-
Posts
168 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by ThatHiroGuy
-
Y'know. Places~ :3
-
Very few people fully 'determine' character worth without full understanding. There is a such thing as educated guesses, which is what most people do, even if they're understanding or 'education' on the character is shit. It should fully be expected, and not looked down upon, unless people are trying to make definitive statements about tier placement, or something of major influence.
-
Interesting. I'm not sure if this is accurate, but when I checked the information for P4 Ultimax on my PS3 (fully downloaded and installed <3), it said that the 'start date' is August 27th at 10:00 pm. Not sure whether it's JST or not, but yeah, just here to say that .
-
Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
ThatHiroGuy replied to Vulcan422's topic in Zepp Museum
Take this with a grain of salt, of course. Also This is sure to cause unrest in the Persona community. Glorious times. -
Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
ThatHiroGuy replied to Vulcan422's topic in Zepp Museum
#SorryNotSorry Is... is that real? So that's who he really is? -
-shrug- -does squiggly dance- I already boooought it :3. Pretty cool, actually... When you turn on your system, it will automatically log in under the account you bought it on, and when the 25th rolls around, it'll download it to your system for you. In any case, I ain't too worried. I'm sure most of you are worried about the disc version being region locked, but as for the download version... does that even work? I know there's region exclusive DLC, where it only works with the disc of the corresponding language, but... even in the case of P4A... was the psn version really region locked? I always thought that region lock was based on 1) Your PS3 and 2) The discs it has to read, and it's ability to (or lack thereof). Even if it's possible, everyone's freaking out that they haven't mentioned anything about it. I just take it as indifference to the information. That is to say, the North American versions being region locked or not was a big deal for the European crowd. Announcing that information was important for them, since Europeans were the only crowd without a release date (correct me if I'm wrong).
-
It makes a decent amount of sense, though I think it's not really the most fair of arguments to throw out there. Drive more or less IS what makes characters in the game unique, and set them apart from one another. It wouldn't be Blazblue without it, and the 'originality' of the characters, not exclusively, but mostly comes from that. That being said, I think it'd be hard to make their drive feel 'cool' or like it has an impact on their play-style any other way than it is now.
-
Someone doesn't like Kanji :P.
-
I'll post a video that SRK has of it being used in the tests. It looks like... a really terrifying mechanic, but there's a lot that you can assume just from seeing how it's used. It's called Over Drive Raid. https://www.youtube.com/watch?v=P2MfZBjNpI0#t=70 There's a link. It's at around a minute or so, towards the end of the match. Nu is blocking, and in the middle of Kokonoe's longer animation move, she hits OD, it makes the rest of Koko's attacks whiff during, and well yeah. It essentially seems to work like a Counter Assault, except you're invulnerable during the activation. If they keep this in, which I think they will, there's gonna be distinct pros and cons to using it in such a way. Though currently I think there's things they could change, like the fact that it would seem OD raid gives you the full activation time. Same as canceling into OD mid-combo, you should trade off some of it's time-span for the utility you're getting from it. Not only that- you shouldn't be rewarded with the amount of burst meter it gives you now. If you use OD raid as a CA of sorts, or a defensive option, you should not be rewarded with more burst meter which just goes towards... more defensive options. It needs work, from what I can tell. Interesting balance that could come from it though... A character like Bullet, who actually does have a bit of trouble defensively, could OD out of guarding, gain heat, and make interesting plays depending on how that scenario plays out. Excited to see what they do with this~
-
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
ThatHiroGuy replied to zeth07's topic in Archive
Sort of a nerf, but not entirely. It all depends on how long the wall stick is, and if it works similarly to the one that happens during Valiant. Either way, it sounds like that eliminates TCL>Rapid>Valiant/IAD combos. Maybe they're thinking of changing the properties of other moves, and what he can cancel into/out of for this very purpose. Though, I'm theory crafting... I did think of some other reasons they'd do this, but... Are there any characters that can cause a wall-stick outside of the corner? Makoto can, right? -
Ever? I hardly find air-to-air situations with her because I'm just deathly afraid of jumping against Gord, Merkava, Yuzu, etc. Characters who don't have such insane screen control, tend to have weird hitboxes that j.A doesn't answer. It's not a problem with how good or fast, just how actual useful it is in this game. For an example- Characters who don't have full-screen control, where j.A would actually at least have a chance- Hyde, Linne, Carmine, Byakuya, Eltnum (question mark), Orie, Akatsuki, Seth. Of those characters, Hyde, Linne, Carmine, and Orie all have moves that I feel win against our j.A easily. That only leaves... Akatsuki, Seth, Eltnum, and Byakuya. Those are the characters where I feel j.A matters, and I don't find many people playing them anyway.
