-
Posts
857 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by natearistata
-
Hm. Maybe Grandia? He's the best Tager I know of outside Tiku. UNDER is pretty good and is likely the one you'll be able to find the most footage of, but he picks gold Tager.
-
The timer has been something every single Tager player has wanted since CT. It's just not going to happen. :/
-
That's what I was considering, but iirc in one of the videos (I think the Tager one), the Bullet player doesn't follow up a j.D and the forward tech puts them really high up, likely out of range. It's something I've considered too, but it might only catch neutral/back techs, or potentially nothing at all if they're too high in the air.
-
The issue there is that ending with cutting shear just doesn't give the same amount of set-up time as ending with D/j.D does now, meaning RIP safe jumps to initiate true pressure. What we have so far is more combo options at the cost of oki and neutral pressure (D nerf on block without red lock-on). That's the opposite of what Bullet needs.
-
Mother fucker what? ASW got rid of my jump loops? MY JUMP LOOPS, ASW? THIS IS UNFORGIVABLE. Also, nice that the word 'garbage' is applied to our lone overhead now. 'We gave you back the ground bounce you wanted so badly, but you can't do anything after it!' I dunno man. These loketests are some strange, strange times. All his current BnBs just got the axe. You can combo B buster into 5D mid-screen, but why the hell would you? I sure don't want to be sending opponents to the other side of the screen. I'd have to get my hands on him to be 100% sure of whether or not these changes are negative, but on paper I'm not digging them.
-
Yeah, it did look faster on first impression, but I re-watched the video and it didn't look as fast as I thought. I think the rearing back animation takes less time though. I think a big problem with it is how telegraphed it is. That bit where he does rear back and then slams forward is unique to that one move. It's the same thing as Bullet's 6A. If the very first frames of a move are that unique, it's easier to react to. 6C is a perfect example of that.
-
I'm guessing 6B is the intended follow-up to air 6A, though sledge and 3C are both potential options too. Curious to see if magnetized AC float combos are still a thing or not. Also, if 6C was sped up, it's not very noticeable. Still way too slow to be a reliable overhead.
-
I think the most ideal example of that question would be CT Hakumen. That character hit like a goddamn truck IF you got hit, but he was still considered bottom tier because his ability to actually land hits was so limited. And you're certainly right that winning in neutral has a ton to do with player skill. Bullet's not a hopeless character by any means, it's just that her tools in comparison to the rest of the cast are less effective, and someone that isn't a reckless nutjob is very hard to crack open and get a hit on. Edit: Actually, hm. The charged flint didn't really click with me the first time I read it, but now that I think about it, is it just Unlimited Bullet's version of it? Does it hit multiple times? Wonder if that'll affect combos.
-
I still think she was, imo, but it depends on how the moves work out in practice vs. how they're described on paper. It's also open to interpretation. She's got some buffs, she's got some nerfs, but her baseline template design is flawed to begin with and that hasn't been fixed at all. Basically, she has better combo tools that will likely raise her damage output by a decent amount. Add to this that she'll be able to get 2 D moves in one combo when close enough to the corner to follow up whatever > D > Miquellette Capture > 5B. Being capable of getting to level 2 in one combo from 0 is pretty big, since level 0 heat Bullet is a terrible character, and level 1 heat Bullet is okay but still problematic. But D moves in neutral got nerfed, which means her already poor neutral game is even worse than before. She'll have a more difficult time getting in to apply pressure. On top of this, thanks to the knockdown on D moves being removed, you're going to have to end your combos with either 623B or 41236C, neither of which (I think, I could be completely wrong on this) give you the amount of oki time to set up things like safejumps or tech traps that ending in D moves do now. This is why I think she was nerfed - her combo options are better, but her ability to land a hit to get into those combos in the first place was nerfed. It doesn't matter if she can kill you in one combo if she doesn't have the necessary tools to land that initial hit in the first place. On Tager, it looked like 6C got sped up too. I saw a vid of a 6B > 6C, and it definitely looked faster. We'll see. Edit: Nvm, 6C def still as slow as it always was lol.
