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Everything posted by chzchan
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
You mean the one where he flies away? -
I swear 2.01 only exists to fix Jin's Ice Arrow making people go back to their home planets.
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Okay that's pretty cool. Now hopefully max range 5CC won't make 236A whiff or 236B not hit before the opponent recovers. Then of course they must have made 236C at least as fast as 236B so that you don't need a crouching confirm for it to connect anymore. Did they make 236D super fast? That sounds pretty great as well. Does the lessened recovery help out on air knockdown enders for maintaining oki? Any hint of acceleration? I remember in one of the videos 1 tap still meant 0.1 charge. Maybe they buffed up the holding rate but kept the tap rate the same.
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I guess things being faster isn't something I could see from videos. Do you mean faster as in startup? Also, you say charging is also faster. Have you actually been able to feel it? I've been getting both mixed data and mixed responses concerning charge speed.
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Alright well I knew about the IAD route out of 6CC being stable, but though 6CC was given better proration, it also had its damage reduced like 6C. It isn't abysmal combo filler like Airk is saying it is, but I would say that you get slightly less out if it than you would right now when you compare change in damage from a normal combo to a punish. This may have more to do with the global proration buff than the 6CC change, though. If you look at the 5C punish combo that Kuresu did earlier against Goro, it did ~4.2k plus knockdown. Right now, probably the most optimized chargeless 5C punish does ~3.8k if you go for the knockdown ender. If you look at the max midscreen chargeless damage of a 5C starter in 1.1 and compare the damage to a 5C CH into 6C, the difference in damage is nearly 800. A 5C starter in 2.0 nets her 3.7-3.8k without resources which puts the damage difference between a regular and punish combo smaller at around 600 rather than the 800 that it is at now. Again, not saying it is 6CC here, and the total damage is really great still with the guaranteed IAD combo and the new proration. Just that change in damage is less.
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He plays a character whose name should not be mentioned in this thread. There are lives at stake here.
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Going to hope that things aren't kill just like when the last Extend happened. I'm going to end up buying the game anyway, but I'm not so sure about my buddies I have been playing CP with for the past year and I am especially not so sure about the rest of the FGC.
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A lot earlier than I expected, but still not early enough for SCR. Ah well. At least it is happening before summer. XBOX thing is surprising. So is it not going to be a patch? Definitely going to kill the following pretty hard if it isn't a patch for the PS3 version, especially with how the reception to 2.0 is right now. Hoping that Extend is different from 2.0 with 2.0 being treated as sort of an extended location test, especially if it isn't going to be an update.
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Though I have been busy lately I have done more testing with charge rate and haven't really come down to a conclusion using the sound cue method. I realize now that the previous tests were not a big enough sample to prove that the charge rate was faster or that there is acceleration. I have tried a variety of footage, but I keep getting numbers either way smaller than they should be, along the lines of how the first few tests were, and around equal to what the rate is now. I think the method is just not accurate. Going to have to wait until console release to use the capture card and frame by frame everything to get anything concrete. Also, after watching all the footage that is currently out as well as getting questions answered by Spinoza and others on twitter, I'm going to make a quick list of the things that Tsubaki gained and lost in 2.0 now that it has been out for a good amount of time. There is still room to explore of course, but this is just for now. + Better overall proration on nearly all normals which means higher general combo damage. Stabilization of DP whiff routes thanks to adjusted launching and increased gravity. New, efficient high damage combo routes using 214D's jump cancellability and Crush Trigger or OD as well as 236D's new launching attribute. Reliable chargeless side switch combos which even work on airborne enemies by using 236C's new cross through attribute. Combo routes will encounter SMP less because regular usage and followup usage for special moves have been divided. Knockdown off of successful DP instead of knockback thanks to new j.214X attributes. 