-
Wouldn't do j.C while falling. The hitbox just isn't good enough if you ask me. If you're trying to aerial approach an opponent, I recommend j.B over all else, followed by j.2C. I don't really use j.A for anything, just because it'll get you blown up in this game, even in a lot of air-to-air scenarios.
-
I haven't done this combo, but it's functionally similar enough to mine, except for he goes for a much more reliable starter. If you're uncomfortable with the B+C, or it throws you off, just TK the fireball. Or do B+C but do a TK motion anyway. It's sort of hard to explain the timing, but when you get it you'll understand. More stuff I've found, by the way... ON THE TOPIC OF PRESSURING AND APPROACHING OPPONENTS. -On Approach- -Be weary of how you use your j.236B, since it leaves you in a pretty crappy position with a lot of the cast. -If you do, be sure to space with your 5C. Also feel free to throw out an extra j.236A out, as it'll catch jumpers. -When approaching, 6D->Floating helps a lot. 6D and try to float in a way that baits an anti-air so you can go in for a punish or a 236A. -Once you are in... -Pressure- -Start crouching. It's sort of easier to manage your reverse gatling-ing this way, due to her standing normals having a decent range on em. -Feel free to use your 236A/B. Don't quote me on using the B version, figure it wouldn't hurt. Do NOT do this without doing a followup. From what I've seen... here are the results of safe-ness... -6A followup should be SAFE UNSAFE. 6B followup should be UNSAFE. DON'T DO IT UNLESS YOU ARE CONFIDENT THEY WON'T STAND BLOCK. 6C is UNSAFE, WITH A CATCH... The enemy can hit you out of the final frames of this, but not the initial ones. ONLY DO THIS IF YOUR OPPONENT IS BEING VERY CAUTIOUS. -Feel free to cancel your pressure into a Float (B+C) after any normal. This allows you to (unofficially) jump cancel moves, which gives you TONS of options. You can empty jump, you can 236B (don't do 236A on some characters this close, it just whiffs unless they jump), you can do the same thing over, rinse-repeat... the options are sort of endless. Be weary of getting anti aired for it, but I think even that can be handled by a well placed j.2C. Edit: 6A follow up is not safe, but sometimes... crosses up? Weird.
-
*cracks knuckles* Let's start with her Force Function. Let's call it her "Float" from here on out. - Assault (6D on the ground, or air) can be cancelled into her Float. Why is this important? SO many reasons. You can't guard in the middle of ground assault. You can only use one attack during ground assault. Cancel her 6D into Float, and you can now safely block if someone calls you out for doing it, and if you were going for an offensive assault, you can now do more than just one attack. Perhaps you want to be a bit tricky? Assault>Float backwards>throw projectile. Or, Assault>Float Forward>j.BB (this one crosses up, and on bigger characters you can cancel the j.BB into your projectile). -That also works the other way around. You can cancel your Float into air assault. Press B+C on the ground, follow it with 6D IMMEDIATELY. This helped me combo some of the more difficult to connect things, especially when you've already used your jump cancel in a combo. Edit: This method of approach ALSO takes away the negatives of Assault (you can do more than one attack, cancel attacks into specials, etc etc). This is EXTREMELY important. -You can also use it, if you know your opponent is being defensive, to do some awkward guessing games. Throw out your j.236B (the projectile that glides across the ground), rush down (if it's safe), Assault>Float and you can float on either side of the opponent to make them turn around and force all kinds of weird mind games. Some (not so hidden) tech, outside of her Float. -You can cancel her 236 (ground) into her followup before she starts the dashing animation (the trail of wind following her sword shouldn't come out if you do this correctly). If you do this, it gives the followups different properties. -TK her air projectile (A version), and you can actually do some relatively high damage, no meter combos. -Like previous posters said, you can use her Float to gain extra jump cancels in a combo. This helps when you try to OTG, but you can't follow up. (Remember to use Float>Assault if you need to cover space for the combo to work). Some setups I've found? (Note: these aren't purely for crossup, just to make your opponent think, and respect you, and to be less straight forward) - j.236B>Land>236B~C followup>your choice of mixup/trickery. You can do a lot with this, mess around with it. - j.236B>Land>rushdown>TK j.236A>Land>mixup - I know there's a lot of tricky stuff involving her 214A/B, so I'll test out stuff with that. Highest damage, raw, no resource usage? 3.2k. Corner, and mid-screen (mid-screen is a bit trickier on the TK timing, can be fixed by just jumping and quickly doing her A projectile) 3C>TK j.236A>Land>j.8C>j.2C>Land>2C>236A~6C followup>microdash>j.BB>j2C>Land>2C>214A~A/B followup. You can also end with 236A~A followup to put them full screen again. The key to her damage is using her air projectiles (sometimes), 236A~C followup is big damage and can be followed with a dash cancel> j.B>j.2C, and her 214's.
