-
Posts
102 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Daramue
-
Alter Memory Bonus DLC for Chronophantasma
Daramue replied to someonewhodied's topic in BlazBlue Gameplay
They are, but I believe that poster is referring to the fact that in order to even have the opportunity to unlock them, you must win unlimited mars mode with the character you'd like unlimited for. -
For the first question, what part of the combo exactly are you dropping the gravity setup? I always input the motions as quickly as possible and it comes out everytime. Remembering back to October though I had a bit of trouble mode switching; ensure that you always buffer the 22A in combos, although if you attempt to buffer 22A during 3C you'll partially cancel the attack, you should be able to connect with Luna 3C. As for the second question, I had a great deal of difficulty adjusting to CP's speed in the beginning and as a result I had the same difficulty initially with things that were otherwise easy. I'm assuming this is what's happening to you. J.dd - j.2dd works on everyone in the game, just keep practicing it until it becomes second nature. I'm sorry I can't offer anymore help on that one, perhaps someone else can add more?
-
Aksys displaying Favortism toward certain characters?
Daramue replied to fishnet's topic in BlazBlue Gameplay
Honestly, I'm not sure about ArcSys's previous track-record on balance but with the exception of CT (And maybe CS1, ok, that's already half the series) I feel that there are no matchups outside of some Tager matchups that feel unwinnable or helpless. I put a lot more conditions on that previous statement than I had expected, but I still feel that overall balance is fairly well done, although I feel the balance was best in Extend. Sure, there are a lot of conditions to take into consideration and we could theory-fight one character against another all day, but given the right matchup experience and knowledge, I don't feel there's a huge wall against even a low-tier character like Makoto defeating a great one like Hazama or Valk. This is assuming both players are roughly the same skill level, of course. Given the variety of playstyles present in the characters, I actually think this is quite impressive. It'd be easy to balance a fighting game with old-mortal kombat as a reference, where everyone is pretty much the same barring certain specials. -
There is. Do 6232 rather than 6236. Keep in mind this will get a lot easier once 1.1 comes around in May as the patch is changing the way 623 motions are input.
-
You've got me. I'm curious to know how 1:05 happened, given that Ragna's 6D should have stuffed Supra. Maybe supra is an anti-air option but I've certainly never used it like that before; with no invincibility you'd need to be extremely careful with your timing. Unless this is demonstrating changes in 1.1? I could only speculate.
-
I do and I don't. I'm glad I don't have to worry about getting blasted for using Nu anymore because she's "omg2goodlol" or something stupid like that, which there was a lot of. Honestly I think Nu is much more interesting now, anyway. Shotanuhmis, while Nu certainly doesn't have those crazy 3C links on knockdown anymore (I don't believe they were even there in CS), some of what you see is still possible, albeit slightly modified (and certainly not as damaging. CT damage is ridiculous). I sincerely doubt most of those combo paths are optimal anymore, however. The 6A - 2C - j. 5C - j. 2C - dj - j. 5C - j. 2C - 214D is still possible, although you can no longer follow it up beyond that, as far as I know. The changes beyond that to Nu from CT are too numerous to count, but some off the top of my head would be that 2C is considerably slower, only 6D and 2D and jump cancellable (no longer are 5D and 4D), mode switching, and drive whiff is considerably longer. As I said though, I personally find her infinitely more interesting than she's ever been. If you liked her then, you'll like her now, assuming you can overcome the difficulty curve.
-
Found it. 9214 for TK now though? That's going to be rough.
-
Truly interested in this; I'm guessing there was a video where you witnessed this change? If so, do you remember which video it was?
-
You can do the motion the same and get completely different results. When I first began learning this motion I found it helpful to practice it for everyday for a week, as little as 10 minutes a day. It's all in when you push D. You can't buffer the input and you need to make sure you delay it just enough for you to get off the ground; in that sense it's completely different from how you'd input almost every other move (Save Nu's dia 236D in some instances which must be delayed to connect). If you push D too early, you get Spike Chaser. If you push d too late, you usually get super j. 5D. Just keep at it, and once you get the timing down, keep practicing; it will become second nature after a while.
