Pen_Ninja
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[CP] Transition between CSEX to Chronophantasma
Pen_Ninja replied to FatedSoulBlake's topic in BlazBlue Gameplay
I play Carl and I had some trouble with the new properties of Ada's moves. Things like doing 6D in the corner and expecting a wall bounce on air hit or doing 4D and expecting the forced wall bounce but instead getting the slide or backwards hit respectively. It was just kind of confusing for a while when Ada would slap people with 4D and they'd go behind her. It ruined a few combos. The other problem was not being able to combo out of 623C without Ada. It just kind of ruined my usual game plan. -
I'm sure it's not hit-stop, I thought it might be so I went through and tested it pretty thoroughly. When I managed to get Growler lag, things that usually don't get slowed down by hit-stop were still slowed down. Things like the background, other on-screen projectiles and the in-game timer/time limit all slowed down. I was only able to test on the slim PS3 but we've had issues with both slim and fat. The lag doesn't happen purely due to the mist in Snow Town but it makes it far more likely to lag when there's a bunch of stuff happening. The mist is only around for a while and I believe it only shows up on the right hand side of the screen so to get the lag I was seeing you need to be on Snow Land when the mist shows up, on the right hand side of the stage and even then you still need to be doing something with a few projectiles at once. I'll grab a video of it pretty soon and link it up.
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My local scene has seen some pretty bad lag in BBCP (Framerate issues, not delays and such. It only happens in situations where a lot of 'stuff' is happening. We get the most problems when our Azrael player plays against either our Mu or Rachel players and starts eating projectiles with Growler. 2 steins followed by 'Arrows of Heaven' into a Growler Field will lag the game half the time. George and 'Sword Iris' into a Growler Field tends to cause problems as well. On top of this, some stages are worse than others. Currently we're considering banning Snow Town because there's a blue-ish mist that shows up on the right hand side of the stage about 15 seconds in (and disappears after another 10 or so) that causes the above 2 situations to slow the game to what seems like about 15FPS and causes noticeable problems with many other situations with less 'stuff' happening. Long story short: The game doesn't like Growler and the blue mist on Snow Town causes things to die (more)
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A general "learn Litchi from scratch" topic is a fairly big job to start up. From what I've seen she's not really someone you're just going to pick up and learn with guidance from a couple of paragraphs. While it's never a bad thing to have a topic like this, I don't think it's completely necessary. I was mainly suggesting something like editing the first post in this thread, the one with the introduction and explanation of general notations j. Jump sj. Super Jump jc. Jump Cancel sjc. Super Jump Cancel dj. Double Jump and so on. Just editing this post so that the commonly used names for moves are listed below it next to their standard notation (236A, etc). It's not exactly combo based but it's probably the most relevant thread that already exists. Edit: I see the updated first post. Looks awesome! I hope I didn't seem like I was being too picky or needy =\
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Can I recommend that you put something equivalent to a translation for move names on the first page? As somebody new to Litchi (about 2 days in), words like Haku, Hatsu, Chun, Itsuu, Riichi, Kote, Tsubame, Ippatsu, and Kanchan mean nothing to me. Out of all of the above, Tsubame is the only one mentioned by that name in the wiki. I've been able to pick up on what most of these are because I know some basic combo strings and I know that 4D > 41236D~A > 5D > 236A > 236B> 236C > 6C works for example but people without this experience are kind of screwed. The only documentation for any of this that I could find was here: http://www.dustloop.com/forums/showthread.php?5791-CT-What-s-a-Litchi. A 4 and a half year old post relating to CT which means if you didn't play Litchi (and visit DL) back in CT or you didn't spend a bunch of time looking at old thread then you're coming into this completely blind. My ranting aside, I understand that these terms are just common language for even semi-experienced Litchi players but I'm just suggesting something like: "Haku: 236A Hatsu: 236B Chun: 236C Tsubame: 623D ..." So brand new people can look through these combos without also having to look for a translation in a different thread.
