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Everything posted by zeth07
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12/14/2012 http://youtu.be/YYvuWb3BnWI?t=3m19s = zanzan ( bang ) vs. shi-no ( noel ) http://youtu.be/YYvuWb3BnWI?t=6m48s = zanzan ( bang ) vs. akaneya ( hazama ) http://youtu.be/YYvuWb3BnWI?t=10m18s = zanzan ( bang ) vs. 8 C ( platinum ) http://youtu.be/KB63Tz5rOcA?t=9m45s = zanzan ( bang ) vs. teru ( hakumen ) http://youtu.be/n5DlMIgwZYw = zanzan ( bang ) vs. TORI ( relius) http://youtu.be/n5DlMIgwZYw?t=2m34s = zanzan ( bang ) vs. sensui ( platinum ) http://youtu.be/n5DlMIgwZYw?t=6m29s = zanzan ( bang ) vs. kawata ( hazama ) As of this post: http://www.dustloop.com/forums/showthread.php?15323-CP-Video-Posting-Thread/page14&p=1436851&viewfull=1#post1436851
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I actually agree with Skye and other people about Hakumen (and even Tsubaki to a lesser degree) using Overdrive at the start of the round. It clearly gives them an "advantage" that other characters aren't really capable of getting the same way. And for those saying they would rather save it for later / use it for a burst, that is precisely why it is good because you COULD very well get that burst back before the round is even over depending on how the match goes. Beyond that you are going to get into theory fighter territory on whether or not it is worth it to actually do. I'm pretty sure I saw a match where Hakumen used OD at the start and was at full meter 10 seconds into the match. That seems pretty damn good to me, and if it was any other character it would be seen as amazing. It's similar to landing a Gold Burst at the start of a fight in GG, except he gets to do it without even having to make it hit. I'm not saying it is a good or bad thing for the game, since they do give up their burst at least for a duration, but it does have more usage for them than it does for other characters. Maybe a better design for their Overdrive would've been to just have them not use up their meters for the duration. EDIT: Or just let Hakumen's be Mugen and Tsubaki's be Macto Maledictis, and give them new Distortions instead to replace them.
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Just out of curiosity I looked to see how many Bang players there were throughout the Nesica Ranking System. I don't plan to do this again or for any other character, but I do find it interesting to see. For those who look at the BBCP rankings, the regions are actually in reverse order from how you would be viewing them, just fyi. :沖縄県 Okinawa = 7 :鹿児島県 Kagoshima = 16 :宮崎県 Miyazaki = 10 :大分県 Oita = 9 :熊本県 Kumamoto = 13 :長崎県 Nagasaki = 11 :佐賀県 Saga = 3 :福岡県 Fukuoka = 49 :高知県 Kochi = 3 :愛媛県 Ehime = 12 :香川県 Kagawa = 8 :徳島県 Tokushima = 8 :山口県 Yamaguchi = 17 :島根県 Shimane = 10 :鳥取県 Tottori = 8 :広島県 Hiroshima = 37 :岡山県 Okayama = 17 :和歌山県 Wakayama = 9 :奈良県 Nara = 10 :兵庫県 Hyogo = 44 :大阪府 Osaka = 150+ :京都府 Kyoto = 20 :滋賀県 Shiga = 14 :三重県 Mie = 22 :岐阜県 Gifu = 16 :愛知県 Aichi = 105 :静岡県 Shizuoka = 38 :福井県 Fukui = 13 :石川県 Ishikawa = 21 :富山県 Toyama = 17 :新潟県 Niigata = 28 :長野県 Nagano = 20 :山梨県 Yamanashi = 13 :神奈川県 Kanagawa = 122 :東京都 Tokyo = 150+ :千葉県 Chiba = 105 :埼玉県 Saitama = 79 :群馬県 Gunma = 54 :栃木県 Tochigi = 23 :茨城県 Ibaraki = 29 :福島県 Fukushima = 23 :山形県 Yamagata = 18 :秋田県 Akita = 8 :宮城県 Miyagi = 37 :岩手県 Iwate = 12 :青森県 Aomori = 17 :北海道 Hokkaido = 79 "TOTAL": 1,534+ 1,234 outside of Tokyo and Osaka combined. 300+ in Tokyo and Osaka combined. Then you realize these are JUST the Bang players and then feel eternally sadlife that North America and other places don't even get some of those numbers in total BB players in their area.
