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Everything posted by 9:02 PM
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Zato-1 Ground Game: Combo/Pressure Advice and Assistance
9:02 PM replied to PerfectInput's topic in Zato-1
Yeah, you have a bunch of options; RRC is the most expensive but also the safest. The two most likely continuations after the nobiru gets blocked are that they kill little Eddie in which case you want to get the punish (dash CH 2S -> 22H, just dash 22H, airdash j. SH, etc.), or they try to come at you in which case you have 2H/6P, air grab, BTL, etc -
Zato-1 Ground Game: Combo/Pressure Advice and Assistance
9:02 PM replied to PerfectInput's topic in Zato-1
Yes, 2K is a level 2 move, so there's a gap. Zato needs a level 4 move to do a true blockstring into either drill, so 5H or 2H. That being said, you're going to be safe 95% of the time doing level 2 moves into drill, especially H drill due to the distance. Good players who know the matchup can instant block the last move in your string and IAD at you to punish if you get too lazy with your strings though. Puddle summon after a blocked H drill is more of a shenanigan than anything at this point. H drill is only +2, and realistically H drill is at a distance (especially midsrceen) where +2 is irrelevant. Because of the changes to the puddle in 1.1, your opponent can and usually will just immediately go for a 2P/2K to get rid of it since you're going to be too far away to get a solid punish. If you've done an H summon Eddie will just get hit coming out. Go for 236H or 236S to start a basic attack, or you can do 6P/2H to stop airdashes, and 22S to stop them from running up on you. Any time you can get the shadow out in neutral with a little bit of space, you're well on your way. I messed with Nobiru unsummon on my capture card for a while since I found the frame advantage to fluctuate the way I used to do it, which was release S, 236H. The most consistent way I found is 236{S}H, so you do the 236 first, then release S and plink into H or another button to unsummon. -
Anyone know why there's no balance changes in Revelator?
9:02 PM replied to D-D-Domo's topic in Guilty Gear General
There are balance changes in Revelator. There have been reports of minor tweaks on twitter since the first location test, and like lynx said, the new mechanics absolutely will benefit some characters more than others. -
Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
Anyone know what the opinion among players is on the viability/strength of Saber and Ethica? -
Unsummon -> resummon on offense, using BTL/shadow H to keep your shadow neutral going against projectiles.
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Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
A wild chainsaw grappler appears. Be still my heart. Will be eagerly awaiting that stream rip. SoWL for student council president. -
https://www.youtube.com/watch?v=pcox5Nm5VWk Souji playing CPEX.
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Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
I love that Yuki assist, it looks so derpy. It's interesting to see some different play styles emerging; picking two really strong assists and playing lame to buy charge time seems legit. Saber looks cool if a little plain. That air rapid slash thing should be strong if she can find good assists to confirm the cross-up on hit. Her air blast super looks pretty safe as well. -
Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
I didn't see a video on that page. Did I miss something or were you talking about the screen cap? -
Too much work. I might go back and do that if someone provides me a compelling reason to do so, but until then, go into training mode, pick two Zatos and record the dummy doing 6k then neutral jumping. Block the 6k, jump, and be amazed as you land five frames before he does. One guard jump is like the stone age fool proof method of getting frame data on anything you can't jump cancel.
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The way the dust follow up works is that if you hold 6 to get the horizontal cinematic, your dust becomes dash cancellable. If you try to go straight from 5D, 6, to the unsummon, you're still in the recovery of your dust, which is not special cancellable. You have to continue holding forward after the cinematic ends for a split second to get a really short dash cancel from Zato (the point is that it's less frames than the dust recovery).Here's a video of the inputs if that helps. I guess it doesn't show it that well, but during the cinematic of the dust, I'm holding forward the whole time until you see the 236 input. https://www.youtube.com/watch?v=h77LPuK0-x8 Also all Zato players be advised, the frame data on the DL wiki AND the official 4gamer page said 6K was even on block, but it's actually -5. I edited the DL wiki already, but if anyone was operating on the assumption that the old data was correct, you may need to adjust your play accordingly.
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Anyone seen videos of Dogura's Sin? He tweeted that he thinks Sin is as strong as 1.1 Azrael; really want to see what he's doing with the character.
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It's just because of how pushback in combos is cumulative. Depending on how long your combo was before the dust, the pushback might be too much for 5H to reliably connect on the first or second hit, or the 5H might push you out of S drill spacing even after tbe first hit. Usually your combo is so prorated at that point that the damage difference negligible anyway.
