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Everything posted by BladeOfJustice7
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If it has enough invincibility frames, like about as much in Inferno Divider, then yes it can be avoided. it's the onyl move I've seen with enough invincibility to avoid it when it's activated. Lol clearly you guys are having a ball, so I'll just watch to see where this goes now.
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Yes you can, Akumetsu is the only counter that can take physical unblockables.
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[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
Lol, You're posts are godly as usual. I'm showing him all these posts, just to deliberately break his heart THANK YOU Kyosuke, for making look like in idiot TWICE over the internets Duly appreciated. Depends on how many people tried/played it, I know I didn't I actually suck as those modes. Since GG days. So I don't play them. lolno That would be cool, outside the whole Spark thing. That wouldn't work out well in practice. No this time, it'll all be with the same health bar as opposed to a new match so instead, you'll be haivng grown men slitting their wrists as opposed to crying because they couldn't get Spark to the half point in Hakumen's health lol. Same. -
You guys are being retarded lol, you can't zanshin a zanshin, zanshin is an "blockable command grab", until they add the ability to counter grabs, hakumen will not be able to zanshin zanshin. Hakumen 1 does 2a Hakumen 2 does 2d Hakumen 1, unless he jumps or can block in time, will get caught in zanshin, pressing zanshin will still lead to hakumen 2 catching him with a counter lol.
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[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
Wait are you referring to Sol for GG? If so then you mean "Gun Flame", it that's a yes, then I NEED to show my friend this post. He gets really hurt everytime someone makes fun of Gun Flame/Death Spike. Sarcasm? The problem with a KOF projectile in an ArcSys game is that ArcSys games have a lot more mobility for all their characters compared to SNK characters, something moving on the ground means you can easily jump around it compared to an SNK game, where you also can't block in the air. making it all the more imperative to jump over the projectile properly otherwise you look like an idiot. Hitting low would actually be a good properly. Hopefully it does otherwise it'll just be Bullet's Gaunlet Hades. Shots have been fired. At first I only read the first sentence, and I was going to disregard what you said and say that would be unnecessary. But after reading the whole thing, that would be a VERY smart addition to the game. Teaching someone this game online is VERY counter intuitive -
[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
Google it to see what it looks like (Kyo, Iori, Terry are3 examples) but they're basically somewhat slow moving projectiles that move on the ground as opposed to being in mid air. -
[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
Any info on Bullet's KOF-style projectile, is it full screen, is/was it even useful? How effective is her drive when dealing with zoning? Does she have a reversal? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
Needz moar weeaboo bro. EDIT: I love you sam, and yea I figured out I just wasn't pressing buttons fast enough lol. But I'll probably have more questions in the future, I'll be sure to see you when they arise lol -
Yes, you're right ct hakumen was incomplete, people who know me heard me saying this A LOT lol. I only need to mention being stuck in the same position when cutting arakune's bee or nu's sword portal super for like 5 seconds lol and yukikaze losing to lows. He lacked a lot of tools, no pokes, and really needed you to make a mistake and could not initiate offense really. Which is why I wouldn't want to revert back to CT swag to be honest with you. But at least he had one thing going for him, damage. That's my point, IF he got in on you, yes it's a big if, but if he did you're losing half you life bar, coupled with the fact of how dangerous bursts were? If you burst and he hit you, or burst after he did 6c and had 4 stars, that was usually the end of the round. He had a fear factor about him. Yea pretty much everything you just said was what was wrong with hakumen back in CT. But other than Yukikaze where did cs2 hakumen shine? His, in particular midscreen was, was nowhere near thee squirrel girl. In cs2 the fundamental characteristics of hakumen that defined his weaknesses (lack of mobility), were gone. His pay off from getting a successful counter was gone (2k dmg), and because of no jb>j2a you had even less corner carry from his counters usually as well since jc would usually miss off a combo from 5d for instance. His meter gain was incredibly slow and had no way of punishing jump ins on him (unlike ct hakumen), and his corner carry was crap and was very star reliant, compared to other cast members who had much higher damage output without the need to meter and placed you in the corner and HAD enough meter do wreck your health in the corner. Not to mention bursting from any character for the first time took a major dent in his offensive when done during his combos, because not only did you lose stars but you also had to deal with a magatama regen cooldown in addition to your incredibly slow meter gain. So what would normally happen to you after you just spent almost 4 stars to get that 3k corner carry is, your opponent could burst, you just lost 3 stars and now you can't do anything, so they can rush your ass down with an IAD because you have no way of AA them and you have no stars to do anything. SO they get to initiate pressure against you, and your only tool is Zanshin or hope you can jump out (keeping in mind makoto's pressure lasted forever, Valk's pressure was/is pretty much unblockable lol, and Hazama has a strong mixup game that can get passed Zanshin or keep you grounded). SO you're at a disadvantage from your opponent bursting out of your combo more than any other character in the cast. You mentioned mixup game and in cs2 hakumen's mixup game wasn't great either. Yes you could get a trm, but you couldn't do anything with it unless your'e in the corner, tsubaki had begun to slide so that was also useless outside of the corner, so you only really had 6b to pester people. His midscreen options were extremely gimped. So whatever you did, it pushed your opponent away from you, forcing you to get back closer to you opponent, you get a grab it knocks them away from you, you land 6b they could roll away, I think MAYBE you could catch a roll away with 2b but I'm not sure about that. And hen finally he didn't really have any good matchups really, outside of Carl and Tager, plus his damage in the corner was nowhere it is now, I think his combos were max 6k or so, keeping in mind, that your opponent only needs to burst once they see how much stars you're dedicating to your combos and they just need to burst at the right time to only free themselves from your damage and corner trap, but also your options on neutral. Oh yes also keeping in mind all of the cs1 combos did less damage, since pretty much all of his slashes got either a damage nerf and/or were slowed down except for like 5c/4c. CT - he had absurb damage from anything, yes he was incomplete but he had SOMETHING going for him that made people afraid. CS1 - He really shined when it came to damage payoff from Zanshin CS2 - Yukikaze and a faster kishuu? But you can rebuttle here CSEX - I don't really need to state where he excels lol. But it is finally where I consider hakumen complete, but it's not that we're afraid of hakumen not being one of the best 3 characters in the game we're afraid of him being fundamentally weak again. Where his counters are nigh useless and his damage output is subpar compared to more mobile characters who have an easier time initiating offense. I didn't say bad, I said almost useless, the risk/reward for throwing that move can be lop sided in certain matchups, it's slower than 5c (15 frame start up for 4c as opposed to 5c's 13 frames), and it's in CH state from the entire beginning frame to last frame of the move. Yes it is a very long distance poke, but it also extends his hitbox as well, which goes back to the CH state for the entire move. Matchups like Ragna or any rushdown character this move can't and shouldn't be used because it's easy to get around it, the matchups where it shines are Carl and Tager really. Other than, I can't think of where ever else it shines. y=Yes it has it's uses, just like gauntlet hades, but either making it faster (10 frame start up) or removing the CH state duration would make it more safe. Perosnally when it comes to pokes I tend to rely on jc's very close to the ground, whenever I have to play footsies. lol, and yes that's how I would order them from worst to best as well. I wouldn't drop him, I have too much character loyalty/attachment to drop him. I'm sure there are points that I'm forgetting to add but that's all I could think of at the top of my head.