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A few things I've found in this MU: - While you can walk behind Ada to block Tiny Lobelias, Rachel can Sword Iris (lightning) them immediately, that's before they hit the floor so don't get too comfortable and think you're safe until they land. - The Rachel I play will occasionally use 3C into A Tiny Lobelia to reset pressure. I've found that if you instant block 3C, you can react to the lobelia and A Vivace through it for a 2A punish. This is very unsafe if they do anything but Tiny Lobelia but the startup is slow enough to react to. - I'm not sure if George activates from further away now or something but I've noticed that it's a lot easier to activate George and then dodge his attack than it was in Extend. I'm told that the George cooldown has been almost doubled so wasting a George without spending any doll meter is a big win. - If for whatever reason, in the heat of the moment, you get hit with 2C NOT a counter hit... you appear to be at a frame advantage on hit. Not really enough to punish it on hit but enough to start pressure. - Don't let them get away with air pumpkin call with Ada anywhere near by. The recovery on that thing is more than it looks and even a sloppy Brio can usually CH them out of it allowing for a full combo anywhere near the corner. - I still need to fully test this but I believe you should have no trouble at all comboing out of 4D in CNO formation if you use Ada to beast through a Tempest Dalia as all the projectiles lose their hitbox after the first hit. It's possible that this is not the case for the giant pumpkin or frog as I think I've seen them hit twice. More testing to come. - While the pushback on instant barrier (or just barrier) blocking seems feels like it just gets ignored all the time, it generally forces the Rachel to use more wind, more often to keep on the pressure.
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As a Carl player, you're always going to be fairly weak on defence and always looking to get back on the offense. You need to be very very good at blocking and intelligently escaping pressure. A quick look at Bullet's frame data tells me that 5C is even on block which means you should be able to get your 6 frame jab in before she has time to both dash up and throw her own 6 frame jab. That's if he's being predictable and doing 665ABC 665ABC and you're really feeling yourself. I recommend really working on your instant blocks for match ups with 0 on block situations as it gives you a huge advantage. Usually I'll instant block and choose a point to Backdashes where I know my opponent has no safe way to chase me down without some intense yomi. Long story short, this seems to be a fairly back and forth MU depending on who has the pressure going as both sides are good on offense and bad on defense. Play your neutral game well and don't let up pressure when you get it. Always be scheming for some way out of pressure if you're being hit. Getting a counter like is good but just being back in neutral is just as helpful.
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I'll sit in the lab to figure something out against Ragna, Relius and Kagura. I feel like it'll just be some adjustments on the timing of a few things. On the subject of odd hit boxes... Tsubaki doesn't seem to like 46D air dash j.B, j.2C. I recommend delaying the j.2C so you have time to get closer before you kill your forward momentum with j.2C
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I input the 8D during the dj.B. You should already be holding 8 in order to get the double jump so it should feel fairly natural. Just hold 8, let go of D and press B at the same time and it's usually ideal. The timing is very lenient though. You need to make sure that the combo before the reset has enough proration so that the combo drops just before the unblockable happens. This is why unblockable combos are generally very specific because they need to be exactly right. Start with 2A, 2B, 5B, 5C (jump cancel), 46D, late air dash, j.Ax4, j.2C, j.A, j.A, j.B+3D. You want to hit the j.Ax4 fairly quickly. You should be inputting 3D around the same time as the first j.A after the j.2C. That combo should leave it so the combo drops just before j.B and 3D connect. If it still combos from there, test it without 3D and see if j.B combos in. If it doesn't, you're probably doing 3D too early and it's hitting before the combo resets
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
Shouldn't be much issue unless you're doing a combo where the proration is already super tight. Ideally you might just need to air dash later though -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
Usually you input 3D during the first J .A of the last j.AAB string after after j.2C. -
With the "new" same attack combo mechanic, your combos are likely to pretty much end whenever you use the same Ada attack twice in a combo. This also applies to 6C and allegretto. Because the combo ends here it's easy to set up for a reset without worrying about it combining or anything similar. I've found a few setups so far. Mid screen: ... 5C, 46D, late air dash, j.B, j.2C, j.B, j.C, 46D, 236A. The combo ends after the 46D activates SAC and you're left in CNO. At this point you can do IAD j.2C~214C for a cross up. Corner: 5B, 6B, 623C, 6D, 5C, j.B, j.2C, 214C, 8D(1hit), IAD j.2C, 214C, 8D(2hits). The SAC kicks in after the 2nd 214C and the combo drops between the 1st and 2nd hits of 8D. If your opponent wasn't holding barrier while they teaches, they'll get hit.
