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Everything posted by 7thFonon
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yes, from 236B, she has new followups. 236B~6A (new move) is one of those followups, which is an overhead.
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Rele, I think bats do damage over time (poison-like affect)... at least that's what I remember reading. You are right, wind regen is faster in this game (by how much, I don't know). But I hope it's not just back to CP1.0 regen.... I want it faster than that if they're going to take away pumpkin.... Like I wanna fly around and do whatever the hell I want while my poison bats do all the fighting. :P But yeah, Rachel losing pumpkin is going to need some serious changes / buffs to actually make up for such a staple tool in her arsenal.
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Nitroplus Blasterz: Heroines Infinite Duel
7thFonon replied to ivanchu77's topic in Misc Fighter Central
In terms of presentation, yeah they could have left the blank squares out. That definitely was a pretty bad design choice. As for the other complaints, a lot of them can be said about anything. Sealing off bursts is nothing new to fighting games (Supers, Overdrive, etc). And due to Nitroplus Blasterz having so many variables and movement options at neutral, there is a huge sacrifice involved with calling an assist just for an attempt to gain offense. Shielding defense is prevented by grabbing and mixups (you have to choose between high and low shield). You also can use staggers and jump cancels to help see / react to the shielding animation. Every other valid complaint you had is in agreement with my last post (which is that damage needs to be adjusted). I think the game is fun, but to each their own. -
Nitroplus Blasterz: Heroines Infinite Duel
7thFonon replied to ivanchu77's topic in Misc Fighter Central
An overhaul after one month? :V The game just needs some damage adjustment and infinite fixes.... we don't even have the extra characters yet. -
Nope, at least not at this point of the game. I played her at the start of me playing BBCP2 solely because I wanted to see what could be done with her, as opposed to Nu. She has 22D. Which is nice for some gimmicks and escapes..... but aside from that, she's pretty much inferior to Nu in every way unless someone is able to find something amazing when console comes out.
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lol I like how every Rachel scene consisted of a standstill image of her mean mugging the screen. You can just feel the disappoint, especially when she's hiding behind Tsubaki in the shadows near the end. At least she's not Carl tier though. We don't even get to see his face. Just a hat and purple cape.
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Yeah Lamda overall is bland in comparison to Nu-13 sadly. It's not even like simple things like damage, they literally stripped away half of this character's options. Like even her D attacks......you can't even just press 5D and get only one sword to come out like Nu can. If your 5D makes contact, Lambda automatically combos into 5DD whether you want to or not.... Essentially leading to more predictable blockstrings. Then her damage and confirms are a lot weaker than Nu's, especially when you can't really get much off a long range 5D. And they also took away Lamda's 214D~C and 236D~C, which limits her options even more (but Nu still has these attacks, asw's balancing team decided to only take these attacks away from Lamda specifially). Nu-13 can special cancel her 214x, but Lamda can't. Lamda of course still has her 236A teleport, however I don't beleive is much better than 5D66 (teleport attack that Nu has)....Actually, I'd much rather have 5D66 since it can easily crossup your opponent (unlike 236A which has to be close to the opponent in order to cross up)...... The sad part about all of this, is that I could keep going if I really wanted to. lol that tager actually goes to one of the arcades I play at. Had no idea he was the number 1 ranked Tager in japan. :V And Tager beats Noel like that though? damn.
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In terms of FG's in general, I guess you could call Mu a hybrid character... but in the world of Blazblue, characters that do well in multiple aspects aren't that uncommon. Like already said earlier, every character that can zone in this game, can also rushdown. But on the topic of Mu, it is kinda lame that they are taking away from her steins (which pretty much identifies that character imo, whether it's dumb/annoying or not). I felt like 1.1 nerfs made sense...like nerfing her DP didn't really compromise the character's playstyle, but still was a substantial nerf. Sure Mu is annoying, but I don't think this was the best course of action in terms of balance. If anything, they should have reworked the way steins worked completely and figure out another way how steins could work as strong zoning tools instead.
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I can see where some complaints are coming from, but the new mechanics aren't that bad to the point where it makes me not want to play the game at all. I personally still can enjoy the game despite some of the mechanics that people may find questionable. I will say however, it would be nice if they could at least update some of the older mechanics. :V It's kind of wierd having to go back to no grab teching, no actual grab input, mashing buttons for air techs, no ground tech / wakeup delay, when they are all pretty standard in modern fighting games (and have been for years now).
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PS3 vs PS4 GGXrd Graphics/Sound Quality Comparison?
7thFonon replied to HGhaleon's topic in Guilty Gear General
I never played the ps4 version, but I believe you for the simple fact that I've experienced this exact same thing myself. But yeah, I basically came to the same conclusion as you about not even arguing about it anymore. lol. -
I would like to think that CPExtend is in fact 2.01 to at least warrant the name change. I wouldn't mind another update if it satisfies the playerbase.