1 charge midscreen air combo extender with j.214D's new bounce attribute that allows it to be picked up with 2A or 623C. 236236C while in OD enables a followup for more damage when used in combos or as a reversal without having to spend charges. More damage off of command grab with damage bumped up to 1200. Conventional IAD route replaced with stable 6CC IAD route. Faster startup on 236X. Lower recovery on j.214X. Possibly faster 5D charge rate. - 22 followup slide attribute was mitigated which actually leads to the loss of a variety of things. Reliable corner oki using j.236A is gone due to 22 followup no longer allowing a link because of the lack of slide. (There is a secret to getting it to link to normals that OTG like 2B and 6C but I have been told that it is very unreliable and hard to pull off and it doesn't make the oki any less impossible to do than it is right now because of positioning problems) Ease of staying on the opponent while close to the corner is gone due to mitigated 22 followup slide, or at least that's how it looks. (Not like it already wasn't really hard for Tsubaki to stay on top of the opponent after a knockdown, but seems like air knockdown is much much more popular now because of followup 22's change) 6C jump cancellability on block was taken away, so it can no longer be used in pressure as a way to deal with opponents who like to use barrier. 214X followup tracking autocorrection is gone. 22[D] followup no longer wallbounces midscreen confirmed. 236C > 5A/2A/5C corner link route still exists but always causes side swap. j.214D > 6C route is gone. Global damage reduction to all special moves, especially followup versions of the moves and D versions relative to their current damage, so adding charges to combos does not add on as much damage as it would currently. 6C damage reduction so conventional punishes deal slightly less relative damage. Stagger resets are gone because of 236D's new launching attribute and the fact that 236C causes knockdown/emergency tech when crossing through the opponent rather than stagger. 22B now knocks back and away on both normal and counter hit regardless of if the opponent is in the air or on the ground which means it can no longer be followed up by 6C with a rapid on normal hit or by linking with a counter hit like it can be right now due to stagger state. 22D now causes wallsplat on counter hit instead of wallbounce so it doesn't look like it can be followed up using 6C anymore? 5A2C no longer connects so 2C may have been made slower and this kills a lot of adlib combo routes. I can add to the list as I watch more videos and get more information, but it is looking like Tsubaki got more standardized damage and combo routes, but had her oki, drive integration with charges, increase in damage from punishes, pressure and neutral (somewhat) nerfed.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
I tried using DP at locals as ghetto oki as had been mentioned earlier in the thread and it wasn't very successful at catching people. They can still just hop out and leave. I guess I just need to time my meaties better. -
[Xrd] News & (Theoretical) Gameplay Discussion
chzchan replied to Shinjin's topic in Guilty Gear General
Then let it be so because that is essentially what he is. I can't think of anything that Kagura has on him aside from maybe meterless damage. -
[Xrd] News & (Theoretical) Gameplay Discussion
chzchan replied to Shinjin's topic in Guilty Gear General
Haha forgot to mention that Leo can combo off of regular throw without spending resources. -
[Xrd] News & (Theoretical) Gameplay Discussion
chzchan replied to Shinjin's topic in Guilty Gear General
Don't worry. Just messing around. Leo is stupid "fun" though. First impressions and all. -
[Xrd] News & (Theoretical) Gameplay Discussion
chzchan replied to Shinjin's topic in Guilty Gear General
Didn't want to imply level of difficulty based on him being a charge character. Just stating observations from playing and watching other people play. Hitting buttons in neutral seems to accomplish a lot with him, though. -
[Xrd] News & (Theoretical) Gameplay Discussion
chzchan replied to Shinjin's topic in Guilty Gear General
Well he has a great flash kick that ends in knockdown and can be RRC'd for good damage. He has a charge projectile. He has stances that change his moves. He has a run type dash. He has a rekka-like special move chain after simple ABC combo. Really important one here is that his moves have very little recovery individually, especially his HS and his buttons are really solid as they definitely beat out and trade with a lot of other characters'. One of the neat things you can do is end a knockdown with a move that stands the opponent back up and leaves you in your back facing counter stance. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
Actually got to try him out at locals today. Wasting the hunger meter with terrible combos is too much fun for me. Will get better eventually. I noticed that I use the pole vault way more often than actual jumping just because I was still feeling around. People complained about his 214S a lot hahaha. -
