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About Fusionist
- Birthday 09/13/1994
Other Info
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Location
Westport, CT
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PSN
OishiiOnigiri
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Fusionist changed their profile photo
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CSEX Platinum. She was my main when I picked up the series at the end of CS2, and then I actually started learning her and the game better during CSEX. She was a lot of fun because her combo routes felt so flexible. More often than not I would be making up combos on the spot for the sake of experimentation and I really enjoyed it. It also took me a long time to get her 2C > Dream Sally > 6C > 22C timing right for corner combos, so I really enjoyed doing it. I didn't have to choose between damage and oki because I could use Mami twice in a combo. CP Platinum felt pretty bad for a while and I ultimately dropped the character in favor of Noel. I mean, her presents were really fun, especially the super version, but she did not feel nearly as satisfying a character. Her combos felt weak. Her j.C used to be godly but it lost a lot of its potential. CPEX Platinum seems to be a lot better, but I haven't relearned her yet. CF Platinum will probably shake things up a bit with low / high Mami and her boomerang item. I also miss CP1.1 Noel. When her j.C would combo into j.D universally, she felt great. I really got a feel for confirming with her off of any hit. As of CPEX she feels kind of terrible. She's still the same character overall but her combo route changes make her less fun for me. CF Noel looks even worse so far.
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Thanks! Gives me something exciting to try out, since I only went into OD when I was desperate for stocks.
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I saw him do dash j.C but I don't remember the rest. I'll have to look at the footage again.
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Thanks! Especially for the 623B corner routes. The throw routes I listed do about the same damage as yours for the same stock price, but your corner routes seem slightly more optimal. And yeah DRKICK, we can't really discuss it here, but if you send me a private message or post in the general discussion, I'd be glad to help you get started.
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Spam specials, gain stocks, go into Gain Art and destroy your opponent But I can offer you actual advice if you want to get started with Izayoi.
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What's the best thing to do off of anti-air 623B? Right now, I do: 623B ~ D > 6D > 214B > 5A > 5C > j.BC > j.BC > j.236C ~ D I'm not sure if there's anything better. Also, I have the following combos for ground throws in Gain Art: Midscreen throw > 214B > 3C > 236C > 6D > 214B > 5B > 5C > j.BC > j.BC > j.236C ~ D Corner throw > 214A > 5C > 2C > 3C > 236C > 6D > 2C > 623C How are these? If someone has better throw combos, please share!
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The New England Thread: Bears Warbling Outside My Igloo: A Polarizing Dilemma
Fusionist replied to Zoob's topic in East Coast
Aw I live right next to Norwalk but I barely play any Xrd. Would have liked BlazBlue. Epiren I used to go to Boston University - now I wish I was still there! But I might return to college in the Boston area for Spring 2016 semester, so hopefully I will be able to join you for BlazBlue and such if the club still exists. Dreiko, I'd still love to play BBCPEX offline with you sometime! -
Fusionist reacted to a post in a topic:
BlazBlue Question Thread - Ask your questions here!
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I have a friend like this. He always gets bothered by things that "defy" fundamental concepts. Card games? "Cards should go to the graveyard; why do these ones go back in the deck?" (shout-out to the Madolche archetype in Yu-Gi-Oh, but it's a shitty TCG so don't play it) Fighting games? Pretty sure he has issues with Amane's and Terumi's concepts alone. To him it's not about whether the deck, character, etc. is overpowered. He is just very... traditional? About basic/fundamental concepts of a game. Breaking that rubs him the wrong way. If it was just a rock-paper-scissors of attack, block and throw, then this wouldn't be BlazBlue. What keeps this game flavorful is the fact that characters have unique drives and play styles. There's a reason why so many people were bothered by the fact that CP Extend seemed more streamlined. (A lot of those people said they wouldn't buy this game - most of them were wrong, but I digress.) BlazBlue's very concept involves gimmicks. And I think it's completely fine for those gimmicks to "break fundamental rules" as long as they don't break the game's balance. And trust me, I prefer playing with straightforward characters. The only character I ever learned that wasn't straightforward was Izayoi (unless Platinum counts), but she became a lot more streamlined this version and I personally embrace it because that suits me better. So as someone who enjoys the "rock-paper-scissors" of fighting games, I am okay with chip damage. Because at the end of the day, why does it matter if it's not cheating you out of wins? I can see that ArcSys tries very hard to make sure certain gimmicks don't get out of hand. Amane has high chip damage, Terumi has high meter gain, yet neither character has ever been that good because everything else has been kept in check, such as mixup game and move properties. If you're losing to it, then it's an error on your part, not the developers. In that case, you'll need to learn how to deal with it (rush that shit down and watch Amane cry?). But overall, it's one character with this gimmick, and a poor character at that. It shouldn't affect you. It hasn't affected most people. I'd rather hear complaining about Nu's zoning because she's actually threatening. But even then, complaining can only take you so far. If you care enough about the game, become good enough to deal with the things you currently can't handle.
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Oddly enough Izayoi is the only character I currently feel comfortable with even though she is the most technical out of all the characters I play. But that's probably because I didn't know advanced combos for her. I can still play her the way I did before. And now she feels smoother. Noel and Jin on the other hand - it won't be hard to relearn them but I have to learn new routes which means it will take a couple days. Same goes for Platinum.
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Specific examples for me include the Izayoi midscreen combo (5B > 5C > 3C > 236C > 6D > stuff) and Ragna corner combo (stuff > 22C > 236D > 5C > stuff). Izayoi in general feels very cleaned up, but for Ragna that 5C after Deadspike stood out to me too (when I first learned this combo, I had trouble landing the 5C, so I remember always feeling cautious about its timing). Also, if you end with 5D > Hell's Fang, that feels smoother too. I remember having to delay the 214D before.
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If you pre-ordered the game, you're able to download and install it but if you try to open it, you'll get a message saying you cannot access the content yet. So here I am staring at the CP Extend logo on my PS3 home screen until the morning of 4/23.