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Angel-tastic

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Everything posted by Angel-tastic

  1. Heh, I sometimes do the opposite in the middle of combos when I want to do Aegis blade, but accidentally input Justice Phorizer (e.g. Normal Mode Air Throw - Dash~2C - Aegis Blade Justice Phorizer ). It seem like that happens because I'm holding down for 2C, so my input ends up like 2C36236C, which counts as Justice Phorizer. Maybe you're doing what I'm trying to do and inputting 23623C, which is Aegis Blade, or 23236C, which is Crusade Seraphim Beta (which I only input by accident when I'm rushing the Justice Phorizer input, lol). I hope that helps some.
  2. This is what I do. It's kind of similar to Surf's, but uses 2 stars. I like it though since it corner carries pretty far, and you can side switch it if you have your back to the corner: 3C(Fatal) - 2C - 5C - 2C(1) - CS Gamma - [214A - 2C] or [214B - 5C - 2C(1)] - CS Beta~Astraea - 214B - 5B - 5C - jc.B - j.C - jc.B - j.C - Strike Noir IIRC it does 4870 damage with 214A and 4818 with the side switch, and I usually get them in the corner for corner oki (if they don't die, which honestly isn't that often after nearly 5k damage, since you can follow up with Justice Phorizer for +660 damage). Sadly, I don't remember how much heat you get off-hand, but probably a pretty decent amount.
  3. So this is kind of an off-topic question and I'm not sure where to post this, but it seems very relevant on a board about Japanese Fighting Games, so I'll just put this here. For those of you who know Japanese (and aren't from Japan ofc), what method did you use to learn the language? The grammar and pronunciation seems super straight-forward, but I'm not really sure how to learn the written vocabulary with all the Kanji. All of the other languages I know just use Latin letters, so they're not so hard to learn to read IMO. Any tips? It would be cool if I could read some of the recent information about Blazblue. Thanks in advance.
  4. I must say that Xrd is by far the best looking Guilty Gear to date in my opinion, and I feel like that has very little to do with it being in 3D vs. 2D. Blazblue looks better than the previous Guilty Gear as well in my opinion. I think that has more to do with the fact that the 2D Guilty Gear games are 10+ years old now, and graphic design has improved dramatically in the last decade, especially in 3D, but even some in 2D as well. The main thing that I think distinguishes games like Super Street Fighter and Guilty Gear in terms of the artistic direction is that SSF goes for a more realistic style whereas Guilty Gear and Blazblue aim for a more cartoony and stylized look. Looking at the gameplay footage from Xrd, the models still have the same stylized animations as before, just with better quality graphics, so the art direction seems the same to me. I personally like it just as well anyway. I'd be interested in seeing the Blazblue cast in 3D so long as they keep the same art style they're using now, which they presumably will if Xrd is any indication. 3D vs. 2D doesn't really seem to make a big difference to me. I think it's more that 3D games almost always aim for realism, but they don't have to, and Xrd certainly isn't going that route from what I see. Just my 2 cents.
  5. Yeah, that's what I'm doing. I use it at the end of block strings after I've pushed myself out and my opponent might think a D Sonic Saber is coming, then move back in with 6C instead. As Rhannmah mentioned above, 5C has 16 frames of blockstun and 6C has 20 frames of start-up, so if they mash a 5 frame jab, you should "trade" and get the counter combo. @Rhannmah: I was wondering, which attack are you stance cancelling in Gain Art Mode? I thought all her Gain Art moves are still minus on block even with the stance cancel. The only move I stance cancel regularly is normal mode 6C since that makes it +1 IIRC.
  6. Re: Jumping/mashing - One thing I like to do to catch jumping/mashing that seems to work pretty well is cancelling into Gain Art 6C instead of whatever the opponent was planning to jump/mash out of. 6C has plenty of time to confirm the hit if they jumped. If they mashed it's even better because you still win since your counter-hit properties are better than their 5A/2A counter-hit properties, and the counter combo does ~50% more damage. And it's +1 on block, so even if they block it you're still in good shape. You can 6C anywhere you can do D Sonic Saber, which people tend to try and jump over, so it seems like a good deal in general.