[Xrd] News & (Theoretical) Gameplay Discussion
chzchan replied to Shinjin's topic in Guilty Gear General
Someone had a setup with Leo at the weekly local get together in my area. Leo is absolutely ridiculous and also really easy. People were complaining about Elphelt and her shotgun stance shenanigans before the setup with Leo went up and those people just went silent after witnessing this character. It is over. Everything is over. Everything is Leo. Everyone is Leo. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
Then let blocked RTL on wakeup with back to the corner into a second RTL from full tension run free. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
That's a lot of damage out of a super with statup invuln in a back facing corner situation. Will this be the new meta in the Sin matchup? Don't get RTL'd? I'm guessing it has slow startup or something so it is easy to bait because that is kind of ridiculous. I'm ready for "And he takes the round with yet another wakeup RTL." -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
Don't you get to choose to either pole vault over to your opponent or back away and eat? I'd consider that somewhat of an oki because you can try to meaty with j.H's multiple hits maybe. There has to be something that he can do which can be used as ultra ghetto oki. Which of his other normals have the largest amount active frames? I'm guessing that he will have a lot of trouble dealing with people who like to jump though. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
chzchan replied to Ventus Tatshima's topic in Sin Kiske
I'm going to attempt to come up with gimmicks. I'll help contribute when I can. I may be able to do simple frame data if it isn't already completely figured out. -
The BB Community, EVO, Netplay, and the FGC.
chzchan replied to St1ckBuG's topic in BlazBlue Gameplay
I'm really new to all of this, at least in the offline world so I am just looking for more that I can do. I'm sorry if this jump started some pessimism but I just want to figure out what I can do right now on top of what I am already doing. I didn't want the conversation to get steered that way. The people that I meet every week tell me that bringing the setup and just even showing up is more than enough support but it doesn't feel like it is doing much of anything. I'm not too social of a person nor am I some big name nor do I have money to throw around, but I know that I will never stop playing it no matter what others say or think. I just want to know what more I can do besides play, drive my buddies who play it to local monthly tournaments, bring the only BB setup every week at my local FGC, and get in touch with the ones hosting SCR for example to ask to volunteer in order to support it. I want to figure out more efficient and effective methods to show support. I'm sorry for necroing the thread. I should have just started a new one instead of replying here. Hell, I probably shouldn't have even started a new thread at all from the looks of how things are turning out. -
The BB Community, EVO, Netplay, and the FGC.
chzchan replied to St1ckBuG's topic in BlazBlue Gameplay
Stumbled upon this thread completely by accident and ended up reading through the entire thing. Even though all of this is a billion years old and BBCP was pretty successful at EVO, what now? Seeing how passionate people were a long time ago about this game is just a stark contrast to how things are now, or at least how they seem. After going to local monthly tournaments and bringing setups to my local FGC meet ups every week, it doesn't seem like BB is really alive right now. This is based on the amount of players that show up at either as well as their respective feelings about the state of the game. The individuals that I have run into who did go to EVO 2014 all seemed to just completely drop BB or lose interest in it almost entirely. I mean, I guess it is natural because of all of the new games coming out within the span of the last few months, but it still bothers me. Then there's the feelings of disinterest and dissatisfaction brewing for 2.0 as well based on what I have been hearing and reading for the past month or so. On top of that there is Xrd which is hitting in a few days which will draw even more away from BB. Of course I have been enjoying myself with each and every game that has come out so far and I will with Xrd as well, but I am just really worried about BB right now. I am speaking from severe inexperience here when I say that I feel like the factors contributing to BB's death right now are stacked so high that I am surprised BB has not completely suffocated under them so correct me if I am wrong. I know I joined all too late in this, but I want to be able to help somehow. -
So what do you think is going to happen if the arcades don't go well?
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Most likely Nu. Very little reason to not play Nu.