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They're not really even in the same realm of difficulty, even moreso in Xrd than AC. I-no just has unorthodox movement options, she doesn't even have the chemical love FRC combos to deal with in Xrd. Eddie is a character that controls a puppet with the negative edge of every button, and you're negotiating both characters' movement with the stick at the same time. Eddie is also (in my opinion) more difficult in Xrd than he was in AC. Not necessarily in terms of hitting buttons, but actually playing matchups. The really technical UB setups and H drill FRC IAD stuff is gone, but the shadow moves in Xrd are not nearly as bulldog as the AC summons, and the loss of skills and H drill FRC make getting in or taking control of neutral more of a process in some matchups especially now with the BTL YRC window being restricted. Eddie by a long shot.
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Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
Have they said anything about when she would be released or demo'd? -
[CPEX] Celica A. Mercury Gameplay Discussion Thread
9:02 PM replied to Grimsley-San's topic in Celica A. Mercury
Updated the wiki with basic frame data. I didn't write it in there because I don't have time to flesh out the descriptions, but it's worth noting for whoever does that ALL of her drive combinations have gaps in them except for 6D -> d. 6d and 6D -> d. 5d, and some of them are big enough to just jab out of. That, combined with nine of her ten drive moves being tremendously unsafe means that once you hit the D button, you will be hit by any character with an invincible move if you don't RC. Her drive is absolutely terrible. -
http://horibuna.web.fc2.com/BBCP/BBCP_TK.html Go down to the very last category, labelled "タオカカxその他". All of them except for the first one are vids showing her new stuff. Tao is a very complex character in terms of combos and confirms, and she's not very popular in Extend, so you're probably going to have to do most of the homework yourself.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
9:02 PM replied to Anne's topic in BlazBlue Gameplay
Looks like teams by a landslide so far. Japan seems to really favor teams, even at majors. I wish more US scenes had enough players to do it; I think it would really help retain players and grow scenes. As cool as 1v1 final destination is just for the competition aspect, it can be hard in a strong scene to get new players to come every week when locals feel like lord of the flies. Also keeps newer players from getting bummed going 0 and 2 for forever if you pair them with stronger players. The couple times we have had a team event here it also seems to get people to observe their partner's match instead of immediately leaving to tweet their tears after a loss. -
What's the usual release process for mooks? Wondering if/when we can expect official frame data changes, and frame data for the new chars.
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I think the significance of the guard crush is just that you can do a left/right mixup while the opponent is still in blockstun. Even if they auto-block the crossup and remain in blockstun, if you cross them up and they don't switch their guard, they won't be barrier guarding anymore, so they will get guard broken. So any C bug cross up would be a guard crush mix-up. And I think he lost j. C instant overhead hence his high/low being weaker.
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Nitroplus Blasterz: Heroines Infinite Duel
9:02 PM replied to ivanchu77's topic in Misc Fighter Central
As far as competitive play goes, all we really need is console release anyway. A localisation would be cool, but not necessary for us to decide the destiny. -
When are we all going to watch the first two Lethal Weapon movies together? I heard one time, "if you build it they will come". I will bring the substances... Will they come?
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I did this very quickly, so it's tentative. f.S reverted to lvl 3 attack 2S 90% initial proration added, forward hurtbox expanded j. D floats on ground hit Bridal express air and ground versions pushback reduced Miss Confire air CH untech time increased Miss Confire regular shot damage increased 30->35 Miss Confire MAX shot hit stop increased Some other shit with miss confire I don't know. Has to do with where your opponent is facing when you RC. Miss Travailler regular shot damage decreased 40->35 Max shot (close version) damage decreased 70->60 Kuzusu has the same note as all command grabs about no longer being YRC'able, but I don't think it ever was anyway. I believe this last note for Miss Travailler is about them removing the reverse shot loops; she can no longer get behind a wall stuck opponent.
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[CPEX] Celica A. Mercury Gameplay Discussion Thread
9:02 PM replied to Grimsley-San's topic in Celica A. Mercury
I had talked a little about this earlier, but at 8:39 in this vid: http://www.nicovideo.jp/watch/sm25532989 There's a really stellar example of the weird property on (some?) of Celica's normals where they just have absolutely zero pushback on block. At around 9:50 it happens even against barrier. Kakyun has used it for some interesting TRM setups.