  7. Greetings all. So does anyone know of any method to get replay files off of the PS3 and e.g. onto an external drive? I'd like to be able to keep some neat replays to watch later for reference, but I don't want them counting against the 100 replay limit. Can replays be transferred to other drives, or will I just have to record them to .AVIs or something?
  8. Yeah, I get what you mean. It's kind of like that feeling when you win in a way that seems like it shouldn't have worked, almost as if you didn't completely earn your victory. At the same time, I feel like not using your burst when you're way behind is kind of like conceding in other types of games when you're fairly certain that you've lost and don't want to waste your opponent's time, so I can respect that.
  9. Can't they just roll away from this for free though? It doesn't seem like there's any option to cover that, or am I missing something?
  10. So what do you all think is the best thing to do after the normal mode j.C -> j.D oki against characters with DPs?
  11. That's what I was thinking at first, but I didn't notice that he does his bow in the low version. That would've been pretty cool if you could do that. But who knows. Maybe both versions will wall bounce/stick in the corner or something. So speaking of Bullet's 2D and 6D, how fast are they actually in terms of where the differences show up? The frame data says that they're 46 and 48 frames (with no Heat Up), but you don't actually have nearly that long to figure out which version of her drive she's doing. It's kind of like how Hazama's Ressenga is 26 frames with the stance, but you only have 19 frames to actually react to it. I'm wondering how many frames you actually have to react to Bullet's 2D/6D.
  12. Greetings. So I checked on AMD's website and it looks like there is a more up-to-date driver for my GPU (the auto-updater thought mine was up-to-date for some reason). When I install it manually, Fearless Night displays properly. Unfortunately, it broke some other stuff, so I'll have to get in touch with AMD's customer support to sort it out, but anyways it looks like it's their software that's having issues and not yours. Sorry for taking up your time and thanks for the fast response. Also, where does your group like for feedback on the game to be posted? When I get the GPU stuff sorted out, should I just post feedback in this thread, or does Shobu Games have a centralized location for sharing feedback on the alpha?
  13. Here's the new log on Pastebin: http://pastebin.com/5ANj1iS0 I put the data.shp in my Fearless Night folder, ran the game, waited until the screen turned black, pressed down, then up (I can hear the option select sound), then quit the game. Hopefully the log will help you.
  14. Maybe Terumi will be able to follow up on the 50/50 super in the corner or something. That way he could do some some oki, and if the opponent blocks it all, do the 50/50 super and if it hits get a combo + more heat from that to do it again. That seems like it would be pretty legit, and since it's only - on block and not punishable (presumably anyway), all that happens if the opponent blocks it is that they get out of the corner, but that's what happens anyway when they block your mix-up correctly.
  15. Here's the log file on Pastebin: http://pastebin.com/V7dycYEc Most of the lines just say "Declaration must include a precision qualifier or the default precision must have been previously declared." for the fragment shaders. Maybe the graphics card just requires some different syntax than the norm, so maybe some #IFDEFs or something could fix it, or maybe a different type of declaration would work for everything? I don't program enough to really have a good feel for it, but it seems like it would be easy to fix if it was know what causes this.
  16. Greetings. So was the issue with the screen turning white and then black that Fujiwara posted about ever resolved? I'm having the same issue and I also have the ATI Mobility Radeon HD (3400) Graphics Card. I've verified that my drivers are up-to-date.
  17. So has anyone seen footage from the new build published anywhere yet? I heard that there might be some last weekend, but I missed it though.
