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zeth07

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Everything posted by zeth07

  1. I might depending on what time it is.
  2. He's probably at least A. At least going by the characters in A-B or B, who he is presumably better than, which doesn't seem too far-fetched. And going by results, he isn't doing too bad either, so like Tager he probably isn't as bad as people think. But the whole point is people can have their own opinion, so you can interpret the content however you want, which is why I edited in the other stuff so people can look at it and come to their own conclusions. きむちゃん / Kimuchan, can't tell you if that's a name he normally goes by though.
  3. Based on the recent opinions on the jbbs (7 of them), the "average" Tier List would look something like this: S: Taokaka > Hakumen > Jin/Valkenhayn > Hazama S-A: Litchi > Ragna > Mu A: Carl/Azrael > Rachel > Relius A-B: Nu > Platinum/Tager/Bang/Tsubaki B: Noel/Arakune/Makoto/Bullet > Amane/Izayoi I'd say that is fairly accurate. The only one that kinda sticks out is Ragna, unless some stuff has been found out or he isn't as "bad" as people say. For reference 5/7 said he was S tier, 1 said A+, another said A. Edit: Just to clarify a little more, the rankings aren't strictly ordered, they are more based on how the opinions were. So for example Litchi had 6/7 players say she was S tier, while 1 said A tier. By comparison everyone from Hazama and above never got rated below S tier, thus the separation, but you could just assume Litchi was "S tier" all the same right along with them. So think of it more like an overview of the tier list. For a bit of a comparison: Arc Revo Cup Silver Ticket Winners: 15: Valkenhayn 14: Taokaka 11: Jin/Tager 9: Hakumen 8: Litchi/Mu 7: Hazama 6: Carl/Azrael/Tsubaki/Ragna/Amane 5: Platinum/Noel 3: Arakune 2: Nu/Bang/Rachel 1: Makoto/Izayoi/Relius 0: Bullet Arc Revo Cup Gold Ticket Winners: 5: Taokaka/Valkenhayn/Tager 4: Jin/Hazama/Litchi/Carl 3: Hakumen/Ragna/Bang/Tsubaki/Arakune 2: Mu/Azrael 1: Rachel/Relius/Nu/Platinum/Noel/Makoto 0: Amane/Bullet/Izayoi Edit Again (Updated): Added Comparisons: Characters Highest Dan: 19th: Jin/Hazama 18th: Rachel/Taokaka/Litchi/Arakune/Hakumen/Relius 17th: Ragna/Nu/Makoto/Valkenhayn/Platinum 16th: Noel/Tager/Bang/Carl/Tsubaki/Bullet/Azrael 15th: Mu 14th: Izayoi/Amane Total Top 10 Dan Each Character Added: 160↑: Jin(161)>Hakumen(160) 150↑: Valkenhayn(158)>Taokaka/Hazama(156)>Ragna(155)>Litchi(151)>Carl(150) 140↑ : Azrael(147)>Noel(146)>Arakune/Bang(145)>Rachel/Relius(143)>Platinum(142)>Tager(140) 130↑: Bullet(139)>Mu(138)>Tsubaki/Makoto(134)>Nu(133) 120↑: Izayoi(129)>Amane(126)
  4. I know that says Shuu, but what I meant was Shuu was listed on the official site but not on the list from the other source which had the 4 other Valkenhayn's listed only. The other list seemed to have more players listed than the official site, so it didn't make sense for why Shuu wasn't on there, unless he went by one of the other names listed.
