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Everything posted by zeth07
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I can't tell if you're sarcastically "agreeing" with me on my point or if you actually think I was complaining about the EX moves instead of me mentioning them because of my original point about his point. So I don't know what to say, lol.
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He's also the only character with EX moves....
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Bang's 6B isn't all that great either. It avoids lows and is -1, but he still doesn't get anything off it unless you RC or it is CH and even then I'm sure it isn't much damage. You either gotta just do it and RC, or just do it and hope it CHs to get something off it. I don't really think there's much point to pick out specific normals that you feel should be one way, cause if that was the case I'm sure every character could do that and it'd be an on going cycle of "buff this cause I want all my moves to be amazing". My point is it's easy to look at specific moves and think they should be better, but in most cases you need to look at the whole picture. I'm sure every character has good moves and not so good moves, that's usually how fighting games work. It's completely unblockable.
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You could pick out the really good players and challenge them to FT5s or more. Or..... Try this.
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I kinda wish we had a running list of all the reasons cookie has quit or left a room, just to see all the random possible situations that have come up over the last few years.
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After you've been thrown while BEHIND someone numerous times, you might reconsider. That should not happen, and it does for whatever hitbox reasons. As for the other stuff, I'm looking at it from a much broader scope of the game when comparing the characters which is kinda my point. I see the characters by their design and what tools they have, not so much as just what damage numbers come from them. Yes they can nerf a character into oblivion even if they are strong by design but that isn't the point. It's "easy" to just look at frames/proration/damage and say man that's good stuff, but I'm talking about actual functions of the characters and moves themselves within the game and how they control space or neutral or pressure or oki. Bang is TOTALLY defined by his nails, which is why one of the first things a new Bang player learns is to not blow through your nails so fast. You can get by without trying to use his drive to guard point things, you can get by without even using FRKZ, but you are severely limited without nails as they really are the basis of his gameplay. The bumper mix-ups for example are limited due to the game's own mechanics with the tech roll system. If the game had hard knockdowns and no tech rolling, the bumper mix-ups would be amazing, but within the game as is their purpose is entirely situational. The nails are that limiting factor to where if Bang wants to be effective at all he has to use them and manage them, while other characters as I mentioned just do whatever the hell they want most of the time and they can control the game. Maybe make D Nails the only ones that go by the nail counter, and just make the symbol show the D Nail, but even that doesn't seem like the right "fix" to me. It would open up spamming poison nails or explosion nails more but they could adjust that somehow as well. I'd also like to see the poison from the poison nail take health away faster, and either stay with the same amount or just reduce it if it means the poison ticking faster would be more effective. The other change I would make is make the explosion nail better, either through an increased explosion hitbox and/or letting the explosion happen as long as Bang threw the nail. Meaning even if he gets hit the explosion will still happen, as I've seen a few times I've thrown an explosion nail and nothing happened either the explosion didn't happen or the opponent just ignored it entirely. It would also be nice if Steel Rain didn't take away your nails and just lasted a set amount of time, maybe the middle ground of length. You're already using up 50 Heat to use the Distortion, I don't see why the nails have to get taken away as well, again this is another imposed limit for no particularly good reason. Again I look at Rachel using Tempest Dahlia by comparison and it just doesn't make sense to me.