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[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
Azrael's theme sounds incredibly malevolent and imposing, I want his theme all over my face. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
Make sure it's hella weeaboo when you post, tanoumu ze. -
Toronto BB and GG: FIENDS ONLY Part II
BladeOfJustice7 replied to neorussell's topic in International
Dat squirrel technology. I didn't know she could still do damage like that at all. -
I absolutely hated cs2 and cs2 hakumen. Though I probably hated cs2 BECAUSE of cs2 hakumen lol. The Ragna matchup isn't your strong suit though, it's just like how I'm free the lambda's 4b online. And gauntlet hades is stronger online anyways lol. mAc, did you see my p.m?
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[CS1-CSE] Valkenhayn General Discussion
BladeOfJustice7 replied to Black Onslaught's topic in Archive
I know he's being drastically changed in CP (like everyone else except Ragna/Jin) but I still wanna learn this character as a sub. He's been hella fun and he's not as big of a hurdle as I thought he would be, plus the tutorial helped a lot. But the only thing I can't seem to connect is w.jb>wja>h.2c. I have no problem with the w.jb>w.ja, but I can't connect w.ja>h.2c it always whiffs or I end up doing rasenwolf, I'm not sure what I'm missing in order to get it to connect. -
No, he was bad. he had nothing going for him, if you could name five legit tools he had over his other iterations that made matchups easier please name them. No he hasn't he was bad in cs2, not Rachel CS1 status, but he was terrible. And people just see the changes going on with him are reminiscent of cs2, hence why they're all bummed out about this game. Changing his combo system, and changing the properties of his counters drastically (again). IS where people are worried, him having weak counters and weak damage for being a meter dependant character will weaken him back to cs2 status. What overheadS, he only has 2. 6b leads to nothing on hit, it's only meant to pester people and break primers, which it won't be in CP since there's no more primers. And Tsubaki needs 3 stars and the right set up for it, which we're not sure how we'll be able to combo off a successful Tsubaki. 6a is an average AA, there's better ones in the game. 4c almost sucks, Tager and Carl are the only times that move shines really. It's like the gauntlet hades for hakumen, it only a few changes away from being completely useless lol. No they're just worried about him being shit (again) for the 3rd time in this series. This has been the strongest he's ever been in BB by far. His options were weak, but his damage was monstrous, cs2 had limited options and had to play perfectly against your opponent.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
lol -
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
I thought you said you don't play that game. -
[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
It's Daisuke remixing his own songs, how could anyone wait? -
Toronto BB and GG: FIENDS ONLY Part II
BladeOfJustice7 replied to neorussell's topic in International
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[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
And especially Valkenhayn's. -
Toronto BB and GG: FIENDS ONLY Part II
BladeOfJustice7 replied to neorussell's topic in International
What the hell is going on in this thread? Why am I reading this thread instead of taking notes in class right now? -
[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
This made me laugh Anyways, Azrael's theme sounds fucking hype. Doesn't sound like a generic rock song, and it makes you wanna beat the shit out of people (in a virtual setting). EDIT: YES, I actually thought I was listening to a Hard Corps song before I realized it was Bullet's theme. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
Not enough money so no, but some of my friends will. -
[CP] News & Gameplay Discussion (Old)
BladeOfJustice7 replied to kosmos badgirl's topic in BlazBlue Gameplay
I don't know why ArcSys just doesn't accept our illegal activities, we're going to do it no matter what, and those contribute to the illegal activities are still going to buy all their shit. -
This matchup is one of the more patient ones, running around and IAD on Tsubaki, like Airk said, will only be your down fall. You have a lot of pokes that beat tsubaki, and you build meter as well as she charges, the whole idea is to make it hard for her to read. To get in close on her requires a few empty jumps so that the opponent doesn't think every time you take to the air you're about to commit to another IAD, but rather jc and 4c are useful, along with kishuu>enma if you're close enough because that can grant you a CH combo. However once she has charge meter built (2 stocks), keep your jumping to a minimum as she has a lot of tools to scoop you up from about 2/3's of the screen away from you. Staying on the ground will make all her approaches less safe and allow you to punish her if she gets too carried away in her offence. But overall this matchup is about patience and footsies really.