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Everything posted by GoBL1N
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Aw man thats sad news indeed. I appreciate all the help you've provided. Thank you. If I may ask, what changes didn't you like? It seems like hes only been buffed since 1.1, he had very little representation and now I see arakune players standing their ground. Are you changing characters or are you done entirely? Just curious.
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Thats gotta be it! thank you! I thought it was left and right to select but looks like its decided on which button they press. Yeah it almost seems like its giving them zero time to select so I think you might be right about them mashing.
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Thats what I thought it would be but my opponent says they were moving the joystick and pressing buttons and the <2P> never moved. Hmmm...and they were moving their character around just fine so I know the joystick works...
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Can anyone help me understand Faust's simulating fists of annihilation? How does the opponent choose which bell/cup they want? Everytime I land this on my opponent they mash buttons trying to change the bell/cup and try to get the angel but the <2p> doesn't move for them. Anyone know why? I tried looking this up and theres no explanation how to select.
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antonymichiru this is about the best i can do for now: https://www.youtube.com/watch?v=MHiTtCKVmZY Theres a pretty decent arakune vs hazama, but note that it is 2.0 which is not released for consoles yet. That being said, I wouldn't put too much time into 1.1 arakune since 2.0 is about to come out.
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I also have a question about the spider now. It seems like you can cancel the spider early before it hits the ground? Does anyone know how that works? I also heard rumors that when you hit 100% curse it doesn't activate automatically, like you may need to do something to activate the curse or you can conserve it until you desire to start spending curse meter. does anyone know if this is true or not?
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wait you are saying we lost the j.c instant overhead? are you serious? i thought it was just because even if j.c connects the c bug is too slow or something.
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Thanks Skye, your response actually prompted a couple more questions. For the hitstop, I will check out the wiki thanks 2 questions: -how does one "go" for a guard crush? Or are you just referring to using the C bug normally and reacting properly if they don't barrier it? -this next one has me even more concerned, why is our high/low game weakened? is it because of the C bug delay? so J.C curse setups are no longer viable?
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Thank you that's very helpful. It always vacuum's? Was this even the case in 1.1? If I did the C bug crossup the 6c seems to be missing from the other side after I 66. I would have to walk closer to the opponent but by then they already recover. Maybe it vacuums more now? I never used to see the c bug 66 crossup in 1.1 now it seems to be the standard. Ok last question, when you say the hitstop lasts for days, are you referring to if the C bug counterhits?
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I asked this question in the other thread but I think this might actually be the correct thread so I am putting it here. It's about the new C bug. I was wondering with the new blazblue 2.0 coming out soon if someone could explain how the new C bug works. I feel like the changes are worth discussing. It looks like it guard breaks now? If so, how does one properly guard it? Does it require barrier? Low Block? Does it stun longer in 2.0 if it connects? I tried to do some things that I am seeing in 2.0 with my current 1.0 and for example with the C bug crossup, I don't have time for it to land AND still go into rekkaken 6c 5c 2c. They recover before the first 6c. It also seems like the 6c whiffs anyways, so does the new C bug also sort of pull the opponent in a bit? Thanks!
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I was wondering with the new blazblue 2.0 coming out soon if someone could explain how the new C bug works. I feel like the changes are worth discussing. It looks like it guard breaks now? If so, how does one properly guard it? Does it require barrier? Low Block? Does it stun longer in 2.0 if it connects? I tried to do some things that I am seeing in 2.0 with my current 1.0 and for example with the C bug crossup, I don't have time for it to land AND still go into rekkaken 6c 5c 2c. They recover before the first 6c. It also seems like the 6c whiffs anyways, so does the new C bug also sort of pull the opponent in a bit? Thanks!
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Thank you both of you, that makes alot of sense. I also saw the player do ja > 9jump-cancel > j66 (instead of j44) > 4bc to end up on the other side as the C bug bit the opponent so I got to see both crossup and fake crossup. Do you know what I could be doing wrong with the ja connect though? even with an N starter, the ja is whiffing. What do you higher level players find yourselves doing to close the gap after j66d?
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Response is very much appreciated thank you. What would it look like if he didn't fake the crossup though? would you just float off to the other side until you land? I guess what I'm asking is, what's the followup when you don't fake? jC on the backside of the opponent? I'd imagine it takes a while to land if you don't backdash to fake it. Well that being said, if its a fake crossup why not use 214b/c? For the ja connecting combo, why does it need to be an N-starter? I'm wondering if its because after the iad j66d you have to wait a little longer so that the opponent floats closer to you (case in which they would recover if it weren't an N starter)? I can understand that in order to complete the combo to the end it has to be N starter but my ja is whiffing after j6c which seems to be a positioning thing. If I need to delay my j6c more then it makes total sense why it needs to be an N starter. Well anyways that is a HUGE bit of information there I appreciate it. That combo was driving me nuts. I'm gonna practice it with N-starters see if I become more consistent. When do you j66 float ja and when do you j6c ja? Is it just preference? What are arakune's N-starters? I can't find the data in the dustloop wiki. I feel like ive seen it done with 5a ( > 6b > etc) as the starter but I could be wrong. [edit:] nope you're right I never noticed. at least in 1.1 it looks like its either been with j66 > j4b starter, or 6b.