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Hakumen and actually Platinum as well I do feel are strong characters and can control the game so they are sort of the gray area for me between the two groups. The difference between those two and the other group however is that they do have an imposed "limit" to their character within the actual gameplay mechanics. Platinum obviously with the items and Hakumen with the moves requiring meter, but how they get them could be good within the game but that's not really my point. But yes I do agree that Hakumen is strong so if I had to move anyone into the other group he'd probably be one of them. Now you look at the other characters, and they either have NO limit in terms of gameplay or their imposed negative aspects are basically not apparent at all. The best comparisons I can make would be Litchi to Relius or even Rachel to Bang. Litchi can do whatever she wants, whenever she wants, while Relius is almost exclusively dependent upon Ignis' meter which doesn't seem balanced compared to say Carl's. Yet Litchi's staff has almost the same practical applications as Ignis for Relius. For Rachel she gets to throw as many lobelias, georges, pumpkins, as she wants and only has to deal with a timer that is basically non-existent anyway for a "limit". Then you look at Bang who is limited to 12 nails, but those nails have to be used throughout his entire gameplay for him to be even remotely successful, yet it is a heavily imposed limit by comparison. You can see these differences across the game when looking at the characters and to me they are very apparent and if it wasn't for characters being able to do X amount of damage more than the others it would stand out even more. Which brings me to my point that I do think some characters need to be "reworked" or just get some added tools to their gameplay to make them more solid overall. EDIT: Lol I just noticed Moy's point about the primers, and can't help but notice the characters he mentioned for each part. (Outside of Ragna's Dead Spike)
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This is something I always think about when looking at the characters. To me there are certain characters who are just fundamentally strong by the games design and their own character design+tools. Then from that when you take into account how much damage a character can do and their health it provides that slight push towards a strong character / weak character / average character. Characters like Arakune, Rachel, Carl, Litchi, Valkenhayn, Taokaka, Jin, Lambda, Mu, Hazama are all fundamentally strong by design imo and have all the tools needed to "control the game". By comparison, Ragna, Noel, Tsubaki, Makoto, Tager, Relius, Platinum, Hakumen, and Bang are all basically lacking "something" that I feel stops them from being inherently good no matter what or have some limiting factor to their gameplay. When you consider when Ragna, Noel, Bang, Makoto, and I guess Hakumen are considered good it is mostly because of average damage output, then from that their own gameplay controls how that happens. By design they are relatively basic in what they are capable of or have some sort of limiting factor compared to the other characters I mentioned previously. When looking at the characters, you can see that certain characters are almost never "bad", or if they are it is through severe nerfs (CS1 Rachel). I consider that because those character's are just naturally strong within the game in terms of how they can control it. By all means in Extend almost every character is good to the point that they can win, but I feel like certain characters are just missing that little extra something to make them strong. Which is why I'd like to see something like Bang's Unlimited Teleports added, just to give him something extra that could help his "overall" gameplay and controlling the game. It doesn't even have to be that, just SOMETHING, I feel like he's just missing some small piece to the puzzle for him to be "complete". The same thing could be said for a lot of characters, Tager is almost always an easy example, while Relius and Tsubaki come to mind as well in terms of just missing something to make them better instead of just increasing their damage through whatever means. THAT's what I would really like to see happen in the next full BlazBlue game.
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Some of Bang's FRKZ combos can build the 50 Heat needed for an Ashura ender within itself. So if you test that it will keep the heat you gain, unless you press reset which in turn resets your position as well. It's obviously not bad having the heat, but if you already have the heat needed you can't tell if it actually builds it's own heat needed. If that makes sense. I guess the problem lies in having to reset to get back to 0 which like I said resets the position, so if you were testing a corner combo that's kinda annoying. So it's not so much an issue as it is just something helpful.
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Basically the room wouldn't be dependent on just 1 "host". If the original host leaves, it should just allow someone else to become host and not disband everyone. I haven't played SF4 in a while but I'm pretty sure that's how it functions, which is what I mean. It would still be Player Match, just have it work like that as well. This is of course assuming I remember how it works, lol. Also to add to that, having an auto pass function would also be nice, after a certain amount of time it should auto pass. The tournament mode would just be an additional mode to add to the game, it shouldn't matter if no one really used it, just the fact that it is an added option is nice, but being able to do more players would be cool. Unless of course you look at it as time spent on incorporating Tournament Mode could be spent adding a new character then yes I would not want Tournament Mode. To add to the training mode thing, I'd like to have an option that sets up the characters within the corners, and just have default spacing from that. So be able to put the opponent in either corner or even yourself. Would just be nice to not have to set that up by pushing the opponent across the screen or switching over and moving them yourself. Another thing they could add is a more robust Challenge Mode. Give a TON of challenges for people to complete and let them unlock stuff along the way. Whether it'd be 50 combos or even 100, because there are plenty to do considering all the situations, possible hits, standing/crouching/anti-air/air to air/corner/CHs/advanced combos.
