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Everything posted by Kitsue
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Preordered the game on ps3 and downloaded it a few hours ago, I didn't see any mention of Elphelt in the game download, and there was no other file to DL aside from the game. I guess it could be included in the game file but I doubt it, we'll probably have the dlc added to our download list when the game release.
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Player database : http://tinyurl.com/xrdeurodbv Player database signup : http://tinyurl.com/xrdeurodbs I quickly did this if you want to use it. I took the same template (and text) as the UNI:EL one made by Tigre, so props to him for having this idea the first (I hope he doesn't mind btw). The chart is not editable by anyone, so it can't be trolled / erased or anything, in short it's a cleaner way to make a chart. I wanted to re-add anyone that already added himself / herself in the other ggdocs, but I couldn't be sure about their handle so... Oh, and it also doesn't utilize a french only forum as a reference for every european player, so I guess that's a plus too . I'll leave it here, feel free to ignore it if it doesn't suits you.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Kitsue replied to Setsuna's topic in Misc Fighter Central
There's also some people on the UNIEL EU Skype group that play DFC, myself included. Actually, what was originaly an UNIEL skype group is now kind of an all fighter one, even tho UNIEL is still the main game played / discussed. About the game, man, that netcode is so strange, the bar have little to no meaning. But if you stay in your netplay zone, it's usually quite playable, even tho it'll be hard to react to clash moves nonetheless. -
Hey, would definitely be interested in the lobby and the skype group ! I'm having hard times finding people online since one week or two :/. PSN : Kitsue Skype : Soutenjin My main is Seth, I guess I'm around decent even tho I tend to have stupid automatism sometime. I'm around there all the day, but my play time is mostly in the evening, around 7~9pm to 12pm GMT+1.
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Welp, here are some combos with different starters / conditions if that can be of any help. Used the wiki layout for combos, I hope it's okay. ODC stands for Overdrive Cancel, btw. DD is usually every DD aside from Jabaku Fuenjin ; you can use it, but the damage could be really different from writted here, and of course, you'll end up with 0 Heat as the DD will use every last bit of heat you have. MIDSCREEN 6A Starter Notes: If you hit an airbone opponent, do a hjc instead. 6A > jc j.5C > jc j.5C > j.2D Requirements: None Damage: 1493, Heat Gain: 16 MIDSCREEN TO CORNER 2D Starter Notes: Damage and Heat Gain are for a full life OD, that will last only until 6D. Longer OD will net better damage. Very great Corner Carry. Your ideal distance with your opponent for this 2D follow up is the same distance as the one when you start a round. 2D > 5A > 6A > hjc j.5B > j.5C > jc j.5C > ODC > j.2D > 2C > 5C > 3C > 6D > 236D (> DD) Requirements: Overdrive Damage: 2171 (~2800), Heat Gain: 87 (37) 6A Starter Notes: Damage and Heat Gain are for a full life OD, that will last only until the 2nd j.2D. Longer OD will net better damage. Very great Corner Carry. If you hit an airbone opponent, do a hjc instead. 6A > jc j.5C > ODC > j.2D > 2C > 5C(1) > jc j.5C > j.2D > 2C > 5C > 3C > 6D > 236D (> DD) Requirements: Overdrive Damage: 2564 (~3200), Heat Gain: 70 (20) 5D Starter Notes: Took advantage of the 5D 6B Gatling, that combo if the 5D is CH. Great Heat Gain for the combo, it's advised to keep the heat if you don't have too much. 5D(CH) > 6B > 6D > 236D (> DD) Requirements: None Damage: 1998 (2735), 62 (12) CORNER ONLY 6A Starter Notes: Can be done near Corner as well, but not Midscreen. Damage and Heat Gain are for a full life OD, and as such can be different depending of your OD length. If you hit an airbone opponent, do a hjc instead. 6A > jc j.5C > ODC j.2D > 22C > 2C > 5C > 3C > 6D > 5C > 236D (> DD) Requirements: Overdrive Damage: 3202 (~3800) , Heat Gain: 66 (16) 6A > jc j.5C > ODC j.2D > 2C > 5C > 3C > 6D > 2C > 5C > 3C > 5D > 236D (> DD) Requirements: Overdrive Damage: 2669 (~3300), Heat Gain: 80 (30) Orochi Burensen Starter Notes: Orochi being Terumi's only standing overhead, even though it's easily readable, I thought it could be good to have combo with it. The first one will cause the opponent to tech during 236D depending of how much you mash 22C, and as such could be dangerous. It can still be used if you need those 600 damage to finish an opponent. 