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Pharrox
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Pharrox
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BlazBlue Question Thread - Ask your questions here!
Pharrox replied to KayEff's topic in BlazBlue Gameplay
Thanks for the response; that's what I figure based on system mechanics. Visually to me it sometimes seems like RC comes out quicker than others, but that's probably just because the flash and stance change is more dramatic than any of the standard revolver actions or other cancels. Just kinda wanted to verify before making any assumptions that might be fundamentally wrong. -
BlazBlue Question Thread - Ask your questions here!
Pharrox replied to KayEff's topic in BlazBlue Gameplay
So I've got a pretty stupid question I've been wondering about. Do all different types of cancels in BB cancel at exactly the same point in any given move? For example will there ever be any instances where 'Normal > RC > Special' works, but 'Normal > Special Cancel > Special' doesn't because a different but valid cancel was used? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Pharrox replied to HiagoX's topic in Makoto Nanaya
To me, all these changes are very 'meh'. A few slight buffs, and several nerf that can probably be worked around. I doubt it'll really change much overall. As long as 2D is special cancelable, I'd expect something like 2D(2) > 214A~A > stuff to work. 1.1 already killed j.B > j.D, so I can't imagine the new change could make it that much worse, maybe it'll be a good thing, if not it's not nearly as big a loss at this point. Other stuff is basically stuff that isn't used regardless or simply not getting stuff we didn't have in the first place. Looking at some other character's supposed changes, it doesn't really seem that bad. I guess the real kicker would be how bad the 5D nerf is. -
It probably is the place you're thinking of. A specific group of Street Fighter players was banned because one of them stole a system.
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Removed for now.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Pharrox replied to HiagoX's topic in Makoto Nanaya
Based on the input, I can't imagine that it wouldn't be special cancelable. I get the feeling that that may have been what they had in mind when they designed it in the first place. I'm pretty sure parry loop worked because you could special cancel into it, but the way the system reads directions and buttons it would give priority to any kind of button press for a few frames, meaning it could then be canceled into whatever. I've messed around with this a bit. Currently if you set up orb on say, Ragna, you could do something like 462A or 465A, and with the right timing if they wakeup DP you'll get parry, otherwise you'll get pressure. Unfortunately it's one frame too slow to deal with wakeup IB DP making it pretty useless (and stupid impractical to pull off regardless). Adding a button to the parry input removes this ambiguity. Correct me if I'm wrong, but aren't all other dash cancels a fixed length dash forward? I get the feeling its dash cancel properties are to prevent bad input recognition and, once again, the fact that a button is now needed to confirm it means that shouldn't be an issue. I can't help but feel the dash cancel will be removed. Not that I'd be complaining if it wasn't, mind you. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Pharrox replied to HiagoX's topic in Makoto Nanaya
So, it looks like the parry input has changed to 214D now. Interesting change since it means it'll be easier to do in awkward situations as well as allow it able to be special canceled into. I didn't start playing until the end of CS2, so for any veterans from the CS1 days, did canceling into parry have any useful applications (other than parry loop shenanigans) such as canceling unsafe moves into parry to bait reversals or anything? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Pharrox replied to HiagoX's topic in Makoto Nanaya
Yeah, for the sake of practice I've just been doing parry/lander>CT>OD>2C>214B~C>623C~D. I'm not really sure why I'm having problems with this, probably just going too fast. TK DP didn't give me half as much trouble as this. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Pharrox replied to HiagoX's topic in Makoto Nanaya