-
kenja0, Thanks a lot for writing so much about it. Something I didn't realize is that I have a 4 frame advantage against a blocked A-Sledge. In regards to zoning, I'm not having much trouble keeping him out. Indiscriminate sledges are easy enough to punish with Luna 236B or 6C. A lot of gravity and 6D (for jump cancel) has helped me keep the distance. It's just that once he gets close either by input reading a 5d or another projectile I had great difficulty keeping him off me; it was almost like I was playing a different game compared to all the other characters. None of my offline friends play tager and I have somewhat limited experience at conventions or tournaments playing against one, and I've been playing Nu since CT. With a majority of my subs I have a considerably easier time keeping him out, especially Mu with whom I have no trouble shutting him down or escaping from his pressure. The information you've provided gives me enough to deal with his close-range pressure game. Thanks again.
-
I have very little matchup experience with Tager and recently I've been trying to work to improve this, but I'm unsure how to handle his pressure up close. Given I know no offline friends that play Tager and I just have to hope I find a tager player online I've had to practice my matchup against the AI, and I'm aware that does little to nothing for matchup experience given the computer can't block at all, has exploitable patterns, and has twitch, frame perfect reactions (Don't act parser against the AI; he'll grab catch you in the middle of it). Even so, I've felt if nothing else it will help me deal with his close range game at least more so than if I did nothing. Yes, Nu's defense is abysmal and you don't want to be close to Tager anyway, but when he inevitably gets close to me he'll keep me locked down with sledge and gatling his normals until he 360A/360B's me and gadget fingers me, continuing the gauntlet. Save a counter assault or burst (Both have been fairly reliable but aren't free, of course), is there anyway to escape from this pressure? I've had some success backdashing after gadget finger to escape but he's still catch me with what I believe to be his 5D most of the time. I'm very inexperienced with dealing with him. Any suggestions at dealing with his close range game (in particular 360A/360B, which it doesn't seem as though you can throw escape) are appreciated.
-
I can agree with that; part of the issue is that it's just free-play and there's no "tournament organizer" to dictate the pace of play or under what circumstances someone is rotated out. Given that, it probably makes the most sense that the victor assists with rotation as you suggested. I guess it's all good as long as everybody who is playing or waiting to play is happy with how players are rotated. I can imagine it can be hard to get a consensus with a lot of players though. Given that, I'm not really sure what the solution is; if you've got a cool bunch of people everybody is going to be pretty ok with whatever happens as long as it's fair.
-
I will agree with this; from my personal experience playing Blazblue at a con or at an arcade has shown me that most players are exceptionally poor with communicating to one another. People will try to interject immediately without understanding how the sets are being run (Best out of 3, best out of 5, etc.) or will sit down and never let anyone else play even after losing. All they really need to do is ask how players are being rotated? Not sure why something like this should be an issue.
-
It helps if you can train yourself to not always do 5DD in luna mode as there is a chance you will waste a few frames realizing it was blocked before performing another action. It could just be me, but I have a habit of always, regardless of opponent block state, 5DD'ing. Try to follow each sword as it comes out and react to the initial 5D if you realize they are blocking. For me personally, mastering that has helped me utilize Luna mode more effectively so perhaps it can do the same for you.
-
Yeah, I'm not complaining about the changes. I would have loved crescent cancel in luna but I understand why that is probably never going to happen.
-
BlazBlue Calamity Trigger - How has it aged?
Daramue replied to SkagMaster's topic in BlazBlue Gameplay
It is surprisingly amusing to go back to CT and remember how your main used to play back then. When CT came out, I was an extremely mediocre player and thus didn't utilize my character to their fullest potential. But goddamn, going back and seeing how GOOD Nu was back then (Pretty much everything was jump cancellable and, hey, if you whiff a drive? Don't sweat it.) Hilarious stuff. -
While I think CP's balance is pretty solid, I'd still have to say that Extend is probably more balanced, albeit very slightly. That said, I still enjoy BBCP better than extend.
