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Angel-tastic

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Everything posted by Angel-tastic

  1. Oh wow, so does that mean that Izayoi is actually considered good now? It looks like the struggle was worth it. It's too bad that Makoto got left behind though. Maybe she might catch up later after people have spent more time practicing with her.
  2. So wait, if there are no cross-ups, how does Yuzuriha break the opponent's guard then? I didn't think she had any standing overheads either, or am I remembering badly?
  3. Haha, that's pretty much like Izayoi mirrors, except that whoever gets their Gain Art stocks faster wins. You don't really have to dodge Izayoi mirrors though since nobody uses her anyway, but it's funny when it happens, because you're both all like "SONIC SABER! SONIC SABER! SONIC SABER! SONIC SABER! SONIC SABER!".
  4. How old is Waldstein anyway? He looks pretty old himself with the gray hair and everything. He might be older than Linne, unless she unlocked immortality a long time ago or something. Also, how do you pronounce "Linne"? Is it pronounced like the English name "Lynn", or is it pronounced "Rin-ne" like the title of Rumiko Takahashi's story?
  5. Heh, I guess no matter which character you main, you'll take flak for it. If you pick a high tier character, people complain about how bad you are at the game and how cheap your character is and tell you that you couldn't win without your OP character. If you pick a low tier character, people complain about how bad you are at the game and that you just want to be a special snowflakeâ„¢ and couldn't win even with a high tier character, so you just want to blame your incompetence on your character. If you pick an average or easy character, people complain about how bad you are at the game and that you're just playing that character because everyone else is and they hate fighting the armies of your character all the time. If you pick a character someone or their main is bad against, they complain about how bad you are at the game and how the only reason you can win is because your character is cheap or has an unfair advantage against their character.
  6. Indeed she can. The problem I see with 1.0 Trans-Am and why I think no one uses it is that you basically have to choose between either a Trans-Am combo or Trans-Am oki/pressure, neither of which seems to be worth 4 stocks + 50 meter by themselves, in addition to what resources you need for the actual combo (Safe-jump + Rapid cancel mix-up, etc. > Trans-Am mix-up, Justice Phorizer > Trans-Am combo IMO). The fact that Trans-Am lasts twice as long means you should be able to do both now, combo into Trans-Am for some really good damage with Strike Fall and still have enough time left for all the great oki/pressure too. I think the fact that you can effectively do both now is what will make it worth the 4 stocks in BBCP 1.1. It's like 2 stocks for the Trans-Am combo and 2 stocks for the godly oki/pressure, instead of 4 stocks for one or the other.
  7. Oh wow, Strike Fall recovery is shorter? That's really useful. You can do that right now in Overdrive, so it might be a glitch where Strike Fall is always using the Overdrive recovery time, but that would be pretty legit if that were a deliberate buff. Is the overdrive Strike Fall recovery on the Vita even shorter now? Can you combo off of Tiger Knee'd Noir Edge or something in Overdrive? =O EDIT: Also, I'm wondering if 3C is only special cancelable on hit, or if it is on block as well. Trans-Am seems like it could be pretty useful now since you get more hits and can probably use 3C somehow to combo into it reliably. After the combo is over, that would probably give you like 5 seconds of safe 6Bs, 3Cs, and 2Cs to mix up the opponent with, which is pretty tempting, not to mention that 6B combos with Trans-am, and I would assume the buffed 3C does now too. You could probably use the Trans-Am bits for oki too so you could block wake-up DPs and stuff, so a nice combo + godly oki + pressure is probably worth 4 stocks IMO.
  8. Heh, I was going to play Yuzuriha, but apparently you need to be able to hold A, B, and C all at the same time to do her stance combos/setups, and I don't have an arcade stick. Maybe I could make the right triggers A and B and then use buttons for C and D or something?
  9. Greeting everyone! So I saw that UNIEL is on pre-order from AmiAmi for 5250 JPY and I was wondering if that's actually how much they charge, or if they charge their own price in dollars. I ordered BBCP from PlayAsia, so I don't know how AmiAmi does things, but it would be like 10$ cheaper there if they actually charge 5250 JPY. I'm super excited that this game is finally coming to console. It's probably the game I'm most hyped for at the moment.
  10. Re: Teleport oki: IMO, it's just Confusion Fu that only works because it's so unusual and because, as you say, the opponent isn't sure what to do. If people were more familiar with Izayoi's teleports, I think it would be really easy to counter. Koeru tried the same sort of thing later in the event and got shut down pretty much every time IIRC because the opponent wasn't fooled by it. It's not something I'm planning on doing post-patch unless it turns out her teleports got buffed somehow. @Kenrou.Horo: Yeah, Izayoi is sort of tricky to learn because her most important "basic" combo is quite hard since it has a 1 frame link (+3 bonus frames from the input buffer). I had pretty much the same experience as you when I first tried to learn her and just went back to playing Nu for a while, and tried Izayoi again later once I was ready for the "challenge". Anyway, take confidence in the fact that after you learn the CS Gamma -> 214A -> 2B combos, that's pretty much the hardest combos Izayoi has. Remember that you need to press 2B a bit earlier than you would expect. You can attack right when Izayoi starts to reappear, but before the teleport completely finishes, even though you can't move or jump. I hope that helps a little. As far as Izayoi's Gain Art neurtal is concerned, I actually don't use j.C that much since it's so free to anti-airs, and when it actually works, I consider myself lucky. Mostly I just use it to counter my opponent's pokes, or attack them when they're landing from a jump and other times when they can't anti-air you. Otherwise I mostly just spam A Sonic Sabers, Crusade Seraphim anti-airs, and 5B's just like in normal mode. Sometimes you can catch the opponent off-guard with 3C since it moves Izayoi forward. If you're getting pressured and counter something with Justice Phorizer, you can combo off that into Strike Fall oki. Also, one thing I've been doing recently with some success is using 6C as an anti-air, since Izayoi moves forward, it's hit-box is pretty tall, it's air unblockable, and it tends to "trade" in your favor, being a level 5 attack, and it's +4 on air block. Sometimes you get the swag 4k counter combo too. Once you've got oki, I feel like Izayoi's pressure is pretty good personally.
