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Everything posted by Dark Ranger88
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GGs to everyone I played tonight...there were a lot so I won't name many names. Begrudging GG to Nothing Cells for giving me my first ranked loss. *Sigh* you knew exactly when to disrespect my pressure. The rematch is gonna be heated the next time we meet in ranked. Next time Imma throw some crazy stuff at you. Oh and GGs to DoctorNK, a Platinum I played a couple of days ago. Super legit Platinum.
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A look at some of BBCP's overheads and how they're animated
Dark Ranger88 replied to Omex's topic in BlazBlue Gameplay
Jesus SWD...Your signature... -
BlazBlue Question Thread - Ask your questions here!
Dark Ranger88 replied to KayEff's topic in BlazBlue Gameplay
-I don't personally know how big the scene is in Europe. There are some notable players over there, and I see tournaments and streams occasionally. Someone else could probably answer that question better. -The netcode in BB is good, there is really only lag of you have slow internet (or play against someone with slow internet). I've had matches with people in France, Russia, and the UK with no problem (I'm in the Eastern United States). Just make sure you have decently good internet speeds and you'll do just fine. - I don't know too much about the games you listed but I'll try to help. Most characters have a run, an airdash, and a double jump (plus you can block while in the air). Combos are chained together by canceling normals (although Hakumen and Azrael are link based). Combos are usually just basically strings of grounded normals that can be extended or launch based on other variables (crouching opponent, corner, meter, counter hit). - The game is not tough execution wise, for the most part. There are some tough characters to learn like Litchi, Carl, Hazama or Izayoi, if you like a challenge. And there are also easy to use characters like Ragna, Jin, Platinum, and Makoto. -
I noticed that some people I play don't show up on the recent player list, and it's hard to remember their names exactly. I've had a few great sets where the person left and then I couldn't contact them to say GG or discuss the matchup.
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GGs to the Ny Stream room and Lord Revan's room with Mic's galore. Freaking Grant Chi in those Azrael matches. Dat neutral had my head hurting thinking of ways around it. Defensive Azraels are the best. Also I once again realized that my defense is shit. I was eating so many 4-5k combos.
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Be orange. Find an orange I can beat -> They run after one or two matches Find an orange I can't beat -> Keep fighting and they rank up to pink -> Figure out how to fight better against them and win some -> *It's too late they're pink*
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(Week 2) BLAZBLUE Bluebouts BBCP PSN Tournament Signup!
Dark Ranger88 replied to Nerd455's topic in BlazBlue Online Play
Aw dude don't worry about a prize then. I'll play for the joy of fighting alone. Don't go out of your way if it's too much; never jeopardize rent. -
GGs to the PJS lobby. I can't watch the stream chat and play at the same time so I never have any idea what you guys are saying about me lol. @Sooper Citrus: Dem close matches Oh and also GGs to the arcade lobby while I was in there.
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(Week 2) BLAZBLUE Bluebouts BBCP PSN Tournament Signup!
Dark Ranger88 replied to Nerd455's topic in BlazBlue Online Play
Lol. International entrants should always use Tager or Noel. I'm in too. PSN name is Dark_RangerEX Are there any...prizes? -
Oh my gawd all these people...yes!!! GGs Ranked randoms, Nothing Cells, and Seiyaria. I might be on a little later.
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GGs to ReinforceV2, who is way better than his/her colored square indicates...That is if you are on Dustloop and can see this.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
Ehh I don't really mind the changes much, because it's nothing really major. I'm still just trying to improve. I've been having problems in neutral with people who like to go into the air and jump a lot. Here are the method's I've tried to employ to stop it. 1.) Anti-air 6A: I can AA regular jump ins and airdashes for the most part, but Makoto's 6A is really easy to bait or make whiff, because it has such short horizontal/diagonal range. Double jumps, IAD crossups, and air stall baits (Tager's j.2C, Swallow Moon etc.) can blow 6A up for big damage while you are still stuck in recovery, so staying on the ground like a good little squirrel doesn't always work for me. Also there are certain attacks that can be spaced properly to make your 6A whiff (Kagura's j.C, Kokonoe's j.2C, Haku's j.2C, Ragna j.C) These attacks will also hit you if you try to low profile 2B them. 2.) Air-to-air j.A/j.B./j.C/Airthrow: If I think a person is going to try and double jump or bait my AA, I sometimes go into the air to catch them while they're vulnerable, usually with a j.A or j.B. The obvious problem with this is that most characters vastly out-range you in the air, so if I guess wrong I can eat someone's j.C into a combo and oki. Another annoying thing about our air moves is that none of them hit level with Makoto or below her (aside from j.C which is too slow for air-to-air battles). For example, here's what happens when Makoto and Bang airdash at each other: j.A whiffs high, j.B whiffs high, j.C is beaten by Bang's j.A, airthrow is iffy. Also going air to air relies a little bit on prediction. If you jump into their airspace and they decided to say on the ground, you put yourself in a bad spot and could potentially get AA'd yourself. 3.) Backdash, IAD back: Sometimes you can IAD away from their approach attack and recover in time to 5B/2A your opponent, or (if you space it right) backdash their just outside of their range for the same effect. This again relies on prediction rather than reaction (especially IAD back). If you rely on this tactic and your opponent knows it they can simply over-pursue and catch you. 4.) 2B low profile: Certain approach attacks can be low profiled (like Jin, Haku, and Mu's j.Cs). If your opponent likes to poke from afar using these moves you can 2B under them. However they all have moves that will also hit your 2B when used, so you can't rely on this tactic. Is there anyone who is really good at handling aerial opponents who could give me some advice? Every countermeasure I use seems to have a hard counter that beats it clean. Do I just have to Yomi out what my opponent is going to do or is there some sort of gameplan that can handle all aerial approaches if it is executed properly? Edit: Also I'm loving the new avatars Teutonic and Swordsman. -