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Having a good / safe neutral or strong hitboxes doesn't necessarily mean a character is dishonest though..... It does however mean your opponent might be forced to play an honest match with you. Which is a completely different thing (actually the exact opposite of dishonest). When I look at what makes a character dishonest, it's usually is stuff like -extremly high damage output for little risk that can be set up practically / regularly during matches -strong / unseeable mixups that lead into more strong / unseeable mixups even if they're successfully blocked -options that can easily punish the opponent with high damage while also being relatively safe to their opponent's options. But yeah, pretty much it just has a lot to do with risk vs reward like you said.
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Like purify said, you just have to be patient with scharl, and make sure you stay on offense once you do get her blocking. Using an arcana that has good oki and/or neutral tools should help you with this matchup as well. The matchup might be a little bit harder in ah3lm thanks to the buffs scharl got, but its still very much doable. Also it was NEC (whichever one was December 2011) that I won. :x FR I think was beats.
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Potentially useful addition to her moveset =/= you shouldn't utilize Rachel's core tools. It's just an extra option that we have that doesn't require wind or summoning pumpkin. It might not seem like anything amazing right now, but I'm sure there will be a place and time for it once people get accustomed to using it. I personally am happy to be getting a mobile sword iris.
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I think bat iris could potentially be pretty useful. Maybe not for chasing people at neutral, but for whiff punishing it's probably a nice tool to have in certain matchups. As long as the bat is attached to them, characters like mu/koko might have a much harder time setting up traps. And I'd imagine it might be useful vs haz too in terms of him faking chains and whatnot.
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Yeah pretty much. Like I probably know 4 or 5 people own a PS4, and that's it. I won't even try to count how many have a PS3. FG players won't make a major transition to PS4 until there are more fighting games on PS4 ( in which there are none at the moment, iirc ).
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I think that's only in training mode. afaik the system allows for cancelling super jump to guard, but not normal jump. edit : was just testing this by 6GC'ing sonic hurricane from max range. Can easily superjump guard, but can't seem to jump guard at all.
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Yeah Arcana Blast, press A+B+C during blockstun. 214B+C is arcana eclipse. I'm not sure about the exact number but water E adds a pretty good amount of blockstun. Like for example, if you were to use a Water 5E and then use some random 5-6 frame attack, it would probably be a gapless blockstring for most characters, when it would usually be negative. Hitstun, I'm not sure, but there's a noticable difference in that too. You can tech with A, B, C, or D once you've been hit (if you are holding a button before you get hit, you won't tech until you press the button again).
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jA has a much longer hitbox than it did in AH3. It's pretty good now (not that it wasn't already a decent move to use in AH3). 3B is really good for combos, air unblockable setups, and anti-air versus some characters. The clashbox isn't too bad either.
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Not really sure of Petra's exact changes but you might get a good idea of what combos you can do from this video if it helps any. http://www.nicovideo.jp/watch/sm23638644
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For anyone picking up Scharl in AH3LM.... made a vid showing some her basic combos, plus advanced ones later on (side swap combos, full screen corner carry, air grab confirms into wind eclipse, etc)... Also included my new 16k Tone Scharl combo, for those who are looking for ridiculous damage. :P EDIT : ( had to reupload thanks to weird interlacing in the video) Section I : Basic Combos - beginner combos Section II : Arcana Combos - more advanced combos
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http://curbeh.blogspot.com/2013/10/arcana-heart-3-love-max-version-103.html console version is a little different (this change list is a slightly older version of AH3LM). But most of the changes are here.
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Tyr-Specific combos? There aren't many. You might find useful tyr-specific combos along the lines of.... [2A,2C,EFC, 5B,jB, djc~j5D,jB, 5A,2E,214214E] Easy setup for tyr wall oki since 214214E recovers faster in EF. After that, you can go for crossup anti-air 2B. [5A,5C,EFC, 2C,6HC,5A,IAD jB, 5A,623E] Corner carry. Then of course she gets the BC super confirm [any long-range ground hit > EFC > stuff > Eclipse], which basically lets confirm into 6-7k dmg from max-range 5C/2C with little effort. Those combos can definitely be optimized, but they might give you some ideas to try out. Other combos, similar to what Rei said are going to be air confirms, in which it will be harder to incorporate Tyr, at least for a specific use. Even j623E has been rendered obsolete due to Scharl's new j6BB. You do however have safer/better pressure than plant, and solid frame traps that catch jump startup (plant does too, but using vine actually weakens your pressure in AH3LM). And yeah, I agree that list should definitely be taken with a grain of salt.....
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Whatever you want really. Obviously you might get more mileage from some arcanas more than others , but thanks to the buffs she got in Love Max + actual mixups, Scharl is pretty flexible. Love, Darkness, Wind, Plant, Fenrir and Tone are all solid arcana choices for Scharl in this game. Ice and Tyr are not bad either, as they have some of the best corner carry in terms of blockstrings + decent long range confirms. But you can make anything work with her honestly, as long as you're truly taking advantage of the tools and options she's gained in LoveMax.
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Thanks for coming out you guys. The session was a blast, and was fun getting matches in with everyone / hanging out at Sheetz. Definitely one of the most enjoyable sessions I've been to in a long time.