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623B doesn't cause wall bounce midscreen now in Extend without FC anyway so it isn't THAT different. Even if it doesn't wall bounce in the corner, you can still see he gets combos off it anyway. I'm pretty sure he can combo off all his drives if they are CH so that isn't changed either. Non-CH 2D can still be combo'd I'm sure I've seen. Non-CH 5D was an auto pilot combo in EX since you couldn't hitconfirm the difference between it and CH (since there really wasn't one). Now 5D has enough hitstun that you can get an almost guaranteed mixup opportunity. Non-CH 6D you couldn't get anything off of except 623B, I'm sure that hasn't changed. Non-CH j.D you could get 2A pickup combos, these might be gone but I haven't been paying close attention. And his guard point teleports were never that good anyway since you could still get blown up even if you "guessed right" after the opponents initial attack. His damage seems about the same on average so that isn't much of a change. Can't really comment on FRKZ cause I haven't really seen anyone use it for long combos, but being able to use it whenever is good but it being limited length is bad generally speaking. EDIT: Well Dora got 5.8k off 5B starter, so I don't think FRKZ damage is going to be a problem. I haven't really noticed what kinda combos he gets against crouching characters though. His damage from crouching combos might be lower if all he gets is the 5D ender, but that at least gives another possible mixup which could lead to more damage overall. Being able to jump/air dash after D-Nails is a buff in my opinion. It was one of the flaws of D-Nails at neutral since you didn't really get the full effect of their blockstun, now you have to chance to be immediately in their face after you throw them. Seals being independent is an arbitrary nerf, but since you can get them relatively easy it isn't a big deal. In return we get an almost guaranteed anti-air if they even think of jumping. Combined with OD, having 50% + 4 seals will be able to completely turn a match around, very similar to how FRKZ was if you knew how to use it. Steel Rain could be considered a buff since it functions the same but doesn't use up ALL your nails or cost 50%, so a proper use of it can give you pressure or let you make up space at neutral to get in (think a longer version of D-nails usage). Flying Squirrel move will possibly add to mixups, is already used in combos, and can possibly let you punish the opponent's anti-airs if you do it after a "jump-in". In theory, if they use an anti-air and you make it whiff by using the move to delay your fall height, maybe when you cancel out of the flying squirrel move you'll hit them during recovery with your air attack. It's only been a month....And already from what I've seen he does NOT look worse than CT or CS2 Bang, so there's no reason to be worried about the character this early if you've played him during those times. Give the character some time to grow.
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12/08/2012 http://youtu.be/sS_Ny1p15zI?t=3m5s = Chuubou (Bang) vs IL (Azrael) 12/12/2012 http://youtu.be/qqtwbAHN6sc?t=1h21m28s = Kijyoui (Bang) vs Purotosu (Nu) http://youtu.be/8Sh1HD0fB6s?t=1h18m44s = Kijyoui (Bang) vs Kuresu (Tsubaki) http://youtu.be/8Sh1HD0fB6s?t=1h35m44s = Chibaken (Hakumen) vs Kijyoui (Bang) http://youtu.be/8Sh1HD0fB6s?t=1h40m55s = HARA (Ragna) Vs Kijyoui (Bang) http://youtu.be/8Sh1HD0fB6s?t=1h51m = Kijyoui (Bang) vs Momoiro (Rachel) then them until the end of the video~ 12/14/2012 http://youtu.be/sNx16d0WL9Q = TSB| Dora (BA) VS Lobsa (RC) http://youtu.be/KzA09FH4-Q8 = TSB| Dora (BA) VS Ragna http://youtu.be/LPjStp9S_B0 = TSB| Dora (BA) VS Nosuke (PL) http://youtu.be/xpL6UU-JSIg = Reria (Bullet) VS TSB|Dora (Bang) http://youtu.be/IP_JJRXNL6g = Valkenhayn VS TSB|Dora (Bang) http://youtu.be/UNqsYWOWaJ0 = RYO (Relius) VS TSB|Dora Part 1/2 http://youtu.be/tj-1YoxcVw0 = RYO (Relius) VS TSB|Dora Part 2/2 http://youtu.be/BJE_Nk1wpnw = TSB|Dora (Bang) VS Udon (Hazama) http://youtu.be/zbI6FRbl7WY?t=5m43s = Tetsuwo (Jin) VS TSB|Dora (BA) http://youtu.be/DhanECZoF9E = Tetsuwo (Jin) VS TSB|Dora (BA) http://youtu.be/jvab-eC45Us?t=4m45s = Tetsuwo (Jin) VS TSB|Dora (BA) http://youtu.be/XksCy0-nLIY?t=3m51s = RYO (Relius) VS TSB|Dora EDIT: 12/08/2012 http://youtu.be/y5BEWGTOzlY?t=6m47s = Pekin (Bang) VS Funya Q (Mu-12) 12/14/2012 http://youtu.be/3CKlY9N-zw0 = sessha ( bang ) vs asou (mu -12 ) As of this post: http://www.dustloop.com/forums/showthread.php?15323-CP-Video-Posting-Thread/page13&p=1435847&viewfull=1#post1435847 Not counting the Tachikawa videos in the other post.
