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legacy49i

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Everything posted by legacy49i

  1. Does it give any benefits to other Drive starters? Edit: I realize that its speed is a benefit as a human opponent has a harder time seeing wtf is going on in a Drive mix-up, but aside from that, will it do anything good?
  2. 100 more damage if you don't use d.5A. Why do you do that? If you use the old CT style Drive links of 6D - d.6B - d.5C - d.6B - d.5B... (finish combo) you get better results. It's easier, you get more Heat, and more damage.
  3. I feel I must chime in. 1 - Damage = 2.9k. ALMOST 3k. It would really just depend on your starter. I just used 6D for simplicity's sake. Probably not a lot of variance, though. 2 - Also works in the corner. 3 - There is no such thing as a "sweet spot" where you can't finish the combo. 4 - I found way to block ID and return 6.4k with OD and still having full health. It's strict timing, but possible. Just wanted to throw that out there cuz I found it interesting. Video: http://youtu.be/ou17586xNG4 Edit: I also found a way to get at that + prorate on Revolver Blast - 2C. It's kinda dumb, and probably not really worth it, but it's a legit combo. Video: http://youtu.be/3-ojrR0Tbck
  4. It proves that you were better than that guy. If that's all you need to win, then so be it.
  5. I'll show you a video of me doing everything "bad" and still winning. If you pay attention to your opponent's habits, you can do "bad" things and win. It doesn't make you a bad player. It just means you know what you can do to win.
  6. You're killing me! If you don't believe me, go on PSN, get a match, finish a combo with Spring Raid, then do a short dash into 6C. Then follow with 2D and you're golden. If they're smart enough to barrier block, then quit doing it. Simple as that.
  7. Nothing is a bad idea if it works. You're so closed-minded, you know that? Keep in mind every human opponent is different, and exploiting their personal weaknesses is key.
  8. Well then it shouldn't be an issue with the move itself. It's a timing issue. 6D would work if the person rolled 3 frames later. Since teching is entirely at the call of the player, whether or not 5D or 6D works depends on your opponent. Are you running on the assumption that the opponent techs at first chance on a Silencer B? Because what if you don't finish with Silencer? Or if the opponent doesn't tech right away? Doesn't 5D go over a downed opponent? 6D will reset them if they're late. My thought process is that if I find an opponent likes to delay tech, I can 6D and either reset, or get overhead immediately on neutral tech. If they tech right away (i.e. mashing), I usually won't do Silencer finish. I usually do Spring Raid and reset them with 6C or an air throw. If they are too unpredictable, I'll finish with Silencer, and keep it safe with A and B pokes.
  9. That's shit. Does 5D have more active frames or something?
  10. Ok, gotcha. I usually do 6D - d.6B with no d.5A inbetween. Well, that's not the only thing I do, but I find that if the opponent likes to lay, the 6D will reset them, and if they neutral tech, they eat the overhead immediately. Not sure how it affects a forward roll, though.
  11. I'd say neither. 5B, 2B, 5A, 2A are safe bets. Starting with Drive is good for trying to call out a DP or something like that, but it becomes a commitment that may bite you in the ass later.
  12. You could still cross-up on a normal jump by delaying the j.D. I used to do it all the time.
  13. Not really. 6A - 6C - Optic Barrel A. I never super jumped in a combo. I went 4 years without doing it, so it couldn't have been THAT important.
  14. Yeah. Used to be that you never did. Now you always super jump. The only time I don't super jump (a very rare event) is when I plan on finishing with Revolver Blast. Or if I just screw up and then have no choice but to use Revolver Blast.
  15. To be fair, super jumping wasn't really a thing for Noel until CP.
  16. Is Crush Trigger - Muzzle Flitter a very fruitful combo? How much damage are we talking here?
  17. When you Guard Crush, do they remain in the same state they were in when blocking (i.e. Standing OR crouching), or will it force one or the other? I'd check myself but I'm not around my PS3.
  18. P1 still wouldn't matter. Who's gonna land the thing raw, AND THEN follow it with a combo? Also, DBD isn't a command grab anymore. You can just block it like any other normal attack.