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I also have some questions about this combo: seems to be valid for both 1.1 and 2.0 so this is useful information for both now and in the upcoming version. note that from what I'm seeing the j66 is no longer necessary in 2.0 looks like they are just doing j9 6d i could be wrong though. 5a(a) > 6b > j9 > j66d > land > j9 > j6c > ja > jb > jc > j2a (i think or b) > dive cancel? > 6d/6b > etc... I cannot get the ja to connect for the life of me so I keep doing j6c j6c j236c as my finisher everytime. Can anyone give any tips on this? its seems to be a very standard arakune combo. Same thing goes for the version where you just float over with j66 and do ja instead of using j6c > ja I cannot get either to connect.
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Hello all I have some questions/gameplay issues to discuss. I was watching these two videos: Its 2.0 gameplay. Same series of matches but broken in to part 1 and 2. The first video you have to go about half way through before the Arakune player shows up. https://www.youtube.com/watch?v=lr94VAP5o8k&index=4&list=PLDZ_8ETqsDkBjthyCPe0KrJBG9RrF4kB1 https://www.youtube.com/watch?v=Lt_kyo8voIA&index=5&list=PLDZ_8ETqsDkBjthyCPe0KrJBG9RrF4kB1 First of all, who is this Arakune player? He's like the best I've seen in forever! watching him gets me so hyped for 2.0 arakune. My first question is what happens regarding one of the curse setups. Go to the first video and watch 55:45 to 55:47 that is just one example of it, it happens maybe 10 other times and the opponent gets caught in a few of them. Very nice. It seems like the input would be something like: 5a(piano C)a > j9 > j44+4bc > land Im not sure exactly when C bug is being activated but it seems to be somewhere in the 5a(a) string. It certainly isn't coming from any actual C attack. It appears to be some kind of fake overhead or fake jump. Just as the C bug bites you cancel your jump with air backdash to land back where you were. I just want to understand the meta here. I understand that (from what I'm seeing) the C bug guard breaks now, which is incredible (maybe someone can confirm but It seems like you have to barrier block it now). So I get that the jump or jump fake gets the opponent to flinch or something. But what exactly is it threatening with while the C bug bites? an overhead like jC? a crossup? Even if you trick them into blocking high with the fake jump as long as they barrier they are fine right? On the other hand, even if they eat the jC overhead, what would you follow up with? The C bug is used and the opponent recovers before you land I'd think. Any explanation would be much appreciated. I can practice this of course but I want to know why Im doing what Im doing.
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I won't be changing. Still gonna play rachel and arakune Also, ive heard that N-O dropped rachel about 10 times already and its never actually happened. If you are referring to his tweet, I already saw a video of him playing rachel dated well after that tweet so I say false alarm again.
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oh i thought for some reason you didnt do those parts, or did you end up adding them later? ah well ill remove mine cuz urs is better anyways thanks!
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thank you, that changes the definition entirely. i edited it accordingly. what do you think about those 2 lines with the sura a-lobel now? sounds good?
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ah my bad hehe good catch i thought it meant sura as in the grammatical one, ill remember that. so is that referring to the a-lobel>microdash like the one we usually follow up with 3c right now?
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Very nice man. I that all looks correct to me. Thank you for that character abbreviation chart thats gonna be super helpful to be able to look at. Most of them match the intended characters well too so that also helps.
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oooh wow thank you! the aoniku thing was driving me nuts haha so its that route. cool. yeah, for the F and N starters, that makes sense pretty much anything that starts with "a", 5a/2a/ja seems to be F and anything with "b" 5b/2b/jb" seems to be N. Any idea what the F and N actually stand for?
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In the gameplay discussion thread i posted a translation (to the best of my ability anyways...) of the 2.0 changes video: just wanted to help pay the community back for all the the invaluable advice I recieved. I found that wind regen bonus in the end very interesting...its kind of like the puppets now where if you let it zero out it punishes you but if you manage it and let it rest before it zero's out it regens faster...although regen still feels pretty slow overall. I'm still not 100% sure what the japanese mean by the term F始動 and N始動 all i know is that 始動 means startup or activate. After watching the combo video though, It seems like F始動 may be referring to confirming a combo off of 5a/2a and N始動 refers to comfirming a combo off 5b/2b (which usually results in a longer combo). The combo video says (in one of the huge wall of texts) that for the F始動 it requires extreme operational precision (or something like that). One other thing that really bothers me is the mention of blue/green meat 青肉 or 蒼肉? what on earth is this? From context its talked about like some ability in both the changes vid and the combo collection vid...haha.