-
I might make a video discussing Nanase... she's got some very interesting tactics, that I think would be worth speaking on. Especially since she's new and everyone around the world is just now thinking on what to do with her. Found out a lot <3.
-
Streaming it now! Come check out everything!
-
Well, let's be honest. Street Fighter/ Capcom netcode isn't much better, if at all. Tekken... I can't speak on. Random Anime fighter netcode is either non-existent or poop. Point is, considering it isn't gonna get much better than the aforementioned netcodes (unless it's using GGPO maybe). If you're gonna play online, you'd be better off with Arcsys netcode, or capcom, than anyone else's.
-
Netcode was handled by arcsys, so I doubt it's unbearable. If anything, you can expect Blazblue tier netcode.
-
Preparing stream! Download is literally 10 minutes.
-
Anyone rapid refreshing the JPN PSN? rofl
-
I'll be streaming UNiB tonight, and for quite a while, provided all goes well. My Twitch is in my signature, but for lazy people... http://www.twitch.tv/thathiroguy. Get excited!
-
Changing Seasons- https://www.youtube.com/watch?v=xZYJ-5sLazQ Actually one of the songs I didn't know about when I first started P3... It's one of the best.
-
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
ThatHiroGuy replied to Hecatom's topic in Under Night In Birth
Just figured I'd let everyone know, that while you wait on your copy to be shipped, or just want to watch online matches, I'll be streaming the game quite often after the release. Stream is in my signature . And I learned quite a bit from this thread. Keep up the posts! Little under a month now for the release, I'm sure everyone's excited! -
I'm referring to... Let me find the right way to explain it. In his combos, he does a whole bunch of slash normals (I'm assuming they're normals), then they do a move that propels him forward into an upward slash, but on the second hit of it, they seem to go back to the ground, then they slash upwards and then slash back down to the ground (causes a forced tech bounce at the end of the combo). Did I explain it well that time xD? Thanks for the link to his inputs. So "High Speed Movement" is the dash where he disappears and reappears, and can be used to teleport left and right on the ground, and down/crossup in the air? And this special has SB versions that allow him to do 'fast-fall' type shenanigans?
-
I'm going to leave this video here and ask a few questions. https://www.youtube.com/watch?v=S_0NCOO8UCs One- what is he showcasing at the beginning of the video? When he slows down the video to show something, what exactly is it that he's doing/using? In relation to that question, I keep hearing "Fast fall" when people talk about Sho. Please don't tell me it's the same "Fast fall" as Yosuke does, which requires (as far as my friend tells me) a decent bit of execution to pull off. Thanks ahead of time on this one. Two- Some Sho players tend to use the dash/teleport crossups, while others don't. What's the general consensus on that? Safe, gimmicky, 'never-use', use rarely, or what? Three- Is his Rekka input just (236C)x3? And it always seems like people do something on the second hit of it... to bring Sho back to the ground... Is he cancelling the second hit of the Rekka into one of his dashes?