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Everything posted by legacy49i
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Breaking Primers was an active pursuit. Not just, "Oh, I know that this guy never uses Barrier, so I'll one-shot him for a free combo every time." And the loss of Primers after a Burst was a risk/reward situation, which became amplified if you stocked 2 Bursts and used them both on the final round. And you say the old mechanics fucked your character over? Well the new mechanics aren't fair to mine. But since the old mechanics were the same for everyone, it just meant that your character sucked and needed fixed, not that the whole system was damaged. @Mac - Arakune is the least fair character ever conceived. The system used doesn't even matter with him, because his Curse is so ridiculous. @Valthazeryus - Everyone's OD shouldn't be the same; OD shouldn't even exist in the first place. And I didn't mean Tager would get unlimited Spark Bolts. I meant he would just get 1 single Spark Bolt without any waiting, and after used, it would recharge at the normal rate. Edit: Oh, and saying that a certain character can't get any combo damage after a Gold Burst isn't really legit. It has nothing to do with the Gold Burst itself. Every character's Gold Burst functions identically. Not getting any damage has to do with character combo ability. Gold Burst = Free combo, in base terms. What happens during that combo is gonna depend on your character's ability.
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Here's a good example: Hazama gets a life-steal ring. He actually gains an entirely new ability. A new ability that is INCREDIBLY useful. What does Noel get? Essentially nothing. The only real noteworthy boost is the ability to chain 5C into 5D so she can link standing normals into standing Drives. And what about characters that had installs before CP? Like Bang, who can't hold FuRinKaZan for the duration of the round anymore. Talk about a HUGE nerf. Or Ragna, who's "Blood Kain" duration is now at the mercy of his health meter. And Tager's OD is borderline useless just like Noel's. If they wanted it to actually be useful, OD should automatically force magnetism and also automatically fill his Spark Bolt meter. I'd take that over having a quick-fill on the meter. Actually, the best use Tager has for OD is to stop the timer for 15 seconds so he can try to not lose by time out! And the old mechanics weren't unbalanced at all, because it was the SAME FOR EVERYONE. Everyone had Primers and Gold and Green Burst stocks and they all functioned the same. The only thing that was different was the amount of Primers, and the only significant deviation was Tager with 10, but that actually made sense due to his character design. With Overdrive, the best use BY FAR is the ability to lock out your opponent's Burst. But that is a shitty design. The ability to remove gameplay mechanics from your opponent. I'm surprised ArcSys doesn't make a new "Drive Cancel" system, where you can spend a Burst AND 50 Heat and it disables your opponent's D button.
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I'd MUCH rather have Gold Bursts and Guard Primers than what we have now. Guard Primers was like a whole secondary offensive game. Spending 25 Heat on a random one-off shot to Guard Crush is stupid. And some characters (like Noel) have basically no reason to use Guard Crush in combos because it adds nothing and is hard to do, while others can get pretty decent results for 25 Heat. Anyway, long story short: All the new systems aren't balanced and they just feel tacked-on.
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I think it sucks. I still think the Overdrive system as a whole sucks. It's too beneficial to some characters, and shitty for some. Like people who already had an install now have a shittier version of it that uses a Burst. And especially things like Tager's GETB, that lost 600 damage just so they could add it back in Overdrive and try to justify it. (If you ask me, it should've stayed 5620 in AND out of Overdrive) If you ask me, BlazBlue is rapidly losing balance and becoming more and more messy. They need to add stuff to the game at a slower rate so they can refine it more before releasing it, instead of shitting stuff out quickly that begs patching.
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Should still work. What 5C are you talking about? Edit: Got beat by Luna.
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[June 21, 2014] MAXOUT - Kansas City/Midwest Monthly Tournament
legacy49i replied to Mo the Hawk's topic in Archive
I had no idea such a thing existed. I'll have to pay more attention...- 3 replies
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- BlazBlue
- Persona 4: Arena
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(and 2 more)
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Ok, so let me get this straight: Now you have to be in hitstun to execute a Burst. Blockstun, neutral, or attack cancels will give you an Overdrive. If this is the case, does a Guard Cancel OD count the same as a traditional OD Cancel? i.e. half as much time as one executed at neutral. And also, that seems like it's WAAAAAAYYYYYYYYY too powerful of a tool. So basically everyone in the roster now gets a free reversal OD Distortion whenever they want. And how quickly do these come out? Is it also going to give Noel and Hakumen free Astrals?
