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Adelheid

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Everything posted by Adelheid

  1. Alright, so, I thought this was the case in BlazBlue way back when I was playing Carl in very early CT, but it's actually not true. Since it's the same engine, I assume it's still the case. The game checks if they block the first hit, and if so they're marked as blocking for that frame, even if something else also hit that frame that they wouldn't have blocked. The CPU in training mode detects it in reverse order and gets hit despite trying to block everything. I don't remember which is calculated first but I'm sure it'd be easy to test. Of course, varying timing at all makes that a non issue, but... Edit: It's also possible it was a bug fixed in a later version of BB, and it is actually unblockable now. I only checked in CT.
  2. Oh, yes, it's definitely in that pseudo-autoguard invuln state. I felt comfortable in my lead that game and after dropping my pickup after the last reset I just decided to bait anti air grab staying in the air to be cheeky knowing that even if he didn't do it and blocked I'd still have the advantage, but... I also held D too long and did the super the wrong way. I was surprised that it hit, but I guess he stuck his foot into the very back of it. Looking back at it, though, it feels kinda "homo-genius." Edit: re:2B after command grab, offline I land it every time. I actually look at the combo counter as a timing aid, the right timing is a bit after "3" shows up. Online I vary my timing to keep up with the slight lag, so it's a bit less consistent... I was a touch too early right there. I always just do j.B j.A 214A to whatever reset I feel like, or sometimes brio if I want just a bit more damage and can't super. j.BB is involved if in the corner, of course.
  3. I know this is not exactly a great tactic on display here, but I feel compelled to post it. It's really funny to me.
  4. Blackde History Month, February of every year Learn all about Dustloop's #1 story expert
  5. Gonna start collecting frame data. I may as well. Edit: Oh man. 5A is -9 on block. That is funny. Ahaha.
  6. I also edited the wiki, editing basically every description and noting various properties that were otherwise missed.
  7. Yeah, so, I guess I'll get back to work on it after the initial thrill of "YEEEAH PERSONA" wears off.
  8. She was long considered low tier. She's now considered A tier. Her being the boss doesn't really have any bearing on things, she's balanced for competitive play. Also: Mitsuru! WHAT TO DO IN THIS MATCHUP besides have her safely poke every time you send Asterios to do something Most frustrating matchup I've played thus far.
  9. Yeah, I was feeling the "this isn't like carl or eddie" thing at first~ It's something you need to be aware of, when you can naturally get Asterius to teleport to you and what that means for when you can do your followups. But it's not so bad.
  10. Well, there's clearly going to be some increase in distance, but the gliding carries you a fair distance. It's not really that "You can dash into it to get more distance" but outlining just how much distance is gained (it's really nontrivial). This is good, since... Well, there are times when that's going to be useful to do, lol. Also, I updated that post with a better video, for those of you who were already here in those 25 minutes.
  11. Is this news? I assume must people were aware on at least some level, but I wanted to clearly demonstrate the difference. It's bigger than you might think.
  12. Eh? AoA (All-out Attack) is just standing A+B, then buttons for followup. I do A+B, A+B to run, A+B x6 then C/D for fatal counter, generally buffering an action into the C/D.
  13. 1-16 no armor, 17-27 armor, 27-30 active, 31-62 recovery.
  14. And because Shadow Lab has one of the fastest AoAs. That helps too! It's a legit standing overhead, and especially in the corner it leads to some reeeeal good stuff.
  15. I hope you aren't looking at the tiers here <_< They're super out of date. Last I knew, the tiers looked something like this; ehrik tweeted it just before sbo: S: kuma, mitsuru, aigis a: chie, narukami, labrys, shabrys B: yosuke, yukiko, elizabeth C: kanji, naoto, akihiko So no, Shadow Labrys isn't considered weak, lol.
  16. Unfortunately Kurushii is right. It really looks like, even if you're recording at the right speed, you're at least viewing frames at 29.997. My own testing matches up with roughly twice yours, as does all the data I've already seen.
