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chzchan

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Everything posted by chzchan

  1. It begins. I have a feeling people will get really creative using system mechanics with her simplicity and turn her into a monster.
  2. ARAKUNE OH JESUS ARAKUNE C BUG GUARD CRUSHES NONONONONONO Definitely faster than Tsubaki's. Also has way way more range. It's a good normal. Probably can cancel into either other normals or D moves.
  3. Oh neat. Sorry. I'm a bit sleepy I should have been paying attention. Man that's a really simple automixup.
  4. Celica Celica's attack that makes her trip and fall over has two hits. The first hit is an overhead and the second hit is low. The low hit causes stagger. I think it is her 6A maybe? Minerva normals seem to have ridiculous hitboxes which scares me, especially if they don't make Minerva part of the hurtbox when they are used. Drive is sorta like Noel's, but limited to 3 parts. Pretty sure everyone knows this already. Not sure if followups can happen on block/whiff. Looks like they don't have SMP, or at least the hammer-looking one doesn't. Projectile is large, comes out fast, and travels ridiculously fast, but dissipates before travelling the full screen. Has slight deceleration before it goes away? Celica's not Hell's Fang moves her pretty quickly. It can be charged to make it cover more distance. Maybe charging it changes the frame data? DP LOOKS LIKE IT CAN BE CHARGED. AND HAS INVULN FRAMES WHILE CHARGING. AND A RIDICULOUS HITBOX. NO NO NO NO NO. KOKO 6A NIGHTMARES COMING BACK. Length of OD meter before it startes draining and length of health bar healed over time during her OD are 1:1. Just measured both with a ruler. Healing DD can be held down to heal more. Probably pretty risky. Lambda-11 Projectiles seem slower than Nu-13's? Nu-13's may have been given an increase in speed. Might also just be the quality of the video messing with my eyes. D moves automatically do followup, but that was already confirmed. 4D > 5D > 236B simple combo. Has an air D move that has a projectile come from a 35~40 degree angle downward that launches though this is also already known. Not sure what the command is. j.D and j.2D are shown used in the combo. Launcher > j.2D > j.D > j.214D simple combo. Looks like all three gatling out of each other without a jump cancel. It can be seen again in the second combo: Grab > 6D > 2D > j.D > j.2D > jc > j.D > j.?D > j.214D. Not sure how SMP works for it, but it looks like she has three D normals to work with in the air now. Her j.D and j.2D seem to come out at an angle much much smaller than Nu's current +/- 30 degree angles for each respectively. Just measured with a protractor. j.D is +10 degrees. j.2D is -10 degrees. Another pretty obvious thing pointed out earlier is j.214D's crossup potential hitbox which actually has the curved blade she summons out go more than 180 degrees around her starting from the top. I actually think it goes pretty far behind and under her too. Around a 45 degree angle starting from the bottom. Much more prominent than Nu-13's 90 degree quarter circle hitbox. There are two versions of Sickle Storm. Based on the movelist, it does not follow the same add in ~C to get the one that comes from behind that Nu-13's Dia Sickle Storm currently has. This may mean it is distance dependent as stated by Tokkan above. What seems to be happening is that it has a set distance away from Lambda where it pops out of the ground and then it starts tracking the opponent from that spot. So if you use it from further away it will appear and then find its way to your opponent by moving forward. If you use it close up it will appear behind the opponent and move backward in order to get closer to the opponent. If you use it from the "just right" distance it will already be on top of the opponent so it will not need to track. Lambda only gets two versions of Spike chaser. One that sends out 2 spikes and one that sends out 4. Pretty sure this is dependent on how long the button is held. Nu has all the versions including the short 2-spike version as well as the full screen version by adding in the C input. Lambda's Calamity Sword DD tracks the opponent in OD. Overhead as well as combo ender from across the screen while in OD for 50 meter. Lambda's OD makes her projectiles bigger. Maybe they deal more damage or something? Not really sure, but they are definitely larger. Celica (cont.) Looks like her D followups can happen on whiff or at least on whiff of the move that was used. Pretty sure that move is a D move. Can be seen here at 5:00 minutes in. Combo damage still looks toned down I think. Combo rate definitely adjusted. The special that has Minerva turn into a jet move her forward does almost Mami Circular raw damage. Just an aesthetic thing, but she alternates in voice lines between ichi-ni-san and one-two-three when doing her D strings. D moves can be followed up on block as well. Shown here at 13:30. That one D followup that turned Minerva into a segway with no handlebars crosses up on block. Hakumen-length airdash. Damage DD 2262 damage raw. Pretty sure that's it.
  5. My favorite thing was his combo out of the burst with the leftover j.236D projectile in the first round of his Relius match. It did a whole 25 damage.
  6. Oh boy a whole .3 seconds of 2.0 Tsubaki doing j.236D > j.214D after blocking Noel's j.D and eating one of her specials. There's another really really small glimpse of what might possibly be her new OD 236236C over here. Only happens for even less than a fraction of a second, though.
