Jump to content
Dustloop Forums

Alex073088

Members
  • Posts

    501
  • Joined

  • Last visited

Everything posted by Alex073088

  1. thanks you guys
  2. I need help with the 6c+5d>j.c that pops them into the sky not sure the timing of how it makes them go off the ground.
  3. I can answer your cse question, continumm shift extend normal combos that involve j.2c spike combos. Technically her old combos from cs2 to extend still work on bang every single time which is what I been doing midscreen. Or I can just do 5b>6a>4b>dash>5cc. The normal combos that you do on other characters involving 5b>6a>236+a do not work on bang midscreen, and they only work off him on great starters in the corner. Edit: for some reason today they are working but I swear that combo use to hit him very oddly but for some reason it is actually working off him on 6a counter hits.
  4. thanks fellow players comboing this character who already is super strong in this match-up has not been kool, Also mid screen im simply doing cse combos on him because they still work on him but are there other combos people suggest midscreen off 6a counter or frog starter?
  5. I'm sure this is covered but what combos are people doing for bang? its so frustrating trying to combo him into a knock down in the corner
  6. I hope lambda/ v-13. Or even a new sprite for her comes in the game. I truly mean that and i have never played lambda-11. Mu-12 honestly doesnt need to be in, she a head swap, playstyle is very straight forward and uninteresting, has some un fair projectile capablities, and has visually the work astral of the entire cast. V-13 is an orginal. Every orginal should be carried off to the next version.
  7. they nerfed td so you cant use it as a blind mix-up.
  8. Smp is never possible with 2 5cc's
  9. im 100% sure that a changed I noticed with rachel being able to special cancel her airthrow immediately is a new one for cp. She cannot special cancel right away at all in extend or any other version.
  10. http://www.youtube.com/watch?v=BUGLWGH7VPI Not sure if this posted, buts its a pre-release 100 minute tournament.
  11. Hit stop has been reduced greatly with every single character.
  12. Again, I said from those videos. And I am well aware of the videos emphasize on flash and supers for the kill then actually matches from top players. The only thing demonstrated was blockstrings and a beam in vastista video, when all the other characters atleast demonstrate something basic that could be used as a starting point to show possiblities of advanced game play. Ex: seth left right teleports with homing orb, carmine spinning blood wheel. I stated above its just an opinion without anything strong basis besides from what I saw collectively from those videos. SOMETHING A BIT INTERESTING: I took the time to look at the sprites images on the website for all the characters, and I noticed the most of the characters have asymmetrical(dont look the same on both sides if a line is drawn directly down the middle) designs which is something most 2d designs stray away from because you would have to redraw certain things when the characters are facing opposite directions. So i checked to see If they just let them look the same regardless of which side they faced. And they actually took the time to redraw the characters facing both directions. gordeau, hilde, and whomever have hair designs that arent identical on both sides were re done when facind left or right. I think thats pretty awesome.
  13. J.2c being overhead has been confirmed yet has? And your right about she not being hit with hard nerfs, but in general any more nerfs would render us closer and closer to wheel chair status again. Currently rachel is very very balanced, there just many other unbalanced properties to other characters which need addressing(like adding landing recovery to other aerial special moves, making all projectile like move disappear when said character is attack ex litchi and mu-12.)
  14. Is there an extensive change list for litchi? I checked the litchi sub forums and there was nothing listed in relations to BBCP.
  15. How did you get that prediction? Most of those changes were nerfs, right now in extend she is her closest to cs1, heck some of the same combos are doing more damage in cs1 then they are in extend. Theres nothing im my opinion giving her a decent boost in offense or defense from those changes. I think cs2 will always probabdly be her closes to ct.
  16. As far as airdashes requiring meter thats fine in my opinion. There are a few mutiple hitting projectile attacks, in particular carmine's wheel of spinning blood, and having an always available airdash would turn every character into chie/millia/bridget when ever they got there opponent to block. the run speed is really really good in this game, and simply jumping over or sheilding projectiles to punish them is always going to be availble so they arent abused. And there is no lambda/rachel/mu-12 type zoning in this game as of right not so its no problem in terms of getting in on people simply because of controlling alot of space with ground zoning. Im not sure if this will get the same skullgirls treatment, I really think Im sticking it out if this game is ever ported to consoles(even if its solely japan) IM really excited about seeing the game in arcades. The entirety of september cant come soon enough, tokyo game show, borderlands 2, doa 5, tekken tag 2, other non fighting game events begin to take place. So so excited. It be really nice if french bread takes it all the way with this product im sure arcade success will definitley play a factor. From watchin that trailers the only characters im worried about not being so good, are waldsteien and vastista. But thats simply early opinions from what I saw and in no way has any ground until the game actually is out in arcades.
