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Everything posted by Circuitous
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[CP] News & Gameplay Discussion (Old)
Circuitous replied to kosmos badgirl's topic in BlazBlue Gameplay
They travel to a new city and you're wondering why new characters are showing up? I don't even know how to respond. -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
Fresh off a fatal 2C you should have time to do 5B > 2B, you just have to keep in mind that 2B has no hitstop and minimal hitstun. Mash that shit! -
Air turn allows you to: point your attacks in the right direction after a cross-up use a more favorable air dash option look silly by mashing it during a neutral jump It does not affect blocking in any way. As for hops, you can use it to get over lows and throws, as well as move around a bit while paralyzed, but it doesn't have much use otherwise. Negative Penalty is based on camera movement - just because you're technically dashing forward doesn't mean you're not being a pansy. This doesn't sound right. What attack was it?
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Did Dustloop finally learn to be incredulous?!
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They're releasing a little at a time through Arcadia magazine. Nothing complete yet.
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Having a Hard Time Adjusting to this Game
Circuitous replied to Warhound's topic in P4:Arena Gameplay
In BB and P4, holding a button repeats the input for a few (approximately 5) frames. So if you press an input early but hold the button down for a short amount of time, it will still come out on the desired frame. -
Don't forget AL has another ranbat season starting in September, too, and P4U will definitely be happening. I don't wanna dissuade you - more ways for people to get together and play is always a good thing - just making sure you know.
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[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
It's definitely not frame data... I'm not sure what it is, though. The damage and cancels are accurate at least. The other numbers might have something to do with proration? -
[P4A] Kanji Tatsumi Critique Thread "You are not doing it right!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
Or a very low airborne one. -
ImageEX finally reuploaded, sorry for the delay.
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[CP] News & Gameplay Discussion (Old)
Circuitous replied to kosmos badgirl's topic in BlazBlue Gameplay
Okay so I deleted the weeaboo discussion. If I come back and it crops up again, I'm just banning everyone involved. This thread is for the discussion of BBCP only - what constitutes weabooness doesn't qualify. -
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
It's important for rejumps, and in that specific instance it emphasizes the delay, but you're right, it isn't necessary. You're also right on the (2), I forgot it. -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
2D hits closer, 5D hits regular, j.D hits max screen distance. -
Jiyuna posted one a while back.
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Pretty much every fighting game has stagger that can be mashed out of to reduce the duration. Just because it's ice doesn't mean it's suddenly a bad thing. And unlike CT, the vast majority of combos using ice don't yellow beat even if you mash out, so it's far less frustrating.
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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
One of these days I need to teach you guys proper combo formatting. Fully charged 2C, 2B > 5C xx 236B, 2A > 5B > 2B > 5C xx 236B~214B OMB, j.B |> 2B > 5C xx 236B~214B xx 236236A OMC 2nd hit, 214214C Finally I know what the fuck I'm doing. -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
Well considering that j.C doesn't go down much farther than you are when you start the attack, it's no surprise they have to be close and you have to be low to the ground... -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
Circuitous replied to A.X.I.S.'s topic in Kanji Tatsumi
Yeah he'll be able to edit the OPs along with me, so that's two lazy motherfuckers in charge. They're all up now, complete with clever subtitles [but no information because I suck]. -
"What the fuck is F.D.B.?" - '09ers.
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Horizontal lightning is bullshit. ~AXIS edit~ Full screen: You don't got much outside of j.D to use, only use j.D on full screen zio or turtling. Mid screen: A really hard fight to win but one you have to fight. his 5B just out ranges you, you can sweep it or block it, one choice scores a knockdown and gives you momentum, the other doesn't. Close range: If you have momentum then play your usual mix up game, I will note that AoA is pretty nice if you do it just out of grab range, it even autoguard Yu's DP without clashing in most cases. If you are on the defensive then you are in a tough spot, block Yu's pressure and please don't get hit by anything on the ground, Yu's oki is ridiculous. Things to note: Yu's slide is a fast low and raging lion is a overhead. A raging lion is really punishable but B raging lion is +3, IB it if you want to punish him. Cross slash loses to our DP so if you are out of range for anything just DP it. Speaking of Cross slash Yu can OMC it on block. Yu's air combo ender gives him a free air throw regardless of tech so tech late or tech that grab. If you block Yu's Ziodyne super and he OMC's then watch his feet to tell if he is in the air or not. Yu's oki: Ridiculous but blockable. When blocking Yu always block in the direction that Yu is going so if he rolls behind you then the persona is probably gonna cross up, if he jumps then block high until just before he lands then switch low. His AoA is safe during this unless he already used 5DD. Yu has a fuzzy guard during his oki, he hits you with a j.A then he double jumps j.A again. Yeah it's dirty. Block his oki and you are in the clear. There is no way to make this match easy, you just gotta beat the character.
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...or is it? ~Axis Edit~ Yosuke is a really fast hit and run character, really really fast and he can run away and play lame against everyone. Full screen: approach him normally, his D attacks are not threatening you can roll or 5B them, if you do find yourselves blocking then just IB the follow up and hit the persona. Now when Yosuke approaches (yes he covers ground that fast) you have several options safest to least safe: 5B (this beats all his approach options since you don't extend your hitbox when doing it.) those 2 are the best way with dealing with him just running in, it pops his persona too. (he doesn't need it to win, it just makes punishing you hurt a lot less.) Mid screen: you have to deal with Kunai at this range and moonsault's here. the same anti approach options are still relevant so use them. Close range: Yosuke uses staggers to keep you locked down, he can also back dash after running close to bait out a R-action and punish you for it. He can punish R-action with 2C fatal, it leads to a 5-6k damage if he has meter and sometimes corner. He can also backflip just to cross you up, R-action normally gets around this. On offense do the usual 50/50 stuff, just take note that his R-action has a remarkable amount of active frames. Notes: Yosuke has a fast fall which is really hard to react to. (like all fast falls.) Yosuke's EX kunai allows him to move or use attacks immediately after. Yosuke's moonsault has invul on it so he can avoid some attacks with it and counter. Yosuke can move arround while shocked with moonsault on the ground or short hop and use backflip. If I can think of anything else I'll add it to the thread.
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Just wanna pinch 'im.
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. . . ~Axis edit~ Naoto is a pain but not unbeatable she has some perks that make it hard for us: She has a gun. She has the 2nd fastest run in the game. She sets traps which lead to corner and pain. She has a instant kill mechanic. (rarely have to see this.) She has touch of death combos. These can be overcome if you play really safe and play neutral really well. So I got a quick write up for you. Long range: She has bullets, if she is this far you can do a regular jump when she aim's up and press j.D in her "blind spot". Blind spot is the spot where she can't shoot you. This hits or or make her block, make the most of this, otherwise get in mid range, hate to say it but you need to be here this time. Mid range: Her persona can hit you and it's safe against your DP, if she does 2C or use any string where she charge 2C then roll punish it. Her j.C is one of those things you have to be respect so respect it, if you IB it then you can actually mash DP in the gap. Close Range: Naoto got an assortment of jump cancelable normals and she can move really fast, her j.A is an overhead while her j.C isn't. (weird I know) She can also do fishy stuff like dropping a trap and rolling. (Shouldn't be a big deal since trap has start up frames and you can DP her roll recovery.) She can still use trap to bait you into doing something and at this range eating anything that is not a A attack can usually lead to smp loop. My response to SMP loop? please don't get hit by SMP loop, it does 5-6k minimum to death. TL:DR shock gun shots if used in bad places, shock her for setting traps, AA appropriately, don't get hit by stuff like EX rolls and SMP loops. Will do more ASAP.