GGs to SWD, Venussail, and errbody else.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
Uhh another note on the blocking. If you are going to try and jump to help get closer to a zoner you have to make sure that you start blocking the instant after you leave the ground. It is easy to be slow or absent minded and leave yourself vulnerable for a split second after becoming airborne. Also you want to avoid persistent and predictable air dashes because zoners eat routine airdashes alive. -
Yeah and Barrier still makes it whiff T.T
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I think its because they believe that bursts should not be in the game in the first place. And by not bursting ever they exercise their power in a way that will make the game more like what they want it to be. They mod the game by simply not using said mechanic (but they don't expect their opponent to abide by the same rules). That's just my guess though, so it's probably wrong as hell. There are probably some people on this site that could help explain better. I think Thunderbolt doesn't burst...and I don't know anyone else. (Thunderbolt has a mad defensive game though...coincidence???)
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I've messaged a few people after playing to ask them why they never used burst. One guy said it felt cheap to use burst to get out of a combo, and that you shouldn't be able to get out of someone's combo if you made a mistake and got hit in the first place. Everyone else said they were trying to get better at the game and wanted to stop relying on bursts to get out of corner pressure etc. @ What Necro said: Yes. This exactly. I've noticed that some good players can yomi out your burst bait and use that opportunity to attack or escape. But Necro there is always that grey area when you catch them with an attack when they have ~3k -- 4k health left. They have too much HP left so you can't just do a DD immediately to kill them, but one full combo will still finish them (except Tsubaki users). I won't stop baiting bursts though. Nothing compares to the feeling you get when a friend is watching you play and you successfully bait someone's burst. "H-how did you know he was going to burst there???"
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
I don't know about break being cancellable any earlier, but Lunatic Upper is for sure (you can press C almost immediately and it will do Lunatic Upper; It almost looks like a standalone move sometimes). I think Break and Eclipse turn's windows have mostly stayed the same though + Mars Chopper has more startup. -
4.5K raw!? Hells naw son. 3k - 3.8k would be reasonable to good, especially if you do it while your opponent is in blockstun. Unreactable, reversal safe mixup into 4.5k would be borderline OP (although Tager does have something like that with 720 kinda, but he's a special case). Also I understand that you weren't being super serial Necro Could you imagine what it would be like if both of these supers were comboable in the corner? DD mixup > combo to get 50 heat into oki > DD mixup...
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If they have the same amount of startup it'll probably be hard to block. They look almost exactly the same from what I can tell.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
Do we know if the Acorn taunt will replace our old one, or will it have a special command input like the unlimited version? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
Acorn oki when? Acorn pressure how? Zoning out Mu/Lambda with Acorns? 5D > Acorn > Big Bang Smash????????????? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Dark Ranger88 replied to HiagoX's topic in Makoto Nanaya
I'm confused Chao. Are we getting a new Acorn move? I Google translated, but now I'm even more confused. -
Whiff astral > Throw was on purpose. I do that from time to time, stole it from GoldChampion. Everytime you hit me with 6B I was SOO close to blocking it argh...at least I was teching throws a good amount. My Makoto's pressure is pretty much a guessing game. With the Asteroid Vision(command dash) some attacks are frame traps and some have huge holes (but they reset pressure). But more often than not I am going for continued pressure, so there will most likely be holes that you can mash out of. Usually DPing after 6C or 5CC will get me, then I have to start adjusting and baiting. You were trying to block legitimately though, I noticed you weren't very prone to mash out DPs except when you had heat. And OMG I 3C'd right into Arrows of Heaven every time. I felt so stupid.
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GGs to Venussail91 and Neo ZeromusX @Venussail: Dude your zoning has gotten way better. There were some times where I just COULD NOT get in no matter what I did. You were reading me pretty well. You were blocking my stuff a lot better too T.T @Zeromus: Those were some good matches. Still got a few kinks to figure out before I can get through Mu's zoning and pressure. Also I really want to fight you IRL; our connection was kind of iffy every now and then. There were some parts where you should have hit me, but something was off. Also I was droppin' combos lef an rite.