Koozebanian Fazoob
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Everything posted by Koozebanian Fazoob
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Probably be there tomorrow unless something weird happens.
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Oh bummer. Friday is usually better for me though, but I guess Final Round is this weekend so nobody will be here anyway. Eli are you still playing P4U or have you moved on?
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Any GG going on at Xanadu today? Should be able to pop up today.
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That's super hilarious and also doesn't surprise me in the slightest.
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This is from a while ago, but you can download it now. Just go to your game list and redownload it. There is a changelog included, but all it indicates is a bunch of text and menu changes. Haven't tested it yet myself to see if anything is different.
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Alright, I'll try and pop up today then.
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Any chance of GG at Xanadu tomorrow? I have no idea if I will have the energy to make it out or not, but it's possible. :I
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[CP] News & Gameplay Discussion (Old)
Koozebanian Fazoob replied to kosmos badgirl's topic in BlazBlue Gameplay
You can also use ODs to confirm blocks/reversals (like Tager/Bullet 720 and whatever else), and stop the clock to make up a life difference. So there's a little more to it than that. I certainly like it better than Gold Burst at least. -
Is the eStarland thing every Sunday? That's an easy day for me, might show up this weekend assuming nothing gets in the way.
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Not something I'd ever thought I'd say, but the new BlazBlue looks genuinely pretty good. It's so god damn much faster, and all the new characters look really cool. Now that work has stopped kicking my ass I will hopefully be able to start getting back out again. Hows the turnout at Xanadu looking these days?
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Morgan and Sasara as well. Although I guess whether you want to count those as "panty" shots or not is up to you. I'm not one to split hairs too much though so I was counting them too. Also I have no idea how old either of those characters are either so I might be completely wrong on counting them anyway!
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There's a big difference between doing some slight sprite edits, and completely redoing whole animations. The later would be a pretty tremendous amount of work and I highly doubt anyone who works at Eigomanga has the talent to match Sugeno's art accurately. I'd suspect if anything, they could probably sensor the assists and Kurumi's naked time super, and just remove the super flashes entirely. But I mean honestly, where do you even decide to draw the line on stuff like that? I don't really see the point in the first place, VP is completely filled with panty/crotch shots from the entire cast. Even Aquapazza has underage girl panty shots and nobody cares about those. (Then again, Aquapazza didn't have a US release I guess)
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It's definitely post 1.08b. Eri's super is nerfed correctly. They may actually be legit changes. Saki's 6B is the same as it was in 1.08. I don't know what the infinite was so I can't test it. Yeah that's probably the reason for the button layouts being weird. I'm still EAGERLY waiting to see how the hell they managed to get FM2nd running on a 360. I used Hilda assist a lot in 1.07, she's quite good but some of her attacks have very awkward hitboxes/properties. She works real well with some of the characters and quite poorly with others. Edit: If you really want to look for changes you could always just load the data files up in the editor too, that'd be a pretty definitive way to get an answer.
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You want to look for a Maintain Aspect Ratio settings in either your video card config (if it supports it), or on your monitor. The game itself is setting the resolution to the correct one, but how your card/monitor displays that is the issue. BTW, this is 100% still Fighting Maker 2nd. It's got a Serial code thing on the front end, not sure if there's any active use of Securom or not (Edit: There is). Everything is translated, some new splash screens and redone title page and controls screen. They did such a good job of duplicating my Hilda hack that I didn't realize it wasn't mine at first. Boss Hilda is not selectable BTW, it's just Assist Hilda. This is a good thing. The control page is weird. It lists it as A B X Y, instead of A B C D E F, which is what it is in the control config menu. BTW the menus actually work correctly now without any mess. This does NOT work with Lunaport. There are Securom related security issues (it IDs Lunaport as a Debug app). So there is no netplay. Edit: With a small work around you can run it with Lunaport. However I think that's technically circumventing copy protection. Edit2: Uhm, Saki lost her 214B+C super and her 236B+C super does not have the special finish anymore? Did Sugeno do this at some point and I missed a patch or is this a change?
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Yeah that makes sense, it'll just be kind of painful still having the not-adjusted-for-lag stuff from regular AC+ in the mean time.
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So I guess from now on everyone is going to be running on the XBL/PSN version of GG? I can't wait to not be able to block Greed Sever even worse than before.
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He could do that in regular AC... but I guess now you get the combo off regular PB for free in the corner now, and regular PB does more damage.
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Chain Knuckle's frame advantage on block is based on your distance to the other player. At close range it is -1 SD (no idea where the frame data got 0, it's never that good), typical distance usually more like -3 or -5. Chain-Pull if done at close enough range will leave you at -1. You can also do Chain-Pull-Brake at any distance and get a guaranteed -1. 236P-6-A is never a solid block string under any situation on the ground. 236P-6-B can be though, but that's guaranteed punish on block. 236P-6-A+B is a solid string but you wasted 25SP just to be at disadvantage. :/ You can't throw after the follow up A even if they are mashing. You don't lose throw invuln because you did something in this game. Most of Labs tools with Chain Knuckle would be way more useful if her 5A and 2A normals weren't slow as hell. I don't know what other characters have nothing faster than a 7F startup normal but it would be a good thing to know.
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No it is not. GG uses frame data that actually makes sense, you know, where startup+active+recovery = total time. Not sure what you mean by 'the frames line up' anyway, cause you definitely cannot guarantee punish 5K with PB.
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Potemkin Buster has 3F startup. So it goes active on the 4th frame. -2F is not punishable by PB, and in fact if you test this, you cannot throw Slayer after a 5K before he can backdash. Also 5K is jump cancelable anyway. Any P4U gonna be at Xanadu tomorrow?
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Oh hey, guess we played each other a bit. GT is Gwyrgyn. I recall our matches were pretty good but I don't remember who won/lost what. I really don't know the vs Labrys matchup at all though, something I really need to work on. :/
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I feel like a real idiot right now, I just realized 236P-6-A is at +1 on block. THAT certainly needs fixing on the wiki. :I But yeah I went through and tested all the data on that Japanese wiki page and it's all correct as best I can tell. What is the second SD value for the air guillotine axe's anyway? Is that the "full height" value? Need to figure out more combos that end with 5D setups ...
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I've noticed that 5C 2C is SOMETIMES solid on block, and sometimes it isn't. Does anyone have any tips on this one? It seems like there are actually just gaps between hits of the 5C on occasion even. It's not hard to hit the 5C-2C cancel as early as possible, but even when you do that it feels pretty inconsistent about if it's 100% solid or not.
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Did I miss something, or why wouldn't you want to move? 2AAA 5B 2A+B x 22B, 66 5A is 100% meaty if you do it correctly. Don't get the 2A though unfortunately. After 2A+B x 22B you're still at like +12 or something insane like that, so you have plenty of time to start up a dash and get your 5A out there. Doesn't seem like you can get a true meaty after [5B] 2A+B x 22B though, which sucks. Unless you're in the corner of course. Also didn't see mentioned, but Mini Jump is actually reversal lower body invincible. So you can wake up and mini jump over a meaty 2A. Fun.
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Setups for P4U tomorrow right? What system do you guys use?