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FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Arcus Diabolus reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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AchedSphinx reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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FKGunBlaze reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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TD reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
The feint thing was my bad, I had to go listen to it again. The exchange is Q: フェイントで出してその紋章のみは当てるとか A: そうです、そういうことも可能です。〜この感じ出しておけば相手の上から攻めを抑制出来たいとかそういう方も出来ます。 And while the arcsys rep is talking about it, he makes one of the j. D crests disappear without activating, but it's just because she can't have more than one out at once and he did another drive normal. The casual guy with him is trying to express the idea that you can feign an approach with like forward jump j. D, but really just be trying to get the crest on screen instead of actually trying to attack immediately. -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
They didn't mention being able to delay it when they talked about her drive. Just an oversight I guess? -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
They're predetermined, though the delays (obviously) vary based on the move. They didn't say anything about being able to manipulate it. -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
So they didn't really mention anything that hadn't been discussed previously on the recent stream in the general discussion thread. They did confirm that her command grab is a DDT/does not connect on crouchers, but they also clarified it's use in her tool set; it's supposed to be used to punish your opponent once they begin stand blocking in response to Gawain since (now that they mention it) the two moves do look very similar on start-up. There are a lot of variables to determine whether that will be a legit mix-up in high level play, but the fact that they had that specifically in mind makes me think they wouldn't do something crazy and make the grab CH recovery or something... Right? -
[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
Her moves look cool, but jesus that overhead is MAD slow. I hope it's plus or gives her a mixup off the crest follow-up or something. -
Do you have any way to accept support/donations?
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Things I can remember off the top of my head: IAD Gekirin no longer crosses up Card moves can be done raw with 236/214/623D 623D is no longer air unblockable Force break puffball no longer wallsticks Wall loops are different since 6h ground bounces on air hit 22D gives one of each card instead of 2 of your choice 6hh is special cancellable Her wall loop starters are different; mostly revolve around landing 236D. She was nerfed fairly hard from AC to +R, but she was still viable, just a lot less fun compared to AC. Still better than xrd though, so have fun.
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AchedSphinx reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Es Gameplay Discussion Thread aka Pudding Lovers Anonymous
9:02 PM replied to RurouniLoneWolf's topic in Es
Well it says 山なり, which is more like an actual arc where the first part rises. My guess is that it will look similar to a melty blood airdash. -
9:02 PM reacted to a post in a topic:
[CF] Arakune Video Database
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9:02 PM reacted to a post in a topic:
[CF] Arakune Video Database
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The new dust follow up works the same way as vertical dust where stuff just cancels freely, so you just hit 6H twice.
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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Haehyun[Tuner] Pre-Release Speculation and Analysis Thread
9:02 PM replied to Baf0's topic in Kum Haehyun
I think the idea is to get a knockdown, set a fireball, and have them get pulled into the just the second hit of the overhead and mix it up with the low. It looks like you'll be able to get the first hit to whiff either by spacing it so the fireball pulls them into the second hit or by whiffing it off a more advantageous knockdown like sweep. Either way, that pair of normals has an Azrael 6D/3D thing going on where they're not very fast, but they look almost identical up until the last few frames, which I found to be more difficult to block than more traditional high/low mixup anyway. Digging the music Baf0. -
Thanks so much for all the hard work, this has been pretty amazing. Is there any way to get this to display grab vulnerability/grab-able hurtboxes as opposed to the normal hurtboxes?
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9:02 PM reacted to a post in a topic:
[CF] Arakune Video Database
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9:02 PM reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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He didn't provide much that needed to be translated, but here you go. On a crouching opponent, you can go 2C into an aerial combo/hotaru combo. IE (j. B/j. 2C >) 5C > Gurren > 2C works since 5C forces crouching. Off a normal crouch confirm out of an airdash/jump attack, you can just do these kinds of routes into 2C: j. 2C, 2B, Gurren j. B, j. 2A, 2B, Gurren If you start your combo with an S starter (he says above N starter), as long as you do Gurren before the 4th hit, it will combo. So you can do 2A, 2B, Gurren, 2C, but not if you start with 2A, 2A. -- (crouching opp) Gurren, 2C, aerial (crouching opp) Gurren, 2C, Hotaru, j. 2C, 2C, aerial Same as above, crouching only. A situation you might use this is forward jump j. 2C, 2B, Gurren against someone who's trying to read your 4C and sneak under with a crouching attack. CH Gurren, 2C, aerial/hotaru combo CH Gurren, optional 5C, special From a raw Gurren CH, you can go straight into 2C/5C. We need to make sure we confirm properly when we catch people mashing.
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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jak d ripr reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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FKGunBlaze reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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BladeOfJustice7 reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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MLSTRM reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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Zato-1 Ground Game: Combo/Pressure Advice and Assistance
9:02 PM replied to PerfectInput's topic in Zato-1
It's only a level 2 move; 2K being plus is more attributable to the short recovery than it causing a particularly high amount of block stun. One of the things about how hit/block stun works with Zato is that you have to factor in hit stop when you're getting a feel for how much stun any given sequence puts the opponent in and how much time they give you to act. Any Eddie move that connects on either hit or block essentially gives you twice as much time to act as what the frame data suggests just based on attack level since as opposed to regular hit stop, you're free to act during it. A good example is Nobiru -> unsummon. Nobiru is a level 4 move, so it inflicts 18 frames of blockstun, and unsummon is 29 frames, but Nobiru -> unsummon is plus because Zato is free to act and start the unsummon animation during the 15 frames of hit stop that normally causes characters to freeze completely, so you can really consider it to be 33 frames of blockstun (and Eddie doesn't actually disappear until the 6th frame of the unsummon animation, which is why -S- unsuumon goes up to like +10). So even though 2K is a higher level move, -P- is going to actually feel like it puts the opponent in a lot more block stun because you're free to act during all 23 frames of their blocking animation. The short version is, you're probably doing it backwards. Any Eddie -P- that connects is going to give you more time than a Zato 2K. Also if people are up/backing out of your Eddie pressure, just start doing 2H. -
[CF] Nine the Phantom General Discussion Thread
9:02 PM replied to Monarch's topic in Nine the Phantom
Does anyone know what the different colors/buffs are for flax nature? -
9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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9:02 PM reacted to a post in a topic:
[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)
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[CF] Nine the Phantom General Discussion Thread
9:02 PM replied to Monarch's topic in Nine the Phantom
Yeah, you knew this was coming when her move list came out. Nine having unblockables was definitely an intentional design choice, that's literally the only reason to give a character a projectile that hits low. The way hers work, it seems at first glance like they would auto-bait rolls since god hand tracks, and the horizontal hit box on the seed looks large. Not a whole lot of bitching going on on twitter yet, surprisingly.