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...how does the Overdrive come out instead of a Burst?
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Ok. That's what it IS, but what does it MEAN?
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Could someone please explain to me what GCOD means???
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I don't think I've ever had problems with that combo. Maybe you just need to practice for tighter links? Although, to be honest, I usually purposely drop the combo at the 22C - Dash Cancel in hopes of resetting them with an air throw or a 6C. There's a lot of mashers out there who will get caught by the throw, and lot of people who won't barrier block and get hit by 6C.
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Isn't A the only short starter Noel has? 5A, 2A, 6A? Outside of an A starter, wouldn't it always work?
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Here's my thoughts on the matter: http://youtu.be/5wcKpoAQKj4?t=1m35s
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You're right. It's weird cuz the attack hits high but has to be "blocked" low. You scrambled my brain for a minute there.
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Yeah. She almost didn't change at all, so 1.0 videos are fine. If you ever want to play online, I'd be glad to help you out. My PSN is legacy49i.
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Oh, I forgot! Muzzle Flitter is an "overhead". Or rather, it's unblockable, so long as the opponent is standing. It's a good way to start a combo on people who are always expecting 6B.
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Well, there's a few ways to open people up: 2B - Normal Low. You can follow it with a C attack and finish with Chamber Shot for a short combo, or follow with 6A to float them into an air combo. 2C - Normal Low. Chamber Shot is your only real option for a combo here, excepting a Rapid Cancel. 3C - Normal Low. Very unsafe. I'd only try this if you have 50 Heat for the Rapid Cancel on failure. 6B - Normal Overhead. You follow it with 5D for a Drive combo. I don't know if anything else can combo off it, but 5D is your best bet anyway, so I'd just stick to that. Outside of these, you'll have to use Chain Revolver for mixup. d.6B - Drive Overhead d.6D - Drive Low If you're attempting a Drive mixup, once you succeed, you just need to finish the Drive combo. For pressure, you can really just follow A - B - C - D style gatlings. Noel is pretty simple that way. You can just insert gaps in random places to alter your position or to reset your pressure to try to bait a reaction. The stronger attacks have more recovery, so if you're better off using quick pokes, spaced out very slightly. I'm sure someone could write a book about ways to pressure and open up opponents. You really should be prepared to play A LOT and lose A LOT and watch what everyone else is doing. You'll learn more from personal experience then people preaching to you on the forum. But still, don't be afraid to ask questions when they come up!
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"How do I pressure?" That's a pretty broad question, dude. Do you have any more specific points you're trying to address? The short answer would be, "You keep hitting your opponent." What exactly are you having trouble with? Is it that you can't open them up for damage, or are you trying to hold them down to maintain momentum, or are you having problems with certain characters, or are you always getting hit with reversals, or what? Also, what does being new to anime have to do with this? Seems like an odd thing to throw out there...
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Yeah, dude. In CT Noel didn't have a true dash cancel. So it's gonna feel COMPLETELY different when you do this. Although you're probably at an advantage, cuz you're learning from scratch. We all had to unlearn her old timings and relearn her shitty new ones.
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[CPEX] Celica A. Mercury Gameplay Discussion Thread
legacy49i replied to Grimsley-San's topic in Celica A. Mercury
I bet she'll be OP and super unbalanced, like most characters Arcsys has added to the roster. Give her 2 or 3 patches to be not ridiculous. -
2B will always work, but you'll lose a little bit of damage. Of course, losing a little damage is better than dropping the combo entirely. 2B is easier to execute and works 100% of the time.
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Why is it that when you get hit by anything, you just automatically lose 4k? Didn't anybody test this character before releasing him.......and then patching him?
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Uhhh, all I'm seeing is 5A > 720C. Which isn't any big deal. You just gotta be really quick.
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There aren't that many Drive moves to account for. You could grind it out in training, but forcing yourself to remember all at once won't be as useful as just letting it come naturally over time.
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I can tell you right now that purple throws are generally discouraged. You can get some people with that, but it's not a legit combo.