  5. BlazBlue Gold Tickets: 04/14/13 5: Taokaka: Tsujikawa /// Mame /// Matoi /// Denpa? /// Naoya? Valkenhayn: Uma no Hone? /// Yuitaba? /// Kiniro no Shitsuji? (Kin Teiga?) /// Pesshi? /// Shuu? (official site has しゅう which is either another Valkenhayn or a different name of one of the others.) 4: Carl: Nisshi~? /// Razu? /// Suou Momoko (Mucchi?) /// Akiba? Litchi: Galileo /// Koike (Puromete) /// Mio /// Poty Tager: Pinku no Akuma (NON?) /// Hage /// Teiga? Or Tager? /// Kugui Hyou? Ragna: Yutta /// Kogatan /// Over Driver 32 (Denpo) 3: Hazama: Mitsurugi /// Aru /// Noze Hakumen: Film /// Kyomusou? /// Akiba Rika = Nata Kishi? Jin: Fenrich /// Hijiri Yo? /// Eruo Bang: TSB/Dora /// Ikegami /// Pichi? 2: Mu: Abarenja? /// Gilgamesh (Hoan) Arakune: Hiyoko /// Souji Tsubaki: Pikuri /// Kazu 1: Noel: Kurenai Ya Makoto: Goro Platinum: Daiwa Nu: Yoshiki Rachel: N-Otoko Azrael: Tahichi Relius: RYO 0: Amane: Bullet: Izayoi: Most up to date as of the official site, but also using results from elsewhere. Names were just put through a romaji translator so if they don't seem right that's why. I also don't know most players from other characters so I can't tell what's "right". Only things to really note are Valkenhayn and Ragna have a player on the official site who's name didn't seem to remotely match up to the others given. Also there are some included that are not listed on the official site as well. EDIT: Fixed stuff as noted.
  6. He also wins with the 3C>RC>j.A mixup that we haven't really seen much of, if at all, even though it was mentioned early on of the character. http://youtu.be/LUD6I8eHz5s?t=2m31s I don't think anyone is blocking that mixup. Definitely something to keep in mind when the situation comes up.
  7. I always imagined her more like Tron Bonne or the girl from Arcana Heart. Except she could get in and out of the mech at will with a button+direction input, or knocked out during combos. Then when out of the mech she had to use zoning magic but wasn't as strong. So she'd be less of a "tag" character and more about piloting the mech. The mech would just stay in play like Cody's knife kind of thing (except she'd start in it), or like how it appears in Metal Slug/Mega Man X. And of course the mech's movement should be terrible like Tager and now like how Justice is. Although the mech having it's own life bar makes sense too that way she's forced into her other playstyle if she gets damaged too much (EDIT: and by lifebar I mean gameplay "meter" mechanic not actual health bar of character). Maybe one day we'll see what they do with her, lol.
  8. *ahem* But yea I'm surprised they don't have one yet, considering they already did one with Juda basically.
  9. ???? I'll admit his character art is pretty terrible but still.
  10. Play Bang.
  11. I changed the things that were relevant. The frame data stuff was already mentioned, but just in case I went back and double checked to make sure I didn't make a mistake and everything you mentioned is right with what was given in the mook. The mook can have errors, but because it is the "official" release of the frame data I am going by that data until any possible errors are officially acknowledged. EDIT: The starter rating was changed from what was given in the mook. I had everything already entered from the mook and even asked about the change myself since I wasn't sure why it was changed, but the admins/super mods decided to change how they were labelled. There wasn't a clear decision about it to my knowledge after I asked, but that has now been clarified so I have gone back and made the necessary changes. If you're still curious about what is what, you can just click the "Starter" column and it'll take you to the page to give you a full explanation.
  12. http://www.dustloop.com/forums/showthread.php?15269-CP-Azrael-Gameplay-Discussion-(Discuss-Videos-Combos-Questions-etc-)/page67&p=1463930&viewfull=1#post1463930 That's from when we previously talked about it. Has two different examples. At least in regards to Sentinel Dump.
  13. None of your links work btw. We actually talked about Sentinel Dump after knockdown about 2 months ago. I still don't think it will work all the time to the point that there's no reason for you to not do it, but I guess we'll see how that evolves.
  14. I decided to make some changes to the Video Thread again. I got rid of the collapsed character sections, and instead will only keep videos for up to 2 months for each particular character unless that character barely has any matches anyway. Since the character can develop over time it isn't really necessary to keep matches from the beginning of the game. Doing this makes it easier to browse and the function of being able to search for certain player's matches returns unless they haven't played in a while and their videos were taken off the list. Besides that, I went ahead and made a separate page offsite (since no character limits) just to keep the entire lists if for whatever reason someone wants to really go through more matches than what's provided. It will also let you search for all the matches of a particular player if you so desired. It's linked in the beginning of the 1st post of the video thread if you ever need to use it. The player list will stay collapsed since it isn't entirely necessary and let's you get to the match lists faster. And if you were searching for a player you probably already know who they are, and if not then you can just look in the list then search. I can tell you that the 1st post got so full that it actually caused an error every time when I would try to save an edit from taking so long to "reload" the page, not an actual character limit error. This could've been fixed by making a 3rd post and spreading the lists out further but doing it this way is just much more simple and still effective with plenty of videos. TL:DR Version: Video Thread changed again.