  7. Hmm, alright. I probably should have just said it was harder to meaty with than 5B. I'll just keep practicing.
  8. I did 5B which is probably why it didn't work because body. I would try 2B but that's hard to meaty because it is so slow unless you end with 22B at or near the corner.
  9. Yeah, I actually did do that for a bit. Once I saw that I was in the sandwich, I Counter Assaulted the hell out of there. I also did the same for when his back was to the corner with the doll behind me. It only sort of worked out because wakeup Vivace got him out. Actually I tihnk I just didn't time the meaty correctly. I don't know.
  10. Ah I'm talking more about sandwich pressure when he uses vivace. I'll keep trying. I already play online a few hours per day every day, but I guess since I don't have that idea you mentioned I haven't been learning anything even though I want to. I'll try for another couple thousand but this time with a clear goal in mind. I need to find more people to play with locally.
  11. I was actually talking to the guy a lot because I kept messing up my DP input when he would use his command dash. He told me that low attacks beat it, so I tried doing that but it barely worked. It is really erratic. From talking to the Carl afterward, I only really got as far as I did because he barely fights Tsubaki players. Probably one of the reasons he Counter Assaulted out of my shitty midscreen j.236A gimmick. I really don't know why I was doing all those j.214As in neutral. I wasn't doing tk.236A correctly ever and I was doing it too close to the enemy and at a bunch of times I really should not have. I just did a lot of unsafe and reckless stuff and I don't know why.
  12. Nope I don't or at least I didn't there. My gameplan is sort of this jumbled mess and I'm not sure what to do still as whole. I know at least what I should be attempting to do, but it just isn't happening. 5B > 22D > Astral is something I had been practicing in training mode for a while. Might be dependent on character or placement on the screen though. It definitely works midscreen if you 5B close enough. I also feel like I didn't do the link fast enough. There should have been a lot more punishing going on for both sides. My pressure being garbage is still a huge problem that I haven't solved because it seems like I'm not able to cycle through the different types of pressure cleanly which makes me sort of choke when doing things individually without autopiloting. This is emphasized even moreso when I let the nervousness get to me. I just completely blanked on what I was supposed to be doing in the matchup and did my best to get out of the sandwich. It isn't that I haven't been studying up on the videos. Things just don't seem to transition well when I want to apply them, but that's my problem. About the 6A autopiloting without much pressure cycling. See, just from fighting with my friends every day they know to mash when they see me do anything they know is unsafe, so I am really discouraged from doing Tsubaki pressure correctly. I just need to get used to cycling through pressure live without much fear (depedning on the matchup of course). I just can't do it cleanly yet because I hesitate and revert back to the simple button mashing mid only pressure with the occasional 6A.
  13. Damn that means even JP CP2.0 won't be out in time for SoCal Regionals.
  14. Okay I actually have some footage for once, so here you go. You now get to see how truly terrible I am. My fight with a Jin is from 31:30 - 39:00. He barely plays BlazBlue with his main games being older ones like Vampire Savior and Melty Blood. I didn't punish his whiffed 2D ever and I even knew that I didn't throughout the match, but for some reason I kept not punishing it. Tried to 22B every projectile for some reason. Used 22D after 214B as whiff ender for I don't know why. Kept using j.214A in neutral for, again, I have no reason why. Astral timing was just a bit too late. My fight with a Carl is from 43:30 - 53:30. A very good Carl/Arakune that has been playing since CT that I fight online quite often. His name is Zong One. He didn't have his controls bound correctly during the first match, but he only noticed after I had beat him in the first round of the first match. He told me he didn't want to complain because he didn't want to be a scumbag for doing so after he had already lost a round. As you could see, he did a much better job in the latter two matches. I felt bad about not remembering to do a button check before starting the game. Such a nice guy. j.214A in neutral needs to stop. Don't know how to deal with sandwich pressure confidently and my defense is terrible. A lot of stuff I could have confirmed off of if I wasn't hammering buttons. Dropped a ton of combos and forgot Carl-specific routes. A lot more I did wrong that I have probably not noticed. The hungry skeleton on the left in the Jin video and the right in the Carl video is me and I think you can probably tell that it is only my second tournament. I was pretty nervous the whole time, and the problem is that not only do I drop combos and not learn from my mistakes over and over again when I get nervous, I also end up doing stupid shit that I would have never even done outside of the fight. I also completely forget that certain combos are character specific as well. This is just after watching myself play a few times. The funny thing is that this tournament was fairly small just like the last one with the group that I usually play with locally being the ones that made up a good chunk of the people who showed up, so I don't know why I still get nervous. I'm going to keep going to them so hopefully the nervousness fades away. I already know a lot of the things I did wrong and the things I did wrong I did REALLY wrong, but I probably won't fix them consciously unless someone points them out to me besides me. Help me out if you can.
