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hiroyukiix
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TD reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Who's the highest rated Leo player right now? As in, who does the best in Tournaments? Or have there even been any significant ones lately?
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Neh, I made sure to check it before posting. It only lists the move itself, and doesn't say anything about entering the stance. I figured it's been long enough for people to realize now, but I saw it wasn't mentioned here lol. I still would like to think there's something hidden within Leo, but there prolly isn't.
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So you can enter BT stance from 632146HS... I wonder if there's any other secret ways to activate it...
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It's pretty true though. A business can easily mistake low sales as a non-interest in the game, as opposed to people trying to send the message that they don't like their practices. This is definitely a fine line of an issue, and there's not really high chances of this practice changing for fighting games, unless there's literally a ton of anger thrown in the company's general direction.
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Yeah, we might just differ on those opinions. I think it's harder to actually apply 2S as opposed to 2K. It's just got too little reach, imo. That is to say, if I use it in pressure, it's probably going to be exclusively for what you said, creating a frame trap.
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If you want to truly autopilot, and you're willing to use 5K anyway, you can just do 5K>5P then repeat it again to see how they're blocking. 5K>5P and then (hold 1)2K>5S>far 5S (if possible)>6S. It's not necessarily autopilot, but if you practice it enough it is. My honest opinion is that 2S is actually garbage. 2K fulfills everything you need from a low, and 2S gets counterhit a lot more/more easily. But anyways. 5K>5P is always nice to start off pressure to see how willing they are to block, and to fool them a little bit. Then you throw out more light pressure. Something like 5K>5S>5H>6H>light normal etc etc. I've been practicing a lot of blockstrings, and really, nothing is going to be too much more effective than the other, but I'll tell you if I find anything else.
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It's not that he's too honest, necessarily. It's just that there's EASY ways around a lot of things he throws at you, if you're not conditioned to block him. Mashing beats non BT parries, and most of his pressure game outside of BT. Super jumping beats his projectiles. You can grab him out of freaking 5K at ridiculous lengths. You can grab him (or mash for counterhit) out of 236H. Getting into BT and not getting punished for it is entirely based on your ability to Yomi correctly, or else you get hit hard. BT is basically the best part about him if you don't count the insane damage from 5H. High invincibility on dashes, a lot quicker to move around the screen, decent anti-air, nice mixup potential, throw invul, crossups for days if your opponent sits and blocks, etc etc. It just has SO little viability to run for a long period of time, since it's literally the highest risk that exists, and getting into the stance is harder than even having it up most of the time. He's got a lot of glaring flaws. More weaknesses than strengths. That sort of thing.
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Pretty much this. It's not that Leo DOESN'T have anything to deal with the opposition, or lacks good normals. Everything he has is useful in it's own right, for it's own reasons, it's just not enough when compared to the other (much stronger) characters. Leo's 236S is good for offense, except... it's very risky to go for anything immediately after it (unless your opponent is afraid). Leo WOULD be able to take immediate advantage of the 236S situation if any of his normals were slightly better in activation times and hitbox. I said it before, and I still hold the same opinion. Leo isn't the worst character in the game by far. He's got absolutely bonkers damage for just 50 meter, and that leads into setups that could potentially leave the opponent at 40% health before the match even went anywhere. His air game could be better, but he's a ground based, fundamental character, and his normals lend themselves nicely to that definition. He CAN be aggressive, but there's overly too much risk involved in it all if you're actually trying to open your opponent up (not easy outside of BT). All that being said, this playstyle just doesn't lend itself well to Xrd's meta. A lot of the best characters have really scary ways to keep you locked down during pressure, and even add mixup in some cases (Zato). Scoring a knockdown means some characters basically win, if you're out of a burst or meter. Leo is all too predictable outside of BT since his 'trickout' tactics can all mostly be beaten by simple mashing, and knockdowns don't really gain him anything if it wasn't by a throw. High mid tier is the educated guess, for now. If some nasty tech is developed, easy A tier, since his damage and (some) tactics are pretty neat.
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He gains momentum (it looks like) at the end of his dash. You can tell, since when you dash and jump cancel the end of it (right before it ends) it'll propel him farther than it would at other points of his dash. That's why I was wondering about what I said. I'm not sure how it works, but Azrael can TK his ground specials and it ends up either making them slightly faster, or makes them cover more range. Something to that effect, anyway, since I believe it just cancels part of his dash to throw the move out preemptively. For Leo, I just feel like there's an actual difference when you TK them. I could be wrong.
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236H YRC is great for covering distance, will still cross up if you do it at the right time, and you can FD brake (if you fear a counter hit) or even go for a grab after the FD. As for 5H>Hold P- when I follow up with 2H , I trade. Since it's counterhit, it launches them and you'll still get a rather beefy combo off it. The other HS moves you can cancel the parry into are just a bit too slow to do anything meaningful, since most people will just mash until they counter you. Off an air grab, if you really wanted to, you could RC>D since D drops you to the ground quicker, and you can almost immediately cancel it into anything on the ground. Mid-screen you can hold back while you're doing the throw/RC, press D to hit the ground, then immediately hit 6H for his heavy projectile, and it will keep them locked down. Alternatively, RC>D>66>236H when you hit the ground. I'm thinking you might be able to TK his 236 specials during his dash to get a TON more space on them, very similar to Azrael. I noticed that when I went for TK 236H I almost crossed the opponent from 3 quarters of the screen away, and DID on some occasions. I like BT stance even if I'm out of pressure space. Projectiles generally don't matter, and his dash is goofy levels of fast. If I assess the situation properly, I can dash forward quickly, call out someones attempt to zone me, and parry it, or anti-air them. People tend to want to take advantage of it, which just works out since I expect them to be foaming at the mouth for the 'free' hits.
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Uhhhh... So that video is pretty serious. Those were performed by doing what... is it 5H>P? That combo that took like 75% of Venom's life...
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I was thinking of Kara-cancelling, but I'm not sure how that works in this game, or any fighter tbqh. I just know I've done it before in SF, and that I'm thinking of similar inputs (for j.D->2/3P+K) that might work. Could that be it?
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No, they didn't do a FRC of any sort. I swear they were fast-falling though... I wonder what they were doing to make that happen? I really don't think I was seeing things, either. It was really close to the ground, I don't remember what it looked like he was doing, but it's like he did some air normal, and dropped from maybe mid jump, immediately to the ground within the next few frames. Maybe he was canceling momentum on something with... something else? I really don't know x_x
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I saw somebody fast-falling with Leo earlier... How...?
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Found this video. https://www.youtube.com/watch?v=5EMslW8IXes Neat.