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GGs to Mirage. Considering the distance I'd say the connection was good and playable. So far the netplay has been fine for me at least. Had some random room disconnects with Mirage but not mid-game or anything.
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Google Translate seemed good enough: Changes in the (housing) game body Nu, μ, Izayoi is available even when offline Fixed A problem was fixed in the game ▼Hazama I fixed a bug with throw escape. = Probably has to do with this http://youtu.be/7LZrPXJZyM0?t=8m26s I fixed the problem by the blade wing collapse snake heaven (蛇翼崩天刃) = a problem with Hotenjin I guess. ▼ Valkenhayn I fixed the problem by Konig at Fluke overdrive. ▼ Relius I fixed the problem by Vol-Tedo. = http://www.nicovideo.jp/watch/sm19485301 ▼ Amane I fixed the problem by Astral Heat. = http://www.nicovideo.jp/watch/sm19511496 ▼Azrael I fixed the problem by Valiant Charger. = the glitch that Stunedge showed. = http://www.nicovideo.jp/watch/sm19476106 ▼Μu I fixed the problem by Amenohabakiri.
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Yea, that's why they mention needing to use Overdrive if you want to do certain combos. EDIT: Adjusted the wording in the descriptions anyway so that no one will get confused.
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GGs. I've had good connections with the few people I've played so far, so it's fine to me at least.
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It is Sword of Doom.
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Bang Matches: 11/30/2012 http://youtu.be/4nxDjWYMk3U?t=4m44s = Aru (Platinum) VS Bang 12/02/2012 http://youtu.be/oA2QdqnjGpE?t=1m22s = Fuwahiyo (Hakumen) vs Fenserii (Bang) http://youtu.be/oA2QdqnjGpE?t=5m58s = Yumura (Tager) vs Fenserii (Bang) http://youtu.be/LftYhGh-Xbw = Mi-ya (Jin) vs Fenserii (Bang) http://youtu.be/2nkfv0Z4ur0?t=7m23s = Emushi (Bullet) vs Abare (Bang) 12/08/2012 http://youtu.be/vHcof5ytfE8 = Kijyoui (Bang) vs Shino (Noel) 12/09/2012 http://youtu.be/11WAIaSd8Dk = Sadei (Tager) vs Bang http://youtu.be/11WAIaSd8Dk?t=11m32s = ^q^ (Mu) vs Bang http://youtu.be/11WAIaSd8Dk?t=17m53s = Bang vs Magical Te-eichifu (Platinum)
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Because Dora is the only Bang player...
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Bang Matches 12/7/12 http://youtu.be/GsP4QRY-ZP4 = Eru (Bang) vs Ora (Amane) http://youtu.be/GsP4QRY-ZP4?t=1h58m15s = Mu vs. TSB|Dora 12/8/12 http://youtu.be/xGnOCFmoNrM?t=16m11s = Jin vs. Bang http://youtu.be/xGnOCFmoNrM?t=18m52s = Ragna vs. Bang http://youtu.be/L8ZbQ90N0No?t=9m31s = Mu vs. Bang http://youtu.be/L8ZbQ90N0No?t=12m7s = Nu vs. Bang http://youtu.be/hQJ92rb5Tr0?t=17m26s = Zonbi Uma (Ragna) vs Natsunoa (Bang) http://youtu.be/hQJ92rb5Tr0?t=28m34s = Oousoto (Tager) vs Natsunoa (Bang) http://youtu.be/oDCMQiqk1og?t=7m47s = Haremuesu (Ragna) vs Natsunoa (Bang) http://youtu.be/oDCMQiqk1og?t=17m59s = Q (Relius) vs Natsunoa (Bang) http://youtu.be/oDCMQiqk1og?t=21m = Kikuchi Megane (Carl) vs Natsunoa (Bang) http://youtu.be/dCNGf-whSmA?t=9m39s = Yellow Bang vs. Hazama
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That's a cool explanation and all, but an example was already given where Azrael absorbed Hazama's chains and still got CH afterwards when he came flying in. So even if Azrael absorbs a projectile, if he continues to hold Growler AFTER absorbing it you can hit him out of it. There's no reason for you to not be able to do that since he doesn't retain invincibility AFTER he is done absorbing it (the absorbing animation). I would assume if he doesn't continue to hold it after absorbing the projectile he can at least block, but worst case scenario for him is he is still completely punishable after absorbing if the opponent can move freely after the projectile itself, which again we've already discussed.