  15. Okay I cheated the system and just did my combo on a stream at a local tournament. Did not spend any money on a capture card yet. They asked me to entertain the stream while they were waiting for the next one I was going to fight finish his fight in one of the other games that was running so I just did it in training mode. Here is an alternate version of the [2 Charge + Corner + 25%] combo out of the corner forward tech gimmick reset's 6C AA. It happens at around 42 minutes into the recording, a bit of time after I won my fight against a Jin. 6C(AA) > CT > 6BB > 421D > 236D > 5C(dash) > 2C > 214B > 5C > 2CC > j.CC > j.236A > j.214A [5900 DM] [27% HG] This one is easier to do than the original one that ended with 5C > 623C > j.236A > j.214A but does 90 less damage and can be changed to end with knockdown if that is preferred. From the segment of video you can see my very very bad habit of doing sloppy inputs. I hope to change that in the future.
  16. I do agree with the positioning for combos and stuff being sort of messed up for Tsubaki because of the way her normals are structured when compared to other characters, but I still think it is hard to buff her correctly. I should have clarified my statement though. When I said buff I meant buff or slightly change aspects of her that already exist. That "buff" that I used there does not mean a drastic core change or a completely new addition. I really should have said this earlier. Buffing her can be done correctly without making her easier to play. Here some examples of buffs I have seen requested before are things like make 214D a low or make 22D an overhead (ya know because Azrael has a horizontal-looking special that is actually an overhead) or make her current charge cancel pressure plus on block or make it so that 5BB sucks the opponent in like Jin's annoying as shit 5B or make 236D > 214D airtight so you can't get grabbed out of it or make it so that she gets a charge after completing a combo like Bullet without having to sacrifice her momentum. All these do is make her easier to autopilot even though they would be super super helpful. There are a few changes I am pretty fine with that I am mega biased about like simply making her 2B faster and her 6A either faster, longer in range, or give her a slightly longer step forward because both of those moves are complete garbage. I dunno man. Just curious though; what would you list as things that you don't think should be a problem but are for some reason?
  17. They didn't want to make another Jin/Ragna character maybe. You know, easy all around everything. The two of them wouldn't be too good if buffed, they would just be too simple. It would be hard to buff Makoto or Tsubaki properly without just making either of them outright easier to play or making it so they have an easier time in general. Like I'd say a lot of Tsubaki's depth and difficulty comes from compensating for her glaring faults because I actually think a good amount of her conventional combos and basic gameplan are some of the easiest of any character in the game (so long as you have proper spacing). Doesn't keep me from complaining about everything, though.
  18. Don't forget about the special where he can summon the spider from across the stage at set distances. It is pretty slow and has quite a bit of recovery, but if you don't react to the visual cues correctly you will get a spider to the face. This is especially difficult to deal with if a cloud is already out because you might be forced into blocking a spider if you are trying to avoid the cloud. I change up my movement options depending on which of his RNG clouds come out. There's the one that hovers above you and tracks you quickly so no jumping. There's the one that tracks you slowly but approaches you from the front while decelerating as it comes closer which can be navigated around easily. Then there's the one that follows Arakune around which seems to encourage them to go after you so they can touch you so I would just stay back and let them come to me.
  19. You mean trying to catch him or being oppressed by his j.B?
  20. So midscreen combo ender can be Mars Chopper > 236A oki maybe?
  21. Okay just from the 2.0 gameplay footage I can list some changes and subtleties for each character, though most of them have already been stated beforehand. I'm probably not going to pick up on all of them because I don't heavily play the characters that were showcased. Kagura Kagura reaches max run speed almost immediately instead of accelerating for a bit like he does currently and generally it looks like he is faster His projectile (not sure if it is the A or B one but probably B) grows larger as it travels across the screen; may explain why B projectile corner combos are harder to follow up into 2C > 5C B flash kick is a fast and low to the ground hop while C flash kick is an incredibly high jump (higher than Unlimited [2]8C packed with some new animations) C flash kick wallsticks in the corner without a counterhit which ends in a maintained oki after both Kagura and the opponent fall back to the ground; B flash kick does not do this Ragna Gauntlet Hades causes stagger on grounded targets but that was already confirmed I think Jin Simple midscreen BnB with ice car finisher does slightly more damage; 5BB > 5C > 3C > 214B~C 1830 (1.1) > 1901 (2.0) Maybe his other combo routes are more limited? (More BnB damage at the loss of bigger damage combos maybe?) 6C launches the opponent into a spin at a sort of higher angle Hazama 214D~A bounces a bit instead of leaving the opponent crouching and cannot be followup up with 5A 214D~C is sanic speed now New meter and all that, but that was already elaborated on Makoto j.D wallbounces midscreen, but it doesn't look like it can be followed up; maybe good for maintaining pressure after ending an air combo? Kokonoe The gravity dingles stay on screen for a set amount of time before disppearing Lambda-11 Act Parser Zwei 236A can be cancelled into both Blade 236B and Cavalier 236C even if it crosses up the opponent j.214D has a crossup hitbox below and slightly behind Lambda in the air which looks really useful
  22. It looks like he can no longer start a combo off of the overhead out of his stance because it bounces the opponent slightly instead of leaving them crouching.
  23. Ah thanks man. So far Kagura looks much faster than before.
  24. Yeah I bet most of the questions were regarding ODR. I hope some kind of recorded report of the questions and answers comes out sooner or later.
  25. Anyone with a nico premium willing to rip the timeshifted stream? Is it even worth ripping?
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