Anyone up for games in BB? I'm a scrub Rachel in need of experience.
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Anyone feel like playing me in a few minutes, I could use some Mu practice and some critique after wards
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Wild Candy replied to HiagoX's topic in Makoto Nanaya
Um... Okay, I'm going to give some of my thoughts, feel free to agree or disagree, okay. After playing around with Makoto today, I feel like her combos got a little harder, but at the same time, I feel like they have a little more pay off in some ways. Like while the Makoto's damage output on mid screen combos went down, her corner carry is about the same if not a little better. The mid screen route I've been using goes along the lines of 5B > 5CC > 2Dlv2 > 5B > 6A > 214B > j.B > Corona Ender/j.D This'll actually get you a good distance across the screen. It also helps if you use the new revolver action with j.B > j.D to smack the opponent into the corner. Next, Makoto's combos in the corner have been increased and some new combo routes have also been added courtesy of the new 6B~C ground bounce property. From here you have two options depending on your combo path. More often then not, your best option is go with 5B > 5C > 6C > 214A~C > 236D > 6A > 2D > 6B~C > 5D After the 5D, you have two options. A.) Go for Oki B.) Go for more damage via 5CC > Air Combo ender or 5CC > Particle Flare if you decide to go for Starter > 5CC > 5D, you sacrifice Oki, but you get some better damage routes. My personal favorite route is going with 5B > 5CC > 5D > 214A~C > 236D > 6A > 2D > 6B~C > (Delay the C) > j.C > j.B > j.C > j.B > Corona Upper (This'll fetch you 3.9 K) Or you can omit the air combo ender and cancel into Particle Flare right after 6B~C, and potentially get between 4.5 and 4.9 K depending on your timing with the Particle Flare hits. Long story short, they sort've placed more emphasis on Makoto's game plan which is often considered "Carry them to the corner, then blow them up" and gave more reward for getting the foe in the corner. While I'm not going to deny that some of the Makoto nerfs did hurt a little, I'll also argue that the rewards she gained along with the overall balancing of the rest of the cast, makes things slightly easier for Makoto in the long run. Sorry for ranting, hopefully my insight wasn't too terrible. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Wild Candy replied to HiagoX's topic in Makoto Nanaya
Can I get an invite to the skype group? -
Um... Forgive me for asking, but is there any good scene's for Guilty Gear/BlazBlue/Persona 4 Arena/etc. In the Cleveland/Chardon Area? I'm still a minor in high school, so I can't exactly leave far from home...
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Persona 4 Arena PSN Tournament (May 18, 2014 @ 5PM EST)
Wild Candy replied to MastaToken's topic in P4A Online Play
Um... Sorry to do this, but I'm going to withdraw. I'm not a position where I feel comfortable enough to acutally play because I'm still struggling with the basics of the game -
Persona 4 Arena PSN Tournament (May 18, 2014 @ 5PM EST)
Wild Candy replied to MastaToken's topic in P4A Online Play
If all else fails, we could just a stream with commentary -
Hey, long time lurker of the Rachel Forums. What are some good ways to pressure the opponent close range? Like, I know your main goal is go into 5B and do a 50/50 mix up. But, what should you do if your low on wind? Should you use stagger pressure at all? Is it possible to force the game back into neutral? What are your main Pressure normals other then 5B and 2A? Thanks for reading.
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Persona 4 Arena PSN Tournament (May 18, 2014 @ 5PM EST)
Wild Candy replied to MastaToken's topic in P4A Online Play
I can still play -
Has anyone been able to hunt down any more Ram-chan video's? It seems like some video's with good Ramlethal footage are getting a little hard to find. Anyway, I was looking at some tier lists, and it looks like more often then not, Ram is usually placed mid tier. Basically, she's strong enough to make match ups against Potemkin and Venom pretty tough, but against top tier characters like Zato or Millia, things get a little crazy. Looking at some match up videos though, it looks like characters like Sol and Potemkin are better match ups for her because of the fact she's fairly free to control the match in neutral, and their forced to respect her sword oki, but match ups like Zato and Axl can get a little tough since they effectively outzone her, and match ups like Millia and Chipp cause her a lot of pain because of their ability to move around the screen at high speeds is enough to get in on Ramlethal without giving any craps about her swords. (The Millia match up in general is really tough because of her pin.) So basically, in terms of tier placement and match ups, Ram is a pretty mixed bag.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Wild Candy replied to HiagoX's topic in Makoto Nanaya
For anyone looking for optimal combos in 1.1, here's a decent video for them. http://www.youtube.com/watch?v=VxmSGbp2btE -
Anyone feel like playing games?
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Hey, so what exactly should you be doing when doing stagger pressure and mix ups with Jin?
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sorry for sounding like a broken record with this question, but is the 1.1 patch going to be released on the ps3 ports anytime soon?
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BBCP Netplay Tourney (May 4th, 2013 @ 3PM EST)
Wild Candy replied to MastaToken's topic in BlazBlue Online Play
i apologize, but I have family coming over around the time of the tourney, so i have to withdraw. sorry. -
BBCP Netplay Tourney (May 4th, 2013 @ 3PM EST)
Wild Candy replied to MastaToken's topic in BlazBlue Online Play
I'm in! Name: Wild Candy PSN: BrokenStar96 State: Ohio -
BBCP Netplay Tourney (May 4th, 2013 @ 3PM EST)
Wild Candy replied to MastaToken's topic in BlazBlue Online Play
Is Kokopuffs banned from this tourney? -
Against characters like Nu and Mu, this is a very viable strategy, hopefully it won't be needed as much once Miquolet Capture gets full projectile invuln in the patch.