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Everything posted by Kurushii
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Kurushii replied to BladeOfJustice7's topic in International
It's just CS1 all over again, unless something derp is found when console hits I wouldn't expect a balance patch till CP2 or w/e they want to call it. All I will say is remember the last time we had console exclusive release characters and how dumb they were at release (Makoto Space Loop and Valk Damage :V). Terumi is going to be so dreamy. :3 -
[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
Not happening in Japan. -
Yea, for the amount of hours they estimated it at it should be interesting to see how much stuff is explained not having to waste time on multiple views of the same event.
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They have... there are some nice quality streams out there from Japan. The problem is just like NA, not everyone wants to invest in better equipment, and not everywhere has amazing Internet. Also have to understand that for arcades a lot of them don't allow record devices so if you see something from an arcade it's usually from the arcade owner. Shit costs money. Now if you want to bring up the stuff that's uploaded to nico it's mostly the fault of nicos video restrictions and not the users themselves, which is why you see some arcades upload to YouTube instead like acho and kouhatsu.
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Special trait gains meter.... has more moves that cost meter... where have we heard this before... inb4 he has a broken overdrive like Haku too.
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[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
That's up to the retail chains. Ill post it when I notice the main ones I use have it up unless someone beats me to it. -
[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
Jp didnt get a CSE LE. Last one they had was CS1 which had a very similar package of goodies. -
[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
They are copies of Saya... -
[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
Those images have been public and already in the Dustloop article. -
[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
They are most likely going the route of preorder and get the code for free, or dont preorder and you pay x amount on psn for the dlc of him. Now just hope they dont have a huge delay between preorder code people getting him and the pay for dlc release like Tag2 -
Jp console release date has been confirmed for Oct 24th! In addition Kagura Mutsuki and Yuki Terumi are being added as playable characters! Image 1: https://pbs.twimg.com/media/BIBCQg8CMAE4pT3.jpg:large Image 2: https://pbs.twimg.com/media/BIBCaoYCUAA_xTe.jpg:large Source: http://www.siliconera.com/2013/04/16/blazblue-chrono-phantasma-for-ps3-adds-kagura-mutsuki-and-yuki-terumi/
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[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
I thought Kagura Mutsuki was female? :| Also yea when CSE console was announced they announced the VA's for some of the story cast in a article I remember. -
[CP] News & Gameplay Discussion (Old)
Kurushii replied to kosmos badgirl's topic in BlazBlue Gameplay
In b4 my assumption I made the other day on twitter becomes true. #KokonoeBDayIsThe18th #KokonoeConsoleRelease -
GG's Koopa, zking, Mash, Zerashi, and the many others that joined the Unlimited room, and everyone that watched the stream. :3
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Have a Unlimited room up if anyone interested.
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GG http://challonge.com/txs13_GGAC P4U http://challonge.com/txs13_P4U
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Yea, looking at the hop it makes me think of Tao's 214D in options. Just he lacks the mixup options Tao gets from a move like that.
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Sonya-chan I saw nothing good. The Noel player respected his pressure too much. He was doing unsafe 236A into ground throw. That's fucking (22-32)+3L of recovery depending on the version of hop. Doing a empty hop to ground move is a horrible gimmick. She could of stuffed him hard. The other times he was doing throw attempts off of distortions, nothing new or amazing for the meter cost. Better for Amane to save his meter for defensive options since he needs CA and 632146C to get out of sticky situations. Seen better off Relius and other characters with DD tools that hold legit blockstun. The only nice damage output was this which was the Noel's player fault for not rolling forward or back. I saw one video of a player waking up into iad to get out of drill oki. Which wouldn't surprise me it works always since players could jump to avoid Relius 214B doll oki (I would need to calculate the values of his knockdowns later) Now that j.B > j.236A > j.2B setup. j.B is 16F blockstun, j.236A has a 7F delay till you can do a move, so you have 9F to do a input before blockstun is gone. With barrier you are only adding +1 to blockstun so it'll be +10. j.2B is a 16F startup meaning the opponent has 7F (or 6F after barrier) to punish you before j.2B even hits. Meaning pretty much every dp in the game, and almost all the anti-air normals will beat it out because they usually have head invul from frame 5 and on. That trick will be very character specific. A normal into 6D? I see people doing normals special canceled into 236D~A/B/C, but all of those are unsafe and really look space dependent. Nothing of Amane's has enough blockstun that I see to hold somebody for it unless im overlooking something in the frame data. Look at blockstun/frameadv values compared to the 40+ startups on his 6D and 236D~A/B/C. The only move with enough frame adv to go into a 6D is 236D~A/B/C. Don't count on any D normal (which are his best overall frame adv normals) to go into 6D, as none of them do in the gatling table. Not to mention all the D normals can't special cancel unless on hit so no fancy 5D > Hop > Crossup shit on block. If only he had normals with more than 20+ frame adv. He could do something like Normal > special canceling into the drill stance then canceling it to go into something else. Drill stance is 7F till following input then 13F recovery to cancel it, so 20F total. Maybe his Unlimited form has some... It's nothing but gimmicks people are getting off from the opponents inexperience. It's another CSE Relius character... #RIPNewCharacters
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TRM? From the videos i've watched I haven't seen one do a TRM setup. Have a video of an example?
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Yeah, sadly j.A is ass in range. If j.B was a overhead it would open up some actual good mixup options for him at his normal range.
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You welcome, but unless I see evidence of it i'm leaving it as All. You guys made mistakes guessing Highs/Lows already with the character. The mook and the Jp Wiki make no mention of it as a Low at lv3.
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Is this proven in videos? The mook has it listed as "All" for all the levels.
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Added Drive notes about the Spiral Gauge under the Drive section. Filled in the overview at the top. Also finished his gatling table http://www.dustloop.com/wiki/index.php?title=Amane_Frame_Data_(BBCP)#Revolver_Action_Table Look at the frame data, he has no cancel for the catch portion of the throw.
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Update: Added Ninpu Sengeki: Hariken (Stance) as I totally overlooked it. Also the full frame data page is done.