Hello everybody, lurked here forever, but kinda want to start actually learning to play seriously. Does anyone have any tips for linking lightning arrow into corona for OD carry combos? It seems like it should be easy, but I'm stupid inconsistent with it. Half the time I either don't get the dash and corona whiffs, and the other half I seem to dash too far and corona sends them backwards so they don't get hit with meteor dive. As far as I can tell there aren't any tricks to it like 2366A for orb. -
Np, glad it helped someone. Hope you're enjoying CP so far :3 I may as well post up my results as well. Unless otherwise noted all enders were j.CB>j.CB>Corona (not the best, but it's pretty average). Collapsed: Damage/Heat: A Starter Mid Screen: (2A*n>)5B>5CC>214A~CCCCC [1465-2286/10-16] (2A>)5B>5CC>2D2>5B>6A>2D3>2C>214A~A>5CC>Air combo [2634-3456/18-24] (with an A starter, the longest air combo seems to be j.Bx2>DP) (2A*2>)5B>5CC>2D2>5B>6A>Air combo [1973-2872/14-20] Near Corner: 2A>5B>6C>214A~C>236D>6A>j.B>j.D3>2D3>5D3 [2606/18] Corner: 2A>5B>5CC>5D>2C>236D>5CC>j.B>j.B>623C~D [2828/20] B Starter Mid Screen: 5B>5CC>2D2>5B>6A>2D3>2C>214B>delay>j.C>j.B>land>j. B>j.D>5D [3297/23] 5B>5CC>2D2>5B>6A>2D3>2C>AB>2B>5B>6A>Air combo [3799/20] 5B>5CC>214A~CCCCC>RC>66>2C>2D>6A>j.B>j.D>Ender [4340/23] 5B>5CC>5D3>RC>66>6C>214A~C>236D(corner?)>2D>2C>214 A~A>6A>j.B>j.D>(6C>623C~D) [4142/22] 5B>6C>PF[3/3/-]>5B>6A>2D3>2C>214A~A>5CC>j.B>j.C>j.B>623C~D [4212/23] Near Corner: 5B>6C>214A~C>236D>66>6A>j.B>j.D3>2D3>5D3 [3245/23] 5B>6C>214A~C>236D>6A>j.B>j.D3>2C>236A~D>6A>5D3 [3620/25] 5B>6C>214A~C>236D>66>5B>6A>2D3>236A~D>6A>j.B>j.D3>5D3 [3748/26] Corner: 5B>5CC>5D>2C>236D>5B>j.B>j.D>236A~D>5CC>Air Combo [4076/29] (thank you miles) 5B>5CC>5D3>214A~C>236D>6A>2D3>2C>214A~A>5CC>j.B>j. D3>5CC >Air Combo (couldn't finish this one, the combo always seemed to time out on the second hit of 5CC, even when doing it as fast as I could. Can't imagine getting an air combo after it. The next one is basically the same thing but with an ender that I could finish with just barely enough time) 5B>5CC>5D3>214A~C>236D>6A>2D3>2C>214A~A>6A>j.B>j.D> 6C>623C~D [4142/29] 5B>5CC>5D3>2D3>5CC>j.B>j.D3>2C>236D [3418/24] 5B>5CC>5D3>214A~C>236D>6A>2D3>2C>214A~A>5CC>j.B>j.D3 [3843/27] 5B>5CC>5D3>2C>236D>236A~D>6A>j.B>j.D3>2D3 [3726/26] 5B>5C>6C>214A~C>236D>6A>2D3>2C>236A~D>5CC>j.B>j.D3 >5D3 [3729/26] 2B>5B>5C>6C>214A~C>236D>6A>2D3>2C>236A~D>5CC>j.B>j .D3>5D3 [3214/23] 6B>5C>2D2>5B>6A>2D3>2C>236D>6A>j.B>j.D3>5D3 [3026/21] 5B>5C>6C>214A~C>236D>2C>236A~D>5CC>j.B>j.D3>2D3>5D3 [3745/26] 5B>5CC>2D2>5B>6A>2D3>2C>236D>6A>j.B>j.D3 [3375/24] Counter Hit: C Starter Mid Screen: 5C>2C>CT>2B>6A>2D3>5CC>Air Combo [3888/16] 5C>2C>CT>2B>6A>2D3>((close to ground)5B>)6A>delay>2D2>5B>6A>Air Combo [4089/17] (adding the 5B always seemed to put them too high up, so this is with it omitted) 2C>CT>214A~C~B>5CC>2D3>5CC>Air Combo [4112/17] 2Cfc>CT>214A~C~B>5CC>2D3>(close to ground)6A>2D2>5B>6A>Air Combo [4392/18]
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Figured I'd take a shot at translating them. It's probably not perfect, but it's a start. I'll also try to post damage and heat gain as I'm practicing. Collapsed: combo stuff: A Starter Mid Screen: (2A*n>)5B>5CC>214A~CCCCC (2A>)5B>5CC>2D2>5B>6A>2D3>2C>214A~A>5CC>Air Combo (2A*2>)5B>5CC>2D2>5B>6A>Air Combo Near Corner: 2A>5B>6C>214A~C>236D>6A>j.B>j.D3>2D3>5D3 Corner: 2A>5B>5CC>5D>2C>236D>5CC>Air Combo B Starter Mid Screen: 5B>5CC>2D2>5B>6A>2D3>2C>214B>delay>j.C>j.B>land>j.B>j.D>5D 5B>5CC>2D2>5B>6A>2D3>2C>AB>2B>5B>6A>j.C>j.B>j.C>j.B>623C~D 5B>5CC>214A~CCCCC>RC>66>2C>2D>6A>j.B>j.D>Ender 5B>5CC>5D3>RC>66>6C>214A~C>236D(corner?)>2D>2C>214A~A>6A>j.B>j.D>(6C>623C~D) 5B>6C>PF[3/3/-]>5B>6A>2D3>2C>214A~A>5CC>j.B>j.C>j.B>623C~D Near Corner: 5B>6C>214A~C>236D>66>6A>j.B>j.D3>2D3>5D3 5B>6C>214A~C>236D>6A>j.B>j.D3>2C>236A~D>6A>5D3 5B>6C>214A~C>236D>66>5B>6A>2D3>236A~D>6A>j.B>j.D3>5D3 Corner: 5B>5CC>5D>2C>236D>5B>j.B>j.D>スラコメ>5CC>Air Combo << No clue 5B>5CC>5D3>214A~C>236D>6A>2D3>2C>214A~A>5CC>j.B>j.D3>5CC >Air Combo 5B>5CC>5D>214A~C>236D>6A>2D3>2C>214A~A>6A>j.B>j.D>6C>623C~D 5B>5CC>5D3>2D3>5CC>j.B>j.D3>2C>236D 5B>5CC>5D3>214A~C>236D>6A>2D3>2C>214A~A>5CC>j.B>j.D3 5B>5CC>5D3>微ダ2C>236D>236A~D>6A>j.B>j.D3>2D3 << I think it's saying it has precise timing? 5B>5C>6C>214A~C>236D>6A>2D3>2C>236A~D>5CC>j.B>j.D3>5D3 2B>5B>5C>6C>214A~C>236D>6A>2D3>2C>236A~D>5CC>j.B>j.D3>5D3 6B>5C>2D2>5B>6A>2D3>2C>236D>6A>j.B>j.D3>5D3 5B>5C>6C>214A~C>236D>2C>236A~D>5CC>j.B>j.D3>2D3>5D3 5B>5CC>2D2>5B>6A>2D3>2C>236D>6A>j.B>j.D3 Counter Hit: C Starter Mid Screen: 5C>2C>CT>2B>6A>2D3>5CC>Air Combo 5C>2C>CT>2B>6A>2D3>(close to ground)5B>6A>delay>2D2>5B>6A>Air Combo 2C>CT>214A~C~B>5CC>2D3>5CC>Air Combo 2Cfc>CT>214A~C~B>5CC>2D3>(close to ground)6A>2D2>5B>6A>Air Combo