  15. Going by your pingtest, your net is messed up. You should try to fix it. Or your java isn't updated. And your jitter/ping are pretty high for that distance. I got 37ping/2 jitter to NY for the same distance, and my net is slow as hell. You should look into it, unless you were using wireless or something...
  16. Advanced Bursting 101 by jiyuna: https://twitter.com/jiyunaJP/status/252443001098481665/photo/1 "Arturo Burst" being "Austin Burst". This being a more what not to do burst guide, lol. Although Austin Burst is situational as we've discussed.
  17. I wouldn't necessarily agree with that (although I tend to do it on netplay for a different reason...). If you and your opponent both have low health in the 1st round, and even better if they already used their burst it'd be in your best interest to use that burst if it means you'll win the round with the next possible hit. This is especially true if you're fighting someone who you think might be "stronger" than you or if the match-up is bad, you should probably take any round you can get. Saving your bursts for the 2nd round after already losing the 1st doesn't do much good if you just get trounced in the 2nd as well, more so since it sets you up easily to get guard crushed if you aren't wise about using barrier. Then when you get into the same scenario as I described in the 1st round and manage to pull the round out, you're then going into the 3rd without a burst anyway. Compared to going into the 2nd round (with a round already won) without a burst and a chance to win the match outright. This whole thing changes in BBCP however as shown by Hakumen who will use OD immediately to gain meter. The same could be applied to bursting the first time you get touched early in the round. If the round drags on, chances are you'll actually get your burst back anyway. So in a sense this tactic is more viable come BBCP.
  18. I'm going to assume it will be added to the general frame data pages eventually (as in if you click the category it will take you to that page with explanations). For some of the other frame data categories if you hover over the column name it'll tell you what each one stands for, so that will probably get added eventually. For now, here's the list as posted by KayEff: Sd - slidedown. The opponent will get launched while sliding along the ground for however many frames listed. S - stagger. The opponent will bend over, writhing in bad constipation for however many frames listed, then collapsing to the ground (of constipation). B - ground bounce. I know this notation is weird, but bear with me. The opponent simply bounces on the ground, easy enough. Wb - wall bounce. As the notation is, this means the opponent will only wall bounce in the corner (aka corner bounce). If the notation listed is Wb*, then it means the opponent will wall bounce regardless of where you are on the stage. Ws - wall stick. The numbers here are deceptive; for this case, the number doesn't refer to how long the opponent is stuck, but just simply what the hitstun/untech is. Wall stick will only happen in the corner. All wall stick notations are followed by F(n), which stands for "fall." This represents how long the opponent will be falling in terms of untech. For example, Hakumen's j.C has F(0) after its wall stick, which means the opponent will fall after wall stick for 0F. This allows the opponent to tech immediately after wall stick. Sp - spin. The opponent does a lovely pirouette and then falls to the ground. I believe spinning has a set amount of hitstun to them, as they're never listed with numbers. F - float. This is much more of a gaijin term that just means that if an opponent is grounded, he/she will be launched into the air. Nothing more than that. Fr - freeze. Only applicable to Jin. I don't need to explain it as Jin users already know how this works. D - down. Once the opponent is grounded, the opponent cannot emergency tech, and any attack during this state will continue the combo. AKA a hard knockdown. G - ground. The opponent in the air will plummet straight to the ground. This notation does not mean the opponent cannot emergency tech (it should be GD in this case). And as for Scud again, I still think it is entirely situational besides as an ender. If for some strange reason you do it mid-combo and want to follow-up you have to RC it, and unless the rest of that combo will kill I seriously doubt it would be worth it to blow 100% like that. If it is somehow possible to follow-up after it as a starter (without RC, maybe if it is the OD version), you are still dealing with an F starter and then who knows how long you have to follow-up which means if you can only do something like 5A it makes it not all that great anyway. Then if it is necessary to RC it no matter what, then I honestly don't think using your whole 100% would be worth it, again unless it kills. I do however think if it is at all possible to follow-up after it, RC or not / low damage or not, combos for it should still be found out due to that situational scenario that it WILL kill someone with the follow-up combo. Much like with Bang doing Daifunka/Ashura ender and only needing a few more points to kill someone after RCing it.