2nd one is the way to go for safeness. [*]Orochi Burensen (63214B) > 22C > 6D > 236D Requirements: 50 Heat Damage: 4304 , Heat Gain: 48 [*]Orochi Burensen (63214B) > 2C > 5C > 3C > 6D > 236D Requirements: 50 Heat Damage: 3771 , Heat Gain: Misc Starter Notes: A crush Trigger follow up if you only have 25 tension, and a j.2D startup. The j.2D combo end on 5C(1), at which point you can jump cancel it and start to mixup the opponent immediatly. I guess you could add a loop of the j.2D loop in the combo, but it won't give you enough heat to go to 50, and will probably have a lower damage output. Finally, a 5D CH starter, as it could happen quite a few times. Took advantage of the 5D > 6B and 6B > 6D Gatlings. [*]Crush Trigger (A+B) > 66 5C > 3C > 22C > 2C > 5C > 3C > 5D > 6D > 5C > 236D (> DD) Requirements: 25 Heat Damage: 3290 (~3900) , Heat Gain: 56 (6) [*]j.2D > 5A > 3C > 22C > 2C > 5C > 3C > 6D > 5C(1) (> jc j.2D) Requirements: None Damage: 2400 , Heat Gain: 42 [*]5D(CH) > 6B > 6D > 2C > 5C > 22C > 2C > 5C > 3C > 236D (> DD) Requirements: None Damage: 3307 (~3900) , Heat Gain: 69 (19)
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About BBCP Characters Wiki : When you let your mouse on the term Cancel of a move data, you can see a tooltip providing informations about how each letter corresponds each type of cancel. However, if you let your mouse on the actual cancel cell data, under the previous "Cancel Term Cell" of the move, where the cancels are written, you can see another tooltip that doesn't provide the same informations about each letter / each type of cancels -actually, it just miss one type of cancel. There's D for Distortion Drive on the second Tooltip, whereas there is nothing like that on the first, only S and Dr for Special and distortion / Drive and Distortion. I don't know what's the good version to use, but I'm guessing the 2nd. The first one should probably be updated as I don't think many people will see that there is a second tooltip, and therefore won't understand what "D" means. EDIT : Oh, and something else even though I'm sure it's me being stupid but who knows . When you edit a move data, you can see a data for smp (smp =''), but it's not visible in the view page of the wiki.
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I've tried to do a OD combo that start from 6A and no heat, and I've found that for now : 6A > jc j.5C > jc j.5C > OD j.2D > 2C > 5C > 3C > 6D > 236D > DD Does around ~3000 if you have a short OD time, and ~3500 if it's a long OD, depending of the DD at the end. Independant of the OD time, you'll gain at least 50 heat so the DD is guaranteed. Tell me if you've got better idea for that one plz ! Side note about the wiki : I've just added damage data for most of Terumi's normal ; For multihit moves, I've detailled the move like I've seen the wiki of other characters such as Ragna's 5D or 6C, each hit separately and as if it hitted first (no proration). Would you like the total damage of thoses moves to be put in the description or something ? Like for 6C, it's 520, 520, 960, but the total damage of the move is actually 1301. I'm asking 'cause there was already some multihit moves with damages values in the wiki and the total damage number was used instead of the detail. I've also checked that meter steal during OD is fixed, unlike heat gain, meaning that j.2D will always make the opponent lose 2 heat whatever the lenght of the combo. I was going to add them to the wiki but I'll post them here before, if you want to check or anything : 5D: Opponent lose 2 heat 6D: Opponent lose 5 heat (he gains some on the first and last hit, but in the end he loses 5 heat) 2D: Opponent lose 6 heat j.5D: Opponent lose 2 heat j.2D: Opponent lose 2 heat I don't know if that'll have any value, but here are the numbers I've taken. Tests condition were as such: OD, one hit with the opponent at 0 meter, reset, and one hit with the opponent at 50 meter. For every move except 6D, the steal gain is the exact same value as above. 5D: 16 heat gain raw, + 2 if your opponent have meter to steal 6D: 42 heat gain raw, + 6 if your opponent have meter 2D: 35 heat gain raw, + 6 if your opponent have meter j.5D: 18 heat gain raw, + 2 if your opponent have meter j.2D: 14 heat gain raw, + 2 if your opponent have meter His specials (236D and 214D) don't steal meter. For this to be complete, we need the information of heat gain / heat steal againt a blocking character, so if anyone is up to it...