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Just be careful with that 6D one because 6D puts out in roll state immediately so anybody holding back and tech will get a roll not a tech on the spot
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
The inputs feel a lot more strict than they used to which is a problem for me because I have relatively sloppy execution (doing 6236 for DP for example). I have been having some trouble with Ada not doing what I want but I feel like it's been getting better. On day 1 I had her doing a 4D when I did 22D sometimes... Is it possible that the ]D[ input isn't being read as quickly and it's reading 224]D[ instead of 22]D[4? As for the combo above, it's fairly easy to do my version. 2B has enough active frames to make it relatively lenient really. Start practicing with 5C maybe because it stays out for a while and then move on from there. I'm currently working on getting 2A to connect properly more often so I can do a high proration combo into anima, 2A then throw for the reset. The issue is getting the 2A timing down though. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
Unfortunately not... I've tried every Ada attack both in and out of overdrive trying to cancel the launch with no luck. I looked to see if I could build enough meter to RC another 2 times but I get to about 15 heat... No luck with crush trigger either Edit: Wait wait wait... 41236D works... But I think it needs to hit on the sane frame as the launch which seems like a glitch of sorts EDIT 2!!! I got it! I had to abuse the glitch sort of thing where if you hit them out of anima early they stay standing. So after that, much like Persona, they give you the intended solution as an example. So I watched it and it's pretty BS.......... It turns out that the "glitch" I used is totally intended? -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
Mission 30: 623C 5 times... Wtf? I can get 3 due to rapid cancels but once they're off the ground there's no way to re-stand? -
I mentioned it somewhere else I'm sure but the fact that 46D forces standing AND stuns long enough to jump and air dash makes unblockables super easy. Back in CSE you needed to combo into 6C or 623C RC and then use one of the few available ways to jump at your opponent. It made the combos really specific where as here you just need to combo into 46D and you're gold.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
I had a look online and a bunch of places are saying that there's no individual network card in the PS3, it's all integrated into the motherboard... The issue is that it makes it pretty much impossible to replace without replacing the entire PS3. I also looked for some other dodgy way to get online with USB or something. No luck without your ethernet port however Sorry -
I jumped straight into casuals as soon as we got the game and haven't had a chance to hit training mode at all yet but I found this while playing: cross-up j.2C~j.214C, 2B, 5B, 5C, 6D, 9j.C, 5A, 2A, 5B, 2B, 5C, 46D, jump, AD, j.Ax4, j.2C, j.A, j.A, j.B+3D.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
There was some trouble getting my copy unfortunately. I was able to play a bunch of casuals with friends last night but I only got to start downloading the game myself at like 2am this morning so I haven't been able to do any solo stuff yet. Soon though..... sooooon -
Awesome! I should hopefully be playing in the next 6 or so hours :P
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Just got an email from nin-nin. Mine's shipped! Getting a digital copy, cost shared between a few friends so it doesn't break the bank and we have something to do while we wait.
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They've probably given it to Fedex in one way or another but Fedex hasn't actually processed the package and entered anything under the given tracking number
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THIS ^^^^^ You take pre-orders so you know how many copies you need. There's no reason to take pre-orders if you're just going to say "Oh we got 8000 pre-orders... We'll order around 5000 copies... that should do it!"
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Only 6 hours until I get home from work... then probably another 3 hours of downloading...