  17. http://www.youtube.com/watch?v=lys3D8NhnUs&feature=g-vrec thought this was pretty funny,
  18. Izuna Im and im sure all of us blazblue mains are very very greatful for you video recordings. Without you im sure we wouldnt have any footage, thanks so much for taking the time and risk to go out your way and gets us some footage. To rap up on hakumen: At the end of the day, if your character was changed by the devolopers its up to you as a player to remain loyal to that character or not based on how serious the changes were made. hakumen now compared to some other characters(Ct rachel to cs1 rachel) looks like he still very viable and playable with said drive nerfs. Its about character loyality at the end of the day. I would know I stuck it out as rachel each and every single version dealing with whatever favorable and not so favorable changes that came my way.
  19. that was some ct looking crap honestly, j.b, or the casual j.c wouldnt be so bad if it didnt give 100% curse into death, or that getting curse was harder or lacking in dmg.
  20. Im trying to understand whats so bad about being able to properly bait a drive mashing hakumen, if there is projectile oki being used? And its about making the game balanced. Are you not happy they nerfed litchi's retarded oki from cs2? If what you stay stands, they we would still have ct rachel nu-13 and arakune. And I know its been a long time but dude playing against though characters was not fun at all. Lets say they did in fact only remotely buff, that still wont stop certain characters from abusing this that and the third against this characters. Making it so the person on the other end of the rape stick just has to deal with it. tager would never be truly viable if they only buffed. There so many things I cant tell you right now that mu-12 can abuse on rachel currently in extend, and I couldnt imagine having these issues everywhere. Your right, and you also seem to know what your talking about. Im glad we are having intellectual conversations on blazblue gameplay =). Gf im cool with, atleast you not put in a combo right away. even if they pull is the same, with it being hard to combo makes its pull fine. In general I think arakune's J.b should be tone down just a bit most characters have a hard time dealing with that normals.
  21. No matches arent 80/20 but, hakumen last time I checked, is still s tier in extend simply because of his mix-up with stars and damage output overall. Aided with his ablility to use drive and combo off it when its successfully used.(execpt jump.d which is 2000 dmg alone). They before anything regarding any other character need to fix carl. Nirvanna, she doesnt use enough meter for actions, and hitting her doesnt take a respectable amount of her gauge away when she is being abused by carl players. tao drive should most definitley have much more landing recovery, and im sure they are headed in that direction since many characters in p4u have landing recovery on certain air movement type moves(teddies drills, yosuke's aerial daggers.) Valkenhayn has already received a nerf in his drive from previous loketest though im not aware of how it factors into his movement. I definitley feel as though his wolf form shouldnt recharge right away. hazama I can agree with as well, they definitely need to add landing recovery to his drive movement so that as soon as he lands, hes gets spark bolt or punished. But its up to you since you there to give these types of considerations to the devolopment team in terms of those particular three characters move options which are available to them for an overwhelemingly large portion of the match. Thats solely based on one person using her, that shouldnt ever be used as a judgement of a characters viability(let alone streaks). Theres still many great things about her, mainly the fact that she has one of the best jump in normals in the game. characters is hard to anti air. And your really suggesting that tager is much better then makoto overall? They both have trouble in many of the exact same match-ups. The problem is his drive cannot be punished if baited correctly, those other reversals you mentioned all are punishable when baited and go through projectile oki. Not hakumens. Secondly as I mentioned above releasing his drive is hard to deal with against projectile oki or pressure making players have to give him way to much respect on the knockdown they earned. He still very much can use his drive(its always avaiable) immediatley on wakeup to get out of pressure, but if the opponent is doing nothing and its guarded then he his punished like every other character using a risky option on wake-up. Not even the fact that he gets out of pressure with it, he gets a combo off it without using meter. And he has other ways out when stars are available to him. Tell me why it shouldnt be toned down? Dont compare it to other character abilities because many other characters lost tool effectiveness over iterations. If no one else in the game has these kinda of options why should hakumen? That is the real question here. For the sake of being different? If thats the case why change rachels cat chair to 5 frame start-up so you dont have ever have to worry about her using it on any tech? why change it so haku cant mash j.d in pressure and get a combo off it? Why change daisheren so you cant combo off the last hit? Its for balance reasons. since the whole cast are diverse and there something one character can abuse on every single member they nerf it. That way every one is a happy camper, and no one feels cheated. It be right or valueable shouldnt be considered either its about making the overall game enjoyable to everyone overall. Also hakument doesnt have to sit there and block no more then ragna does with the drive nerfs.