  11. So does anyone know how many frames you have to input 236236 for it to count as a super instead of a DP or quarter circle move? Sometimes I input 236236 too slowly, so it would help to know how much time I have to input it.
  12. Here's one thing you can do about the Spark Bolt if you're feeling gutsy. When you see that Tager has the Spark Bolt charged up, you can shoot a Sonic Saber at him and then cancel into the D teleport to get behind him. Some Tager players will see you use your puny inferior projectile and shoot the Spark Bolt, which has 48 frames of recovery, so you can counter him with 5C or something. At least after you do this once, they might think twice about shooting you with the Spark Bolt even when you're not ready, in case you might be trying to trick them. Also, looking at some BBCP 1.1 footage, it looks like her Gain Art airdash is way better now. You can literally fly across screen with one dash. After she gets her second jump/airdash, it looks like we'll be able to do stuff like super jump -> double jump, then fly along the top of the screen where almost nothing can hit you, so it seems like it's going to be much harder to walk Izayoi into the corner next month, since she'll be able to jump really high and far like Hazama/Valkenhayn/Rachel.
  13. Greetings all. So how do I unlock the color palettes for the D-Code characters? I unlocked the palette I wanted to use for my playable character in the gallery, but I can still only select the default 6 palettes for my D-Code character.
  14. Yeah, it's just timing. I think Celerity mentioned that it's a 1 frame link (+ the extra 3 frames from the input buffer), so it just takes some getting used to. I had trouble with it too when I was learning Izayoi, but after a bit of practice you should be able to do it consistently without any difficulty. You want to press 2B right as Izayoi starts to reappear, since you don't have to wait for the teleport to be completely finished before you can attack.
  15. So does anyone know if her familiars are puppets? Can you make the released swords attack while Ramlethal is attacking like you can with Relius and Ignis?
  16. Greetings all. What's the difference between Guard-Point and Super Armor?
  17. In normal mode, 5B -> 6C works on counter-hit, so you can do that when you counter something with 5B pokes. The combos are basically the same as 5B -> 5C though; you just do 6C -> CS Gamma instead, but the rest is the same.
  18. Re: reacting to lows. Honestly, I don't think reacting like that is even possible. Just going by some informal studies I've seen, a typical person's reaction time is around 200ms - 250ms, which is 12f - 15f, while lows are typically 10f or faster, and that's not even accounting for any lag there might be when you play online or other factors that could increase your reaction time. I don't think you really have a choice other than to either block low and react to overheads, or try to anticipate when the opponent will use a low instead of an overhead, but I'd be astonished if anyone could actually "react" to lows.
  19. Fair enough, but in any case it's good that they're "fixing" the issue. 5Bs hurtbox is certainly a nuisance as it is now.
  20. Yeah, that combo was really hard to learn to input consistently IMO. Honestly, depending on the character, the j.BAC stuff is easier once you know the timing i think, so ironically enough this is arguably Izayoi's hardest combo, but also her most important. I ended up doing it like this: Confirm - 236B - 3214A - 12B - 36236B - 3214B - 6236B I'm not really sure if that's any better or not, but it works for me, so maybe that might help you too.
  21. This is a glitch and the devs know about it. That won't happen anymore after the patch, so you'll only have to put up with it for another month or so. Yes, you can.
  22. While Izayoi doesn't have the best mix-up, I think it's pretty decent so long as you can force the opponent to block. The hardest part is neutral IMO, since everyone will just spam anti-airs every time your feet leave the ground, since you can't run. I don't play I-no, but I think her neutral is better though since her projectile is good for getting in, while Izayoi's isn't as helpful there. Having two airdashes and angled airdashes could definitely help though, since I think neutral is Izayoi's weakest area in Gain Art mode. Some characters do have crouching anti-airs though. I know Mu and Nu's 2Cs have some anti-air invulnerability, but they're slower than their standing anti-airs. I guess it's probably plenty to counter 6B though.
  23. Yeah, I agree with Klaige completely, and that's what makes defense in these games a bit tricky to learn. Being good on offense is about knowing the ins and outs of your character. Being good on defense is about knowing the ins and outs of the opponent's character.
  24. Greetings all. So on this note, I was going to ask if anyone knew yet, in BBCP 1.1, how long would 66 > 66 > 2B or IAD > 2B or even 66 > j.B > 66 > 2B come out with the diagonal dash? I'm assuming it's still slower than throw breaking the hover-dash, but if it were even a little bit faster, I think that would be pretty good mix-up. I don't think I've seen any frame data or anything yet for her angled dashes though, but I thought they sped up her hover-dash, so that might be useful here. Also @TheRealBobMan: Azrael's Black Hawk Stinger is unblockable if you have both the weakpoints active, so that could also be why you didn't guard-point it if you're sure you timed it correctly.
  25. Wait, so does the Japanese version also get the magazine colors for free now?
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