-
I actually disagree that her offense/damage potential is good, lol, especially to justify a poor neutral game in general, which jumps down to abysmal with no heat up. The issue is that she has high max damage potential when the stars align, but without heat level 2 her damage is sub-par at best, and terrible at worst. You're netting like, 1.5k - 2.5k without those level 2 follow-ups added into the mix, so you average it all out and she has average damage output despite a high damage ceiling. Add into this a weak mix-up game that's almost rendered entirely irrelevant by barrier blocking thanks to her poor reach, and I think having at least a decent neutral game is vital to her success as a character. I think her oki is also damaged by the D move changes. Now to get a knockdown, you probably want to be ending with 623B to put them on the ground, but I don't think you have time to safejump after that anymore like you could off of D knockdown. This means less time to set up your first couple moves on wake-up, which are vital for Bullet. Obviously I'm just theorycrafting at this point, but I don't think better combo paths are going to suddenly take her into good character territory, let alone mid-tier territory when the tools required to even get a hit in the first place remain the same. Combine this with the potential loss of D moves to begin pressure and she could have even more problems than before.
-
The new combo paths look cool. Being able to roll straight from heat 0 to heat 2 with a proper combo is awesome. Kind of random that they swapped miquelette capture follow-up and regular D follow-up. My issue, really, is that they're not doing anything so far to help out her neutral game, which is where she needed the most help to begin with.
-
You couldn't do it in blockstun though. Depending on how fast it is, that could be a pretty broken tool. So I just saw some loketest Bullet v Tager, and 6A > AC against an airborn opponent is gone. 6A pretty much throws them straight into the ground. I'm assuming this means new combo path on that would be 6A > 6B with the now faster 6B, but has anyone tried that? Could also be 6A > A sledge, but I'm not sure the untechable time looked long enough for that. Unfortunately, the Tager player never landed an AC in the match so I dunno what it looks like.
-
Mori just needs to remember the Azrael growler change when he gets to Tager on the list. I expect to see the following change listed soon: - Tager: If Sledge guard points a projectile, he can immediately cancel into Spark Bolt. MAKE IT HAPPEN.
-
Worst case scenario for that change would be that it only causes wallstick in corner, but doesn't do anything mid-screen, i.e. they just get sent flying across the screen and you reset neutral for ending in TCL. I really, really hope that's not the case, because this would remove a lot of things, including the rapid combos and mid-screen sentinel dump oki. However, it's also entirely possible that it'll act exactly as it does now mid-screen, and just stick in the corner to allow the grounded TCL's to be followed up with a 5B > aerial path, since before they were too low to follow up on. It's very vague wording, so will just have to wait and see. Still, OD guard cancel is kind of trumping all the character-specific changes at the moment and I truly hope it doesn't stay.
-
Out of curiosity, who can you do anti-air AC > 6C > GF whiff combos on from mid-screen? And how, for instance, do you have to do a half step forward then 6C, immediately 6C after AC, or what? Want to figure out how to do these.
-
https://www.youtube.com/watch?v=yAi8EkVLxhQ&t=25m28s Analyze away.
-
Those purple throw infinites maaaaaaan
-
The color of your square online has meaning?
natearistata replied to PozerWolf's topic in BlazBlue Online Play
It's obviously a way to give an idea of player level for the rather large amount of people that don't bother with ranked. Whether it works or not is an entirely different question, but it's at least a decent baseline, just like connection indicators. Sometimes you don't get what you expected, other times you do. -
Sledge only has projectile armor. He'll get countered by regular hits.
-
Yeah, I had same thought process. I've been messing around with those combos and a fair amount of the time I'd miss the Sentinel Dump after 6B (sometimes because they're too high, others because lol this game's DP motions). Hornet would completely fix that problem, and give me two weak points. I feel dumb.