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Circuitous

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Everything posted by Circuitous

  1. What standing move was it? Her 2B is head attribute invuln, I believe.
  2. Cleaned up the stupidity, but the thread has pretty much served its purpose. GGs.
  3. Oh no, we have to do actual work for combo damage and can't loop unblockables all day, whatever shall we doooooooo...
  4. Where did you even hear that that might be true? Edit: Oh, it's in the wiki. Why the hell...?
  5. So hey let's stop bickering like children about BlazBlue system mechanics in a thread ostensibly created to justify the purchase of Persona 4 Arena, yeah?
  6. It just strongly implies it.
  7. I think he means "better to go into an aerial combo," based on what he said about j.S. Meaning rather than ending every combo with Heat for ridiculous tension gain, you instead go into Hammerfall Brake > air combo ending in j.S for the damage and knockdown.
  8. He steps forward a bit and then performs the grab. The interesting part about this is that the step inherits dash velocity. So you can run up, do the grab, and clear a large amount of space before the grab becomes active. Using it up close is suicidal. Also I really hope someone updates the wiki with that information. (If someone has already, good work! I don't have time to check right now.)
  9. Some people just wanna argue. Some legitimately wanna be convinced. Ya never know.
  10. If you mean netplay ranbats, they'll be posted in the Online Play board whenever they start. If you mean real-life ranbats, they'll be posted in your local Match Finder thread near the top of the forum. If you want to start some ranbats yourself, go right ahead.
  11. P4A uses hitstun decay to determine how long a combo can be continued. Every move has a certain amount of hitstun [the time during which you can follow-up with another attack and it will count as a combo], and as the combo gets longer and more moves are tacked on, the hitstun of a given move becomes less and less. If you start a combo with a fatal counter, hitstun decay isn't as strong, so you'll be able to continue combos for longer. There's a gauge under the combo counter that shows the remaining hitstun on an attack, you can use it while you work on your combos to gauge how soon you should go for an ender, versus trying to carry it on any longer. You can also use this as a launching point to begin optimizing your combo, trying to get in better damage within that limit.
  12. P4 execution is closer to GG than BB, I'd say. If you think P4 is the easiest combo system they've ever done then Akihiko must be really, really braindead. BlazBlue combos are complicated but they're also really lenient with regards to input and time. P4 and GG have stricter timing all around (Fatal combos in P4 being an exception). Of course it also varies from character to character. Kanji's combos are actually pretty difficult, while Potemkin's are really, really easy. Millia's combos are hard while Akihiko's just aren't. BlazBlue has easy combos and hard combos as well, but its overall design made combos easier than they would've been in a different game.
  13. The third hit of everyone's autocombo gives about 20 meter automatically (if 5A was the first hit) as well as a bit of extra burst gauge, and Elizabeth gains SP naturally. Other than that I don't think there are any special conditions that affect it, including negative penalty.
  14. Couldn't you just fill out the wiki if you have the info? Edit: Nevermind, wiki already had most of it. I added in what wasn't there. How'd you get 5f startup for 214D?
  15. I didn't consider pre-superflash startup, forgive me.
  16. It's a demo stage they used for sizing things. The HUD is a prototype BB hud and it's an early Ragna design. Apparently it will sometimes get selected by mistake.
  17. They use the same palettes as the regular sprites.
  18. Kurushii got the numbers, so I'll assume that's what he did. Are you sure you're as close as possible and that you're inputting the move fast enough? If he's -5 you've got 5 frames to input the super and still be at neutral. The minimum input time is 4 frames (6 if you're not allowed to skip diagonals). If you're a frame or two late he can jump out.
  19. So how about that Persona?
  20. this is the only tier list I need to see
  21. You should be more specific next time you don't understand something, way easier to get help that way.
  22. http://www.dustloop.com/wiki/index.php?title=Notation
  23. Burn to a Crisp at minimum distance is faster than jump startup, meaning it's about two frames. If you're any farther than that, it's slow. 214C is 6 frames, 214CD is 3 frames. These are approximations, within one frame or so.
  24. GGs to whoever the fuck. AlienLapDance85, GarbageDaySomething, Pope_Temmy, Shaffler, whatever. Too sick to remember anyone else. Oh and BGs to whoever the fuck that really really laggy Aigis was. Why would you even try to fight in that situation?
  25. Gonna have an open lobby up in like 5-10 minutes, just look for my name kthx. East Coast preferred, you WC guys are okay if you've got decent 'net.
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