  19. . Scud is listed as a "fast" (i.e., faster hitstun decay) starter in the frame data, much to my surprise and disappointment. OD version has pretty good P2 though and both are 100 p1 starters so maybe all hope isn't lost?... Phalanx, the super projectile, is 100 p1 and 7f start-up wtf... 2A, hits low and is +2. I wonder if 2A 5A 2A is possible. FRAME TRAPS 5BB +5 on block, sweet jesus. Too bad the 5B>5BB gatling has a natural gap, or at least it looks like that in some videos. Air D moves OD cancellable? that could be... interesting. Possibly some kind of low j.D/j.2D > ODC > follow-up? I've seen j.2D used in some videos as a sub-oki move, particularly by Dogura, and it works sometimes so it's not completely useless/nonviable. I can believe DUMP having 39f start-up but the 46 frame recovery part, though I'm aware it's awaiting clarification, just can't be right. From a lot of footage, the recovery seems far smaller. Other things I think are hilarious: - 90% combo rate all the time - Shortest forward air dash in the game - forward dash invuln 7-10f (watch your timing!) Only joking about the forward dash, of course, unless it can reliably be used to ignore certain projectiles in neutral. Mu steins, anyone? And I'll end with a question: is there any frame data on the taunt? I don't know if you looked at it within the last minutes or just recently in general, but I literally just finished updating it completely with all the translated information. So if you want you can check it out again for anything "new". Anyone who wants to look at the full frame data can check it out here: http://www.dustloop.com/wiki/index.php?title=Azrael_Frame_Data_(BBCP) Onto the discussion, -For Scud you have to note that Proration is separate from combo time. The way combos work in BBCP are different now. Like 5A has 100P1, which in Extend would be amazing relatively speaking, but because it is a F starter it isn't really all that great. So generally speaking there wouldn't be much of a reason to worry about Scud "combos" besides it just being used as an ender for both weakpoints. -Sentinel Dump's recovery is accurate for at least what was given in the mook's frame data. "T - total. This refers to total duration. Often referring to projectile moves, this refers to however many frames the character (not the projectile!) is stuck in animation."-KayEff -There is no frame data for his taunt. -A separate thing to note, it was previously mentioned that OD BHS apparently had full body GP or something along those lines. However, the frame data makes no mention of this but since it does have increased invul. over regular BHS that could be what was actually implied.
  20. Don't quote me on this but if you put Block on "First Hit Only" you should be able to tell if it is a legit blockstring or not, which will tell you if it is a frametrap. What will happen is even though it says "First Hit Only", it will actually block a whole string if it is frame tight. To make it even more realistic, if you turn on Counter Hit, it will allow you to properly confirm the combos as if the opponent was actually mashing and got hit by the frametrap. So for example with Bang, if I do 5A>2A>2A the opponent will block that whole string, if I do 5B after that 2A he'll get hit because 2A>5B isn't frame tight. Bang's 5A>2B is a typical frametrap for him. Can't help you with the menu translation though. EDIT: Assuming the menu is exactly the same (which I don't know) -Hit R1 3 times -Down 4 times (should be on Blocking now) -Right 3 times (should turn on "First Hit Only") Otherwise you can just mess with the settings til you find what does that. Counter Hit should be the 1st item in the 3rd menu, so R1 2 times.