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Why would you want less content? It doesn't hurt the game in any way and adds some extra content for single player. -- Stuff I'd like to see in no particular order: -Kokonoe, Jubei, Torakaka, Phantom, Saya. -At least 2 brand new characters. -New stages + new music + new colors + new announcers. -All the previous stages still selectable even if they are going to be in Ikaruga. Just let it work like Tekken stages where you press up or down to select the other set. -All previous colors still included unless they go as far as making new sprites for some of the characters. -Color Editor. -All previous announcers included. -All previous songs included. -Have at least one actual English announcer available, it's not like they can't plan and include that ahead of time. -Endless Lobby for netplay. -Tournament Mode for netplay. -Use the Danisen ranking system, as seen in Tekken + Virtua Fighter, instead of some arbitrary number that is more easily manipulated. -Quick Match actually function properly, if you select Quick Match it should automatically search for a room to join NOT bring up a list of rooms to pick from that should just be available for Custom Match (or name it something else). -Get rid of ground tech rolls or at least give certain attacks completely unrollable knockdowns / oki. -Give Bang his Unlimited form teleports, except let them be faster. -Lower Litchi's/Rachel's/Noel's/Tsubaki's health. -FIX ARAKUNE!!!! -New Distortions for characters or at least some characters. -New Astrals in addition to the current ones. -Increase in overall damage or decrease in health or whatever other means to speed up the flow of the match. Matches tend to take a pretty long time by comparison to other games, makes it less exciting. -Rematch function offline at least, menu should just come up saying Rematch, Character Select, Exit (or include Button Settings as well). If they could get it to work online as well that'd be cool, it would come up if there's just 2 people in the room, if not it goes to the lobby for the next match. -Carry over CT reconstruction and do a CS reconstruction for continuity of the story within the game. There IS an actual decent story to this game unlike some fighters, so it'd be good for any new players as well just extra bonus for returning players. Outside of the game itself to help promote the next game: -Make an anime series, no joke. It would help increase the popularity of the game I'm sure and the game/story is perfect for an actual interesting anime. -A good limited edition version. They are usually pretty good with the limited editions, but it would just be good to make sure there is one. -Please no DLC, or at least do it in such a way that people don't feel like they are missing out on content they should already have. Take all the time needed to make the game complete as possible. Fighting games should be able to sustain themselves for an extended period of time, so there shouldn't be much of a hurry to pump out a new BlazBlue all the time. This would make it seem much more like a new game and not just a new version of the same game. -More events like BlazBlue Revolution, if possible.
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I half agree and half disagree. What you said is true that's for sure and Tagers do tend to use 2C a lot, but I do think there are situations when bumpers can be effective or I should say a situation different than others. Instead of going for a bumper mix-up on oki or during blockstrings (places where a Tager player may be throwing out 2C), use bumpers during neutral instead to get in almost instantly. This would be most effective through an actual bumper pattern or at least "C bumper". Reason being, a single bumper placed between yourself and Tager means you have to get close which leads to you possibly getting hit by a poke or him being able to anticipate the bumper mix-up anyway. This gets rid of A and B bumper individually if we assume you're throwing it out in that instance or let's just say you're in those "positions". D bumper would be behind Bang so that's not really effective in that scenario BUT you can use it to sucker him into getting close while YOU are in the corner/near the corner and then using the bumper to effectively put him in the corner but that's something else entirely. C bumper in this scenario is good because it is right above Bang, which means you can avoid Tager by going backwards or get in closer going forwards to potentially land the mix-up. Now with all that said, I think an actual pattern works best against Tager so all that is kind of a moot point. If you have a pattern setup and are in neutral it means you can effectively get in on him immediately. So if he's hesitating full-screen or 3/4 screen away, maybe just throwing out stuff, you can try and react quickly to go for the bumper mix-up. In this situation I don't think Tagers would be throwing out 2C in that kind of neutral. He would be throwing out other