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Corner : (5B > 5C(1) jc)> j.2D > 5A > 3C > 22C > 6D > 236D > DD 58 heat gained, so you can finish the combo with a DD freely. Does ~3k damage depending of the super used, and ~2200 if you don't use the super. Work from straight j.2D and from 5C(1) jc. Also, you can add a 5C just before 3C, but it will make the opponent recover just after (or during) 236D so you won't be able to DD after that. It can work midscreen as well, but there's a variation ofc. I don't really have a reason to why someone would do that after a hitting 5C, but it's possible nonetheless. Midscreen : (5B > 5C(1) jc) > j.2D > 5A > 5C | 3C > 236D > DD And sorry for posting combo there, but I've got the impression that the combo thread is not quite finished yet (There's usually more post reserved by the mod, etc). And we're still finding combo material, I guess. On a side note, I've noticed something funny ; During OD, even if you steal heat from your opponent, the first and last hit of 6D actually give them meter anyway. That's the only D moves doing that, and as such you steal more than they actually lose, not by a far stretch though.
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Yeah, I forgot about that but you're absolutely right, too bad it has SMP though. As for 5C RC, it'll be good for some instant overhead, but I don't think doing 5C > RC airdash is a good way, as it put you really above the opponent and you'll be unable to hit him with anything really if you're not in the corner. Basically it's 5C RC > j.B / j.A if you want to do some nasty stuff.
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RCing 5C does put you closer to the ground than jump canceling it, tested that just now.
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Random notes after some testing : - Moves that have SMP : 6D | 236D | 22C I've tested every D moves, some were hard to put two time in a combo (like 2D or j.D) but I can say for sure that theses moves are the only ones with SMP - A different OD setup : 6D > OD > 66 > j.2D > 2C > whatever Basically you OD cancel the last kick of 6D, dash forward while in the air, and j.2D opponent. You'll be able to follow up easily. Of course, we rarely start a combo with 6D, so here are differents starters that are confirmed working : Backthrow, 5B > 5C > 5D (you'll have to do 2C > 236D just after j.2D with that, or a DD), and 5A > 5C > 5D. Good corner carry, moderate heat gain (around 70 heat), meh damage without super. Not that usefull tbh, but still. - New version of the corner combo after Orochi Burensen : 63214B (Orochi Burensen) > 22C(full) > 6D > 236D. 4308 DMG | 48 heat gain. It's almost enough to gain a new super but I wasn't able to find better myself. Quite strangly, this route with 22C just after Orochi is better than the 2C > 5C one, even in damage. However, if you have OD, you can do this combo instead : 63214B (Orochi Burensen) > 3C > OD > 22C (no mash) > 6D > 236D > super(?). It provides you with 52 heat, and does 4016 damage without super at the end. I'm not sure about the super at the end of the combo, opponent seems to recover during 236D and could be able to block.
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Well, keep in mind it's first day impression and ideas so that means pretty much nothing, but as for now, I'll give my 2cents. Pretty basic, you want to avoid 5C if you start to have some hit in your blockstring as it could miss due to a poor range, it's better to use 2C instead. You can use JC-able moves to press with j.2D, but it's risky as you could get countered easily. Speaking of JC, you can JC his A and C moves, but not his B, which is a bummer. As such, it's important to use 5C and 2C effectively. Aside from that, it goes like 5A-2A xn > B moves > 5C or 2C depending on range, then JC etc. It's best to avoid D moves if you want to keep pressuring, as they'll put you quite far from your opponent, and they are not JCable nor DCable. Let's not forget about 5Axn > dash, same with 2A and to an extend 5B; his run being very fast, you can keep the pressure on this way. His 236D special is of course unsafe, so unless you can RC it, forget that. We've yet to see his framedata, but if it's 5B is the same as hazama's, that'll open some frametrap shenanigans. He also have a command grab but it's kinda slow, I guess it'll still open guard after some conditioning. I don't think his pressure / mixup is fantastic ; I mean, he has only one overhead when he is on the ground, and that's a super. While the heat requirement isn't a problem for him, a super comes with a super flash, and thus is kinda easy to avoid. Aside from that, personally, I'm having trouble crossing up people, he only has his j.5B and j.2D to cross up, and even when they hit, it's not always that practical of a follow up. j.2D is still a good tool because of his speed and it's relatively easy to do a follow up, but I can't really say the same for j.5B personally. I miss the IAD j.2C from Hazama, I guess ! With all that said, he's still scary in blockstring, because he is reaaaaally fast and can constantly rush you, and if he hit you just once, he'll gain meter like crazy, which can be used to RC or guard crush almost freely. He also has got some good damage in corner, where he can carry you pretty fast with 6D > 236D. He also can do really gimmickly things with 6B and the feint that come with it, as well as his DD counter. Those kinds of tricks have a really, really good pay off. Generally speaking, I expect him to have some good resets. TL;DR While he doesn't have specific tools for pressing / blockstring (lack of overhead and crossup not that great), he'll make up with his high meter gain and the use of general mechanics of the game, + his speed. And most importantly, the player using him ! That and we've already seen rushdown character like ragna with very few options as well doing very well nonetheless, so hey. At least he had a quick overhead in the name of Gauntlet Hades, meh. That's my 2 cent anyway after some matches / training today, but once again, first day impression are meaningless. That and I'm not pro, so take it with a grain of salt.