  17. I was inspired by ACR's "Summer 2012" release date, but it seems like that's completely a lie. With Persona here, I'd rather release such a video when it's more timely, not "Oh here's a random tutorial for a dead game." Y'know?
  18. Oh, and since I don't think it's been mentioned, if you do a dash up throw (for instance, if Asterius is covering you and you're going in for three-way mixup) then depending on distance to Asterius you can get a midscreen throw combo by OTGing with 2C. You can't really get much off of it that I can tell, but I think it's interesting. You can at least get a bit more damage and easily set up your okizeme.
  19. I'm using box layout. It's pretty easy, imo... It wasn't as awkward as I thought it might be. It really helps to have everything in a box for all the macros. I'd say, just get used to it. If you've ever played KoF in box layout, for instance, it's not too dissimilar, just have one finger per button, just your hand isn't laid out the same way as for blazblue. Still, if you feel it's a problem, do whatever you like to do. Button config is at the character select menu, so there'll never be issues in random local meets.
  20. I'm sure this isn't exactly big new but the main thing I noticed is that there's a huge amount of situations where you can make it a really bad idea for the opponent to try to do much of anything about your pressure, even with weak day 1 pressure (and quite clearly holding up at higher levels). Pretty much universally you can get more from baiting a DP than they can get from DPing you, and when Asterius enters the picture, yeah. Basically what it means is that you don't get the normal pet character "wow my pressure is completely free" bs that makes some characters so good, but she has more than enough to work to make her offense really scary. But yes, no normals that are plus on block. Edit: secondarily, IAD j.B crossups are very easy to time and get you quite a bit.
  21. Woo~ Back from the persona 4 release party. I'm pretty sure all of Asterius' moves have guardpoint if not from the start then from very early. However, with the exception of 8C, blocking makes him stop moving. There was a tourney at the event (36 entrants), managed to get top 8 with my day 1 shadow lab; I think I was the only day 1 player in top 8, but if I wasn't none one else made it past that point for sure. Never dropped a match all day against any other day 1 players... I'm totally sold on this character, lol. She's so FUN. But, she has issues getting out of pressure, it feels... It feel like there's so little you can do, you can't even reversal DP super cancel to safety like a bunch of other characters can 'cause Titanomachia can't seem to be used if Asterius is still offscreen. And her DP also has very little vertical range... But, it does punish a lot of stuff from a surprising distance. Feels like Anji's S Fuujin. It's kinda a bad reversal, but it punishes a lot of things. --- Also, what's up? I haven't really posted here before, but I'm mega hype for this character. She's like Carl, minus everything I hated about playing Carl, and in a game that's actually fun, lol.
  22. There's a lot of posts, and http://www.dustloop.com/forums/showthread.php?13697-BBCSEX-Carl-Clover-Gameplay-Discussion-Questions-Help&p=1367386&viewfull=1#post1367386 You could just start reading from here I mean, it wouldn't exactly have been difficult to find what I was talking about
  23. I cannot roll my eyes hard enough at this statement. Bang's command grab is always amazing, he doesn't need to be able to combo off of it for it to mess you the hell up, it adds to his options and that is enough for him. He's not the same character as Hazama. Tsubaki is much closer to Bang than Hazama. Why would you even... Have you even played this game against actual good players? Egh. Sigh. It is just not worth arguing with you. I'm done.
  24. That's more fair. I'm just slightly "eh" about that after what Akira-Shiro said in the Carl subforum, lol.
  25. It is possible to have a bad command grab. It is also possible to have Bang's command grab. Given that we Already know Tsubaki's command grab can be combo'd from based on what's been said regarding loctest data, yeah it seems like it's probably pretty good. Unlike Hazama, who does not usually want to be in range for his command grab and who doesn't get a lot off of it, Tsubaki naturally wants to be in range for her command grab during her long pressure strings. Why are you basing your argument on Hazama, who plays totally differently? Bang's pressure style is much more similar to Tsubaki than Hazama is, and he loves his command grab.
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