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Everything posted by Almadiel
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Also the wolf cancel itself costs a fair bit of meter.
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Dunno if anyone has done this yet, but I came up with what might be a pretty nifty block string/reset. Do anything then force opponent to block 6C->9D->(delay for crossup)2C, then take your pick of [w]jB, land [w]5A, [w]236D, etc. Seems like it works well against anyone who doesn't have a good antiair.
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Game updates are purely automatic on PS3. You launch the game and it downloads any available patch as long as you are signed into PSN. There are no other options, unless you are a PS Plus subscriber in which case the patches may be installed in the background.
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When they also have purple pants and yellow trim, yeah.
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Since it seems to matter a lot for this character, could you maybe list the exact amount of heat you need to begin the distortion combos instead of just the amount consumed? Thats going to factor a lot into the decision of which one to use at any given time.
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How odd... Valk's ground super cannot be normal blocked low, but it can be barrier blocked low. See the Makoto match at the end http://www.nicovideo.jp/watch/sm12202009
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Is he in counterhit status while in wolf form? How unsafe is beast cannon on block?
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I find that hard to imagine, given that his wolf form is basically toned down furinkazan, and his beast cannon can move at four different angles, and he has rushing mixup specials. The guy in that video was just fighting flat footed, barely moving at all, approaching with nothing but air dash jC most of the time. Only the last guy seemed to be doing anything offensively, and still was doing tons of empty jumps.
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Yeah... that challenge 10 combo only needs 52% heat to start.
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Since the patch notes say they changed Makoto's space counter properties, it seems that DLC characters are fair game for changes before the big CS2 rebalancing. Makes sense considering that these characters are not in any arcade version yet, and thus they don't have to care about being consistent between versions. Though it may have been too late for them to incorporate what they learned from the loketest in the initial release due to console submission process lead time (Sony and MS always test patches before releasing them, and that takes time), he could get changed in the Platinum patch, or earlier if he is really broken.
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Valk may not be able to run... in human mode.... but he has a lot of moves that close distance. Those mixup rush specials look pretty good. In wolf mode his approach options look quite varied, save that he can't block quickly. From the descriptions it seems like that wolf run move can quickly cancel into itself and change directions, and its a special move so you should be able to cancel normals into it too. This sounds like ideal hit and run capability almost like mini furinkazan.
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In one of the videos Valk's wolf meter empties and the icon gets crossed out, then the meter starts to build up again. Looks like its similar to Carl's Nirvana meter.
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I think a subtle speed nerf on his chains is exactly what he needs. The nerf on his gauge recover time is also warranted, since it will prevent him from whiffing chains for huge momentum as often. His approach game is just a little too strong right now.
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BuruRaji D - BlazBlue Radio Discussion [The new season!!]
Almadiel replied to kosmos badgirl's topic in Zepp Museum
Its German, pronounced "vehr volf". -
As a more general answer befitting a general forum, if your combo counter stays red, its a valid cant-be-escaped-except-with-burst combo. Otherwise you will see numbers with crosses next to them telling you during which hit your opponent could have escaped.
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Actually its possible to get 6D~A x2 off of a counter and x3 off of a fatal counter (I have only managed x3 a handful of times against opponents who have normal sized hitboxes). The spacing and timing is very very strict, but you can hit confirm to some degree. You need to judge how many you will be able to land based on how high each hit catches your opponent, or you will drop the combo. This applies to Jayoku as well though having time to reposition helps you a lot there.
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Well, if you wanted opinions, you certainly got what you asked for. Your problem is that you are spurning help by blaming your problems on the character. When you assign blame don't be surprised when some of it comes back to you. If you want constructive discussions then try asking things like "how do I beat Tager". And simply claiming that you are not complaining does not make it so.
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I don't think that any character is particularly hard to learn, by normal fighting game standards. The issue is that what you learn with one character is generally not applicable to others, due to the vast differences in style and even gameplay mechanics between them. With a couple exceptions you can't expect to just learn their combos and win with the same overall strategy, like some other fighting games I won't mention. I chose to play subs that are as different as possible from my main, partly to spice things up and partly because there isn't much alternative anyway. If nothing else that makes it easier to compartmentalize, so your practice with one character doesn't screw you up when you go back to the other.
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You shouldn't assume you are better than the Tager player just because you can get in lots of cheap hits and run circles around him. You are able to do that because of Tager's glaring mobility weaknesses, and his health will allow him to endure it for a while. When he eventually does turn it around and rape you, its because of the player's patience and skill. You are simply being complacent and assuming that the whole match will keep going in your favor if you keep doing the same things. This is exactly the wrong strategy. Worse if you keep doing things that do not work in your favor to begin with.
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1.01 only adds Makoto, she is the only one in the select screen and the D-Card. Probably the other two are not finished yet. And the US version did not come with the patch, it is downloaded automatically when you first run the game.
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One way is to input 4C.
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Score attack AI is like puzzle mode. They have perfect reaction time but they are far more predictable than the normal BB AI, so you just need to figure out their weaknesses and you win every time. But yeah Hakumen is tough, knowing he is gonna spam tsubaki and dealing with it are two different things.
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You can actually cancel his drives directly into 623D without using the A followup, but you have to delay it a bit.
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2C is head attribute incincible so its good, but comes out a bit slow so not a good reaction choice, and has a narrow hitbox. 5C has a nice hitbox and is quick. 5A also has a good hitbox and mashing it protects against crossups very well, but less damage opportunities than 5C so I use it as more of an emergency AA. 623D is great if you have a bit of distance, but you better not miss, best used on a retreating opponent as they will surely block normal chains. And of course, normal chains are great, 6D protects you against a lot. Just be ready to cancel them as soon as it looks like they will miss.