  22. I never mind discussing anything regarding player opinions of the game ^_^. Sometimes though I can be a bit aggressive when I feel as though people just say things and never back them up(give examples) Or, who dont seem to see examples I posted and try to object them. Fuumajin losing its active frames is fine, even if hakumen getting hit doesnt make the void disappear. Ever since cs1, having one of those there and actually hitting hakumen forces players to cut combos short or get hit while comboing hakumen. I just feel as though its no point of it still being there if he is being combo. As far as hakumen drive being blocked. There are a few characters where this mechanic completely alters that way they play. Those characters from the top of my head being rachel(frog oki), litchi(super oki), carl( anything puppet), relius(anything puppet) these characters use there tools to set-up there oppurtunities to force blocking on wake-up(litchi and rachel) since hakumen do D on wake-up this allows him to either jump out, tech roll, or something advantages to him while the character who scored that knockdown has very little options into baiting 5d besides grabbing or backing off. I for one just got use to the mechanic but if they are making it he does have to block on wakeup in those situations like every other character, or use a risky reversal still punishable if attempt is baited then I feel like its fine. It will in no way break hakumen.
  23. Her viability matches that of tager jin tsubaki and rachel. She does not suck compared to those characters. She isnt a bad character, its the fact the game has many characters that are to strong like rag, carl, mu-12, arak, valk, tao etc. All of those stronger characters are getting addressed. The high level tournaments I have seen no arakune wins simply by j.b spam. If you yomi'd an arakune doing j.b you should have 2c(i think thats the command for his double fisted anti air.) Now mind you if arakune can simply j.b everytime tager atomic collider. that fine but no other characters has a jump normal that good god like for the most part. So when tager AC's after whiffing a normal or a command grab and you jumped to avoid he can easily atomic collider most characters regardless of distance really easily even if they back air dash. Its espically retarded on rachel who is extremely floaty.
  24. The changes Arakune needs right now are: No 100% curse meterless combos (specially midscreen) Shorter curse time so people don't spend 15 seconds blocking (I've been in the same place during mirrors) Bigger damage to compensate the short time of curse so Arakune could still have the same (or less) damage output, but with less chances to do so each curse. Right now the damage is too low compared with how long curse is in CP, people in the jbbs talking about only being able to deal 3~4k damage during curse This would only get matches against Arakune slow as fuck as I see them, wich would be boring.
  25. Atomic Collider needs that nerf, im not sure why you still want things to come easy like that. It currently pulls in way to strong if your in the air or even doing an off the ground move, the recovery is also not that large if you just so happened to stay grounded. I remember posting in the rachel vs tager thread last month about how that move can be abused a bit. Hopefully aerial 360 has some magnetic pull for someone jumping within tager range. And not fullscreen like atomic collider does.(lol thinking about atomic collider now in extend I can see why arakune's have been losing.) Same with hakumen, there no way him having the ability to completely mash D his way out of things(shit) is fair and its safe if its baited(drive activates), then no one else can espically off projectile oki/pressure. It should counter attacks only, not every single thing. On wakeup with stars he has options out just like any shoryu reversal characters. This particular change is not gonna break hakumen its gonna make him require a bit more brain power when being played. I am very very curious about them changing his void(sword hits projectile), if hakumen is hit it should disappear. I feel as though he A. Should have a much harder time cursing(then in extend) but work the same as it does in extend. B. Should be as above in your post, but he fights and gets damage much better pre curse. C. He gets curse easier then extend, but gets LIMITED damage, in additional to a shorter time in curse mode. But i will agree that all the above in your post sounds bad. But in all honesty extend arakune is really stupid. Its very hard to not get cursed, while in curse players literally do turn off your brain mix-up's and doing late curse mode mix-ups can deal up to 8-9k in one combo. that and the damage it took to get into curse kills many characters. You mean ct tager and cs1 rachel. ex makoto shares tier brakets with other characters she is not lone tier like the two previously mentioned. No one will probabdly ever be as bad as ct tager and cs1 rachel. ex makoto is no where close to as bad as those 2 were.
×
×
  • Create New...