  21. Corner: -7jump j.C ender>throw B Nail = my most used "setup". Relatively useful, but isn't full proof, just go into training mode vs the cpu and you'll notice that after a while. -cross under after a j.623B = give up damage for another possible mixup, usually I do it just to do it even though it's probably not "worth it" anyway. -double cross under after a j.623B = if you're further away from the corner, you can run under them, then cross under like you normally would, just being sneaky not really "useful". -9jump j.C ender>low air dash>"mix-up" = just something else I'll occasionally do. -air ender>poison nail = depends on if they like to tech immediately or not. -after knockdown>dash toward them>IAD backwards>(throw B Nail) = If I'm baiting something I really want to avoid entirely so they can't RC it. -back up>TK D Nails = If I just need one more mixup to kill and want to try and finish it quickly. Mid-Screen: -8j.C ender>throw B Nail = if they neutral tech the spacing will allow the B Nail to actually force them to block or get hit or crouch it?. I also tend to use it to setup Astral since it might make them panic, and if the explosion CHs it will combo into Astral. -9j.C ender>throw B Nail = if the opponent tends to roll backwards or neutral tech>back dash the explosion should catch them or at least make them block or give you time to move in (particularly against Lambda) -during relaunch combo after the initial j.C>dash under = just to mix things up a bit, if the person is pressing buttons to tech your combo in case you drop it they will immediately neutral tech after the j.C which falls right into your hand with the incoming mix-up. -6D>jump or bumper = if for whatever reason I went with the 2 seal combo, or just feel like using bumpers that round. I'll almost never do the 623B after 6D because you want the opponent near you for a mixup most of the time, and some characters like Lambda/Mu could benefit in the match-up if you knock them away from you. -j.623B ender or air purple command throw = almost exclusively against Tager. I feel like I should be able to outplay him at neutral so why take the stupid risk of going for a mixup on knockdown when his "guess" can turn the match around instantly. The air purple command throw isn't because you expect them to NOT break it, but it still forces them to. Or if someone else purple throws me on netplay I'll be kind enough to try and return the favor for that unscaled damage lol. -air ender>late D Nails = I don't do it that often but it can be useful. For the most part I don't like throwing D Nails for oki because it's a lot of resources in a situation where they might not be useful at all if you time them wrong or if the spacing is off.
  22. No problem, I just wanted to clarify since you wanted it to be stuff added to the 1st post. -non-CH 2D>j.D actually works in EX as well but it is character specific, can't say whether that still holds true in BBCP since I haven't paid close attention to it. It's hard to compare whatever might have changed because I don't have the original EX data straight from the mook which could have more details than what's given on our frame data sheet. EDIT: I was told everything from the EX mook is listed on the frame data page. From just comparing what we have for EX to what is in the BBCP mook there's no notable changes between 2D and j.D in terms of actual frames of the move. For EX there's no untech time listed for CH so we can't compare that, and non-CH 2D still matches up between EX>CP. And j.D's recovery is still the same. So we can't really give a definitive answer there. Moves with repeat proration.
  23. Some things to note for that: -non-CH 2D could be followed up easily in EX (one of Bang's easier non-CH or CH hitconfirm differences). -The bounce of B-Nail is dependent upon how it ricochets, so it doesn't quite bounce the same as before. -You can technically throw 3 of any of the nails now. -6D is special cancelable and jump cancelable on hit at least still. j.D is the same as 6D (special cancelable on hit would be new compared to EX at least going by it's frame data). -Proration has been buffed for quite a few moves generally speaking (in reference to 5B), not gonna go through and look at them all, 5A is another example though (better P1 at least).
  24. I would wonder why you just now "caught on" to this lol. Let's see: - -He's the Hero of the Ikaruga War. -He was always "likeable" and respected during his Academy days apparently, and popular. -Ragna is the Anti-Hero, which means anything remotely "good" that Jin does story-wise automatically puts him a notch above Ragna in terms of being the "hero". -Ragna is a part of the Black Beast, which is the main "bad"/"evil" thing in the game, and Jin's entire existence is to be the opposite or to defeat it . -The Power of Order stuff. -Even given his position in the NOL, he doesn't even like how the do things. -He's more or less worshiped by Tsubaki. Outside of him being initially crazy about Ragna (due to Yukianesa more than anything), everything else points towards him being a "hero" from the outside looking in.
  25. After all that I still don't understand why you're trying to put spin on it to make the NOL "not so bad" and Ragna the devil lol. It's like . The parallels are more or less the same. The NOL is "bad", while members of it (particularly Hazama/Relius) are "evil". And since they are pulling the strings, you should be able to get the idea.
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