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I can confirm that 6D does have SMP, not sure for 5D, I tried to put it three times in a combo and I haven't got the SMP message. j.2D seems to be no smp too.
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Some precision about this one : In order to be able to do the 236D > any super part, you MUSN'T mash 22C. Hell, if you mash it, the opponent will even tech DURING 6D (very ankward). Actually the combo will fail at different timing depending of how much you spammed 22C, like just after 236D the opponent will end the animation by just standing, no recover or anything, as if he recovered during 236D. And to finish about that, the combo actually give back 45 heat and not50, so you won't be able to super at the end if you had no stock before starting.
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Ah yeah, better indeed ! I've tried it on different type of characters, it indeed seems pretty consistent. About that, the "best" combo I've found for now with that setup is : Orochi Burensen > 2C > 5C > 22C > 6D > 236D > any super, since you actually gain 50 heat during the combo. 5D after 22C doesn't allow any follow up, where as 6D yes. Personally, when used as Oki, I go for A > 6A > air combo, that's the most consistant combo I've been able to do. It's strongly dependant of the placement ofc, it won't work from full range 2D ; btw, the only follow up to full range 2D I've found is RC > dash > 5A > etc but it's far from consistant and not really worth it. Here's hoping we'll find better things for 2D. EDIT : Actually, here's an easy way to view the follow up ranges for 2D : In training, reset your characters position to midscreen ; this range between you and the opponent is the exact limit range where you'll have to use 5A > 6A as follow up. If you're closer from your opponent, then you can follow up 2D with 5C, and if you're further, well...Have fun trying ! By the way, feature that I've just discovered : When you reset your characters position in training mode, you can input left or right to put your characters in the corner ! Dunno if it was there before, but that awesome for me at least
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Some (really) random notes I haven't see on the topic, sorry if it's too basic : - During OD, many of his drive moves have bigger range, except for 6D - After Orochi Burensen (63214B) in corner, you can do 2A > 5C > whatever, given the combo won't last very much longer - During OD, after Jakyou Messenga (41236C), if you want to continue it fast with another DD, you have to input it as if you were facing the opposing side. Meaning if you start by doing messenga from the left (41236C) and continue with Orochi Burensen, you'll have to input it 41236B even if the opponent is on the right, or 421B for Soutenjin. You can still wait the very end of Messenga's animation and use regular input, but it's much slower. - Againt characters with a relatively big hitbox (well, if azrael count as a big hitbox anyway), during blockstring and if you're close enough, you can do 5C(1) > jc j.2D and it will cross-up ; the jc must be done forward the opponent, of course. Kind of a gimmick, as you'll have to be really really close to do that,..I managed to cross up with 5A > 5C(1) and 2A too, 5B is doable but you have to delay j.2D a little - After 6B not counter, the only gatling is 6D, and you can also link a 5A, but that about everything, even 2A won't do no good (not counting specials and DD of course)
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BlazBlue Question Thread - Ask your questions here!
Kitsue replied to KayEff's topic in BlazBlue Gameplay
Aw, okay, guess most of us will have to hope for a late release on the PSN then. Thanks for the information ! -
BlazBlue Question Thread - Ask your questions here!
Kitsue replied to KayEff's topic in BlazBlue Gameplay
Are there any chances that we could get the old BGM added in the console version ? I know it wasn't done with GG, but it's not the same time nor situation, read : DLC Besides, for GG, the quality of the tracks went from near MIDI (okay, exagerating) to instrumental with the change from GG to GGX.. Not that I don't like the new versions btw, I'm just curious about that. The same question could apply to the stages, since we don't have the old ones, at least in the arcade version of the game, I think ? I know that none stage were taken when we moved from CT to CS, but it was the same city.