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If you're doing an empty jump why would you lose to a DP? It specifically means you aren't pressing a button.....
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that's crazy, must be nice.
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Bang Matches: 11/23/2012 http://youtu.be/2XZ_oy3Mr4c?t=10m54s = noa ( bang) vs. burukku ( tao ) uploaded 12/04/2012 http://youtu.be/HngOveCbPk8?t=40s = Bang mirror http://youtu.be/HngOveCbPk8?t=22m31s = Makoto vs. Bang http://youtu.be/HngOveCbPk8?t=37m6s = Relius vs. Bang http://youtu.be/HngOveCbPk8?t=51m35s = Nu vs. Bang http://youtu.be/HngOveCbPk8?t=58m43s = Bang vs. Carl uploaded 12/05/2012 http://youtu.be/qCSyD9JAu74?t=32m9s = Rachel vs. Bang http://youtu.be/qCSyD9JAu74?t=34m52s = Taokaka vs. Bang http://youtu.be/qCSyD9JAu74?t=1h2m39s = Litchi vs. Bang 12/01/2012 http://youtu.be/uXVtfXbVll8 = Bang vs. Makoto http://youtu.be/7JTO2C3bYzo = Bang vs. Hazama http://youtu.be/VarILIP0yZw = Bang vs. Ragna http://youtu.be/VarILIP0yZw?t=4m28s = Bang Mirror
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Apparently his forward dash has almost no invincibility anyway. So if you had an attack out, you would probably hit him out of it before the special could startup, at least that's my guess. I guess it would still help him with footsies since you could suddenly go into a special after the dash and it could be kinda unexpected. Or maybe it'd be used in a gimmicky mixup of crossing through the opponent with a forward dash and still jump special cancelling on the other side but I don't know if that would be possible due to frames.
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Thank you for all the information. Will add everything when I get a chance.
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Scud by itself seems to last 20 in-game seconds. How long OD will last as well I guess would depend on just how much health you had. Really low health and not cancelled maybe OD lasts 15 seconds or something I think I've heard? My understanding of SCP and OD seems like they both function the same in terms of both making it so weakpoints don't get removed if you use them, while OD has the benefit of adding the weakpoints even on block. Of course if you do OD after SCP while it is still in effect you don't exactly need that benefit of getting weakpoints on block, so I guess the only different benefit would be extra damage or maybe additional length of time of the weakpoints not disappearing. Unless I'm mistaken of how OD affects the moves as well. I guess you could look at it as landing SCP would actually save you from using your OD and instead saving it to use as a burst instead. But the above scenario might also work. You can still block. The weak points more or less just enable him to extend his combos. If you have BOTH weakpoints he can greatly extend his combos. And of course the weakpoints make BHS unblockable high with high weakpoint, low with low weakpoint, and completely ground unblockable with both. Lol i'm telling ya it's getting to that point. I should probably do what I said I was gonna do I guess.
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There is an entire section in the combo thread for after you land SCP. It mentions using OD for doing the mixups/setup after they tech, but I don't think it is required for the actual combos since the weakpoints shouldn't disappear during SCP anyway. So at least there's that.
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PSN: zeth07 Location: MD
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Just saying. And by "character overview", I more or less mean the 1st post as it is since pretty much everything has been covered outside of pressure strings and I guess a basic gameplan. But most of his moves go into links it seems so it is kinda hard to call them that anyway and the links are already posted as well. So there isn't exactly much more that's necessary to add.
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Nobody reads the 1st post anyway so what's the point of that, lol. At some point I will probably remove the 1st post and put it in it's own thread and labeled as "Azrael - Character Overview (READ HERE FIRST!)" and if they still don't read it then they are fucking up.