  19. Well most CT systems were pretty basic, and very heavy-handed. CT is easily the weakest version on every level. I think Extend was probably the best version of the game. I'm sure you could nitpick character specific things that are better in CP, but I think, as a whole, Extend is a better representation of BlazBlue.
  20. Well, in CT, a Burst immediately and permanently (at least for that round) depleted your Barrier and increased your damage taken. That was such a big loss that everyone used their Bursts identically: At the very last safe moment before a loss. Bursting any sooner than that just meant you were gonna get your ass handed to you. In CS, you maintained your Barrier, so damage loss was the same, but you were still dealt a defensive blow, and using 2 Bursts in a single round upped the loss even more. In CP, you are only penalized by the loss of a regenerating Burst.
  21. That's a pretty fair assessment. However, always being at "1 Primer" removes the whole defensive risk to using your Burst (halves Primers), as well as the offensive strategies required to break guard. Also, I'm not saying Terumi isn't a viable player. What I'm saying is that he's a strong deviation from the system norm. It would be like creating a new character based on "HP Drive" and giving him 30,000 HP. Maybe he/she would be a shitty character to offset this, but even still, it's a bad and lazy design.
  22. Arcsys really doesn't understand the meaning of the word "balance". Another thing that's been grinding my gears is Terumi. He is broken by design. I already think that having many, many Distortions is dumb, but having extreme Heat gain is broken as hell. On the one hand he needs the Heat for his Distortions, which is just whatever at this point, but on the other hand, it gives him a raw, statistical defensive advantage. Since Heat is used for more than Distortions, Terumi is the only character who can drop Counter Assaults, Crush Triggers, and Rapid Cancels with no real consequence. Having characters be OP is one thing, but giving characters abilities that far exceed the baseline system is stupid. Would've made more sense for his Heat gain to be normal, but Distortions only cost 25 Heat and everything else still costs 50. But even that is still stupid. And speaking of shitty balance, Tager needs his old back dash back. His new one is worthless. I'm pretty sure I've had a better success rate back dashing with Noel than Tager.
  23. Guard Libra was terrible. The main issue is that since it was a tug-of-war, only one person was in risk of a Guard Crush. With Primers and Crush Triggers, you're both at risk of getting Guard Crushed. Guard Libra was more a mechanic to keep people from turtling, then Primers and Crush Triggers slowly turned it into more of an offensive option. Also, you can't say that OD only boosts characters inherent abilities, because Hazama doesn't inherently have life steal. He gains it during OD. Now Ragna should be the one getting a life steal ring by your logic, since that's his actual Drive. And yes, I know that U.Hazama has the life steal ring, but that's Unlimited. If we're going that route, then Tager should gain the ability to run during OD and Noel should get 8 Chain Revolver Links. Things would get ridiculous pretty quick if every OD meant Unlimited moves added. Even though I already think the game is on a slippery slope...
  24. The rechargeable Burst is ok, but there's no longer a downside since there's no Primers. It used to be that Bursts caused a defensive loss. In CT it immediately depleted the Barrier and in CS it halved Primers. In CP you just wait for another. In fact, it is almost wise to Burst immediately because you'll probably get your Burst back later within the same round, assuming you don't get steamrolled by your opponent.
  25. Yes! No! The system is the baseline. Systems dictate the normal course of gameplay. In the case of Extend and down: Every character has health. When it reaches zero, you lose. Every character gets Heat. 50 Heat spent = Distortion/Rapid Cancel/Counter Assault. 100 Heat = Astral. Every character has Guard Primers. Zero Primers = Guard Crush. Every character has a max of 2 Bursts. Gold Burst = vertical launch, Green Burst = horizontal launch. Use of Burst causes loss of Primers. Every character has a Barrier gauge. No Barrier = increased damage inflicted. The systems in place affect everybody in the same way. In the case of Overdrive: Every character has Overdrive. Using it = ??? Oh, it's vastly different for everybody. And yes, Crush Triggers do work the same for everyone, but it removes a level of strategy from the game. Watching your Primers and your opponents requires close monitoring of your defensive and offensive strategies. Saving 2 Bursts for a single round sounds like a good idea at first, but is it worth doing to only have 1 Primer in the final round? Also, having to actively pursue a Guard Crush by picking Primer removing attacks and doing so without any time for Primer recovery is better than just spending Heat and hoping it works.
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