  18. Yeah, that's true. It's still punishable. When I'm playing against a character that has a fast enough attack to catch me, I either try to time a teleport so that the invulnerability will dodge their attack, and/or B teleport instead so their attack goes the wrong way (B teleport has the most invulnerability as well). Of course, by the time you're doing any of this you already made a mistake, but sometimes you can get away with it if you use your teleport differently than the opponent predicts, but you still have to sort of guess how they're going to try to punish though, so it's still better to not use Crusade Seraphims in blockstrings.
  19. Also, if you accidentally use CS Beta or Gamma when you're too close and they block it, you can use C teleport to make sure that you're far enough away that they can't punish. Crusade Seraphim blockstun is 16 frames and C teleport invulnerability starts on frame 16, so that seems to work out.
  20. I guess it depends on the move. Black Onslaught (for me at least) lags even offline, so if someone drops the match after getting hit by that, I'd probably give them the benefit of the doubt. I've heard that Tager's 720 throw lags the game for certain people too, so you never know. If they're getting bodied by normal combos and then quit before the match is over, that's more likely a ragequit though.
  21. Greetings all. So how do you all feel about the balance between characters in this game? The reason I ask is because it seems like people from the arcade footage mostly use Carmine, Gordeau, Merkava, and Yuzuriha. I don't really know much about the gameplay system, so I'm not sure if that's because they're stronger than everyone else, easier to use, or simply more popular. I know I'd probably use either Merkava or Yuzuriha mostly because they look like fun to play as, but are these characters considered stronger than the others? Why is that?
  22. Yeah, I'm also wondering about the change to the ground hitstun of his j.C normals. I don't use Jin regularly, but I know he has combos that go something like e.g. 6B -> 5C -> 2C -> 6C -> 2D -> j.2C -> j.C -> Dash~5B -> 5C -> 3C -> Musou Senshouzan. It doesn't say how much the hitstun is reduced, but I do wonder if things like that will still work after the update.
  23. So I'm happy about the two Gain Art dashes. I feel like it's going to be a lot easier to bait and punish anti-airs now, maybe dash forward -> air dash back to dodge -> air dash forward into j.C. She might still not be fast enough though. I hope she's at least slightly faster too. Hopefully we can air dash into 2B somehow too. That would be pretty cool. I'm pretty partial to the A Sonic Saber -> D Teleport setup, so I'm pretty excited about the cheaper D teleport. As for her one nerf with D Sonic Saber costing 2 stocks, I honestly agree with it when I think about it. It's really good for resetting your pressure, so it does seem a bit cheap at the moment. Anyhow, I also remember hearing about changes to her revolver chart like Rhannmah mentioned. The Gain Art buffs are cool, but I feel like her normal mode and defenses were what needed more work. Having a normal anti-air would be really helpful, since it's so hard to react with DP input in time (sometimes I've been able to "anti-air" with 5A, but that's not really that useful with it's current properties). Also, having a reversal DP, or even somehow buffing 6A would've helped IMO. Also, I'm hoping they made 5B jump cancelable or something. It doesn't seem like there's anything to be done at the moment if the opponent jumps into 5B, since there's not enough time to react with CS Alpha. Also, I was hoping 6B would be comboable somehow, maybe something like normal mode 6B -> 6C like Mu can do. That would help mixup in normal mode to at least get some stars offensively instead of just trying to catch the opponent off guard. As for the normal mode 3C change, maybe now there could be time to hit-confirm it, so we can use it for "mix-up" (of course she has no comboable standing overheads at the moment, so that's why I was really hoping for some sort of 6B buff). At least I would think it combos into CS Gamma now. Also, I'm actually really excited about the GA 5C knockback change. Maybe now 5C -> 2C(1) -> CS Gamma could work in situations where it doesn't work right now, but we will see. I think you misread. D Sonic Saber on the ground currently isn't teleport cancelable and they're changing it so that it is.
  24. Hmm. I guess this order of priority is character dependent at the moment as aisight pointed out. For Izayoi, 6236B always gives you CS Alpha (623B) instead of CS Gamma (236B). I guess this change doesn't affect my character at all, but consistent order of priority across characters is always good. Thanks for clarifying!
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