-
So essentially she would be "too good" or overwhelming in all matchups, in particular the ones she was already strong in. Fair enough. Was just curious as to the reasoning.
-
I must ask: Why is it so crazy to hope for something that would substantially improve a character's worst trait? Nu's defense is awful. Is it because you think it would make her too good/change the way she is played? No DP is a "get out of pressure" free button against a wise opponent anyway. In regards to the backdash; I'm probably horribly under-utilizing it. It's so ingrained in my play to jump backdash (as mentioned previously, unless I just got gadget-fingered and I know he's going to try to jab me).
-
I don't disagree, Bloodwolf. Nu/lambda have never have good defense and in general while our defensive capabilities are at an all time low, at least we have phase shift to compensate; a trade I am more than willing to make. In regards to the whole issue about amane's defense being worse and all that from the previous page, perhaps I misread or misunderstood but I don't think anyone is implying that there aren't ways to "make do" in regards to defense. There certainly are and we know this because we're still playing her after the game has been out roughly 4 months; it's knowing when to 2A/counterassault/burst. That said, I don't think it's so crazy to suggest some improvements, such as c~ cancelling crescent or a minor/gimped dp as a form of defense. While I think the extra sickle hit would be lovely and I would love Luna's D's to have a followup D and gatling as Dia's do, I don't think those things are necessary (although I wouldn't be upset at their addition). I personally don't find a lot of use for the standard backdash outside tager/bullet/makoto/valk situations; I'd almost always rather jump backdash and possibly followup with j.2D (as long as it isn't getting stale or predictable).
-
Normal backdash? Possibly. (Although it would make dealing with tager after gadget finger awful) Air backdash? Hell no.
-
While I really like the idea of the buffs suggested, I have to say that my favorite and most requested two would be: 1) Please, please, give luna form crescent cancel. I can't help but feel close range mixup is hurt so much by the lack of this. You can't really do anything too fancy with crescent unless you're willing to expend 50 heat to make it safe. 2) A true DP. It doesn't even have to be that great. Just good enough so that I don't feel like I'd have more success at jumping across an open subway window to disneyworld than poking out of pressure against certain characters. It doesn't help that our only reversal option (albeit a distortion) was made exclusive to one mode. And the aforementioned loss of gravity grab invulnerability. It kinda annoys me that mu gets an omnidirectional DP (I actually play Mu and I can't help but wish I had something half as good as origins). They're completely different characters but honestly I'll even take a gimped DP. Anything that helps even marginally defensively.
-
Apologies on that, you are correct. You definitely cannot cancel specials into 22A on block. Not sure why I thought it was on block or why I said that? Anyways, you probably shouldn't be using 236D on block anyway unless you've hitconfirmed it first. It has a lot of recovery. 22A is a great followup for dia's 236D in any event, given that otherwise you spend a lot of time recovering from the move; plus, from the 22A, you can 236A in luna mode to move closer to your opponent. I don't think there's any moment where I don't 22A cancel 236D on hit. The same approach can work for spike chaser (Timing can be tricky however, given your opponents relative distance to you and whether or not you want to do 6D or 2D shenanigans). I have yet to give 5D - 22A cancelling any practice in a real match yet so I can't yet comment on it's effectiveness. Given you are fast enough to react immediately on block of your first 5D then I don't think there should be an issue in theory. I'll report back once I've seen it's effectiveness in some real matches.
-
Good point Nedel - 22A is valid. 22A makes a lot of things that are typically very unsafe ALMOST safe. Like Dia 236D on block (which you probably shouldn't be using on block anyway), where 22A can take your frame advantage from something like -18 to -5. Spike chaser is also made much more safe on block with 22A, assuming it wasn't charged with C.
-
That probably explains why I don't recall ever jump cancelling out of Luna 5D. I appreciate the feedback. It seems like I need to improve upon my reaction speed; typically when I hit "5DD" in luna and my opponent blocks the first drive, I will spend somewhere around 6 frames doing nothing before I realize that the drive was blocked and then following up with 236 A/B. It's hard to get used to when in both CT and CS there would always be a drive follow-up even on block.