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hey guys since you all have been so helpful with advice and tips on my rachel game and I can't help you improve your rachel game since I am a relatively new player. I figured I'd do what I could help you guys and pay you back in a small way. I did my best to translate this video. I put this in the actual video comment as well, I'm bboykenex on youtube. note: whenever I say "pickup" or "pick up", it pretty much just means it can combo, the japanese literally use the verb "to pick something up" in that context. start - 0:06 tentative rachel alucard summary *This doesn't mean everything is correct 0:06 - difference from before, 5b attack level dropped, combo width substantially dropped. 0:13 - of course sequence/chain (translated literally but I'm pretty sure it means her standard BnB) also has been extinguished. By just guarding regularly it breaks the combo. 0:16 also, (baden baden) lily inserted combos damage has declined. 0:23 2b starter with 1 lightning rod: 3574 0:25 guaranteed damage multiplier (i think?) all around/in that area is lowered. 0:31 2b starter with 1 lightning rod: 3352 0:35 the most obvious/remarkable is the wind regeneration rate. lets compare without delay. new old 1wind 3:04 3:16 2wind 5:50 6:02 3wind 10:00 6:56 4wind 14:10 7:52 (rachel says: heeeeyyy still not done?) 0:50 these are the results: (see table above) 0:55 also, other than that: 6a ~ startup dulled/slowed, stun increase? jc ~ untechable time lowered 4b ~ bound/bounce reduced, startup is faster 5c ~ adding the follow up startup acceleration 3c ~ same move prorate? cancellation/elimination, 1st, 2nd step is brought back or restored lobelia ~ untechable time, distances iris ~ startup acceleration lotus ~ reduction in restriction/restraint time (i think it means the recovery frames) 0:56 and so forth, is increased? 1:02 and with that, lets see some new combos 1:05 this was (the case) in the previous version as well but this won't land properly one some characters. **disclaimer, It could also very well be saying that this combo can now be done on some characters from before that it didnt land on properly 1:13 As for the throw combo, in the end the 6a>4b>5cc was modified to complete/land properly 1:21 rumor of lotus lily is that beezle isn't used and iris doesn't hit/land...(sorry I'm not 100% sure on that one) 1:26 apparently, a good ja starter looks like this. also, immediate 5cc is severe? (thats what it says...im not sure what they mean by "severe") 1:34 new element/factor, to 5d wind a jc causes the oponent to float. 1:37 it indicates that it can extend (combos) but, regretfully, 5b pickup is unstable/insecure. 1:43 immediate lobel "root" "route"(?) for arakune, bang, also corresponds/is supported (sorry not 100% sure what they are saying) 1:52 As for F-shiki (i think it means fuzzy guard), N-startup (no idea what this is), this looks good. From a b-lobel you can immediately pick up (the combo). 2:00 with jc>delay c lobel you can pickup a landing (or get them before they land). This really gives a sense that you can extend (combos)! 2:11 combo where b-lobel 9d rebound/recovery judgement restoration was done. 2:15 however, the degree of difficulty extraordinarily high, stablizing "root/"route" (theres that word again) is necessary for sure. 2:19 In the center will the "blue/azure meat/flesh" (wtf? is this a specific name for a move or previous sequence?) be restored? b-lobel untechable time has been substantially increased. 2:24 new element/factor 6a jc (as you can see it combos). While airborne iris connects (or i guess if you do it while airborne it can connect with othe stuff but wasn't this already possible?). 2:32 with immediate 3c you can pickup extraordinarily easily. However, it requires 2 wind meter. 2:40 when beezle (lotus) is present, you can be at ease(? have fun?). Are these the measures taken to save beezle? (...i think thats what it says) 2:51 bonus. The recovery rate investigation of saving/reserving 1~2 wind quantity/meter 2:52 wind quantity remainder of 2 situation 8:50 3:38 new version 6:02 3:16 old version rachel says: its over?? 3:04 in this case, it is faster than when it is at zero. It seems that to empty/zero out your wind gauge applies a staggering horrible penalty. In any case, the (wind in the??) original version is more superior but... 3:12 the rest is left to you
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can you tell me what they are? I would love to know them all so i can practice.
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Thank you, wait a minute, which one is the real crossup? the only other ones you jump with are the 5a jcd / 5a jc j1d ones or the 2 jump forward j4]b[ ones. Are those the ones you are referring to?