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zaeris

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Everything posted by zaeris

  1. I think people are not considering the true extent of OD curse for Arakune, it actually makes it a true come back mechanic even the part that you cant burst, even though burst was bad in general against curse but now you have less out. As for nu and lambda similarity, it hope it doesn't create some sorta of gravitation against the stronger version like, using bad sf as an analogy but most ryu player plays evil ryue in ultra because he is the best ryu overall, will we get that sort of gravitation here in blazblue? Terumi and hazama has shown enough difference but I'm not feeling that atm with lambda and nu.
  2. well Im kind of curious on what the split means, I'm hoping its not a splitting of easy and hard mode nu. so would gravity cancel be the new but limited stance change. Limited as in you can't use it in neutral and combo due to gravity meter filling up.
  3. Lol how ghetto is act a cross over after 3c into act b cancel.
  4. Well i only hope she gets something game changing soon or she's going to be left behind, other characters are getting a real boost.
  5. That just means that lambda might have to rely gimmicks lol. Her era of solid play is over This is now going to be my favorite go to move, Kd run near and exia nail. And btw she doesn't have supra anymore is that a yay or nay
  6. the sad part is I don't think people realise how good mode change was lol, anyway we should wait for loktest and actually 2 months of real play, for true evidence of disappointment,
  7. the timing for 6d isnt hard but it can be visually deceptive, and OD invul frame is around 15 frames so you do have quite a few reversal frames to try. just record jin doing 5c>6d or something and feel the timing for yourself. 6b is harder because the gap is smaller where if you fail you will just get a burst lol.
  8. well you know lamb-chop only got like 20sec of so showcasing her, celica had like an entire minute ^^, well anyway I was already disappointed with the changes cough*nu*cough celica is looking quite fun because her moves are very well animated in a sense, compare to other characters, I guess arakune fits that mold where the designer has put in effort to make her attack unique.
  9. well guess I shouldn't chime in but ggrd is more likely going to be at evo next year unless arcsys release a new ggxrd which would screw with evo timing.
  10. lol, gg my bad. anyway, maybe we can have nu's VA sing the opening this time,
  11. well I heard "Counter" the first time I saw that clip, its in the sounds if people turn up the volume. anyway j214 d KD the opponent directly vertically which is interesting. seems like a hard kd so compare to phrase lift luna it does add something interesting, guess it could be a staple kd -> 236d
  12. there are offensive OD option to punish most thing outside of 5d. 2d, 6d, 6b and 6c can be punish with a time OD, clearly it should be use the closer you are to corner. while the gap are harder for some but at least its in part visually easier to see.
  13. That sounds like music to my ears lol, I would be laughing too if it landed more than once per round Remember the reason people forward tech is because they disrespect tsubaki in general lol, that 5k comment is testament of how much they don't care about your damage lol.
  14. going with the above while I was waiting to hear from more people, first using your 3rd recommendation, a buff to her charge special would make the neutral game better and thus make her more of a threat without needing to change her damage status quo, mainly subpar damage but a enhance neutral game would really benefit her the most, with 214d gaining head invul, 236d 0+/- on block, think it was 1+ on block or something in cs2. at random proposal@ at 2 stock round start, someone would just blew it all up on 214d 236d lol, or likely she will get full screen carry on first combo which could be too advantageous, we could go with 5 stock round start if maybe she lost the ability to manual charge, kinda like bangs nail, and only can be recharge with OD over tim, could be interesting since you can just run a whole round with just 3 stock.
  15. well there hasn't been much discussion lately but I kinda want to get this off my chest and maybe the patch might have the developer taking the correct approach. anyway, in terms of gameplay for tsubaki, it is for every tsubaki player to decide how much to charge during the game, this is because you can play a chargeless game comparable to charging a few stocks, however the gain is notice-able with mid screen and few throw combo having higher damage output but neverless charging is such a momentum killer which can also turn the tables against you if the opponent regain their neutral. For me I prefer charging and often I would sacrfice health for a few stock because I enjoy seeing larger damage output but it can also go quite wrong giving my opponent his chance. Now charge move are not quite as good as previous iteration usualy having more plus on block, currently the charge special function are similar to other characters special and with her non charge move being outright terrible. I guess my question is how much do you charge during matches, I believe the developers need to look at tsubaki mechanics abit more and decide which direction they want to go with her stock system. I would prefer it was something like bullet where ending a combo would net you a level 1 increase, if they are going to keep charging at the current rate, maybe ending combo with charged 22b should reward you with one stock. anyone else thoughts?
  16. The new changes look quite underwhelming overall and as expected of arcsys not give her enough to make up for her lost, since we already could combo off 236d.
  17. It's base on the hurt box during spinning status from 236b, In general character specific and frame specific.
  18. http://www.dustloop.com/forums/index.php?/topic/5895-cp-v-13-video-thread/ I would say to start here there's is a section on combo video use it as a basis for building nu, however you need to see if you can use phrase lift since it can be input heavy if you want a casual character. Nu is a main character and rarely an effective sub i believe.
  19. You know it's not like we haven't been there before with dark angel, someone in gg is bound to have an s grade super but her meter gain is not in her favour so it has a balance point.
  20. well I should go back to science nu, so that way you have time to post all your set ups, I was having fun with a low air tech set up because it sometimes occurs when I try 214b oki but sometimes they air tech and I get punish often, but now with the exact set up it would be easier to plan then play on the fly sometimes.
  21. AA 6c ct 6cc 236c 214b 22b whiff 6c works too It's quite funny since you can just troll your way with just 3 combo and win, although I don't encourage scrub killing this way lol. Edit 1 5bb 5cc 236d 5bb 2bb 5cc 236b 214b 22b uncharge 6c useful if your back is towards corner
  22. I hope you made an excel spreadsheet for this lol
  23. The dp whiff combo does have great corner carry, and anywhere mid screen will reach corner with ease, I will try and science cross over jd sometimes later, something interesting to look forward too. I should look into the uncharge 22b route for non smp maybe there is a formula for it.
  24. the meter management part of tsubaki is mostly tacked on, as in with it her damage output is that of a normal characters lol, without stock she has below subpar damage in most case. I'm just curious but do people find tsubaki easy to use? but with many up hill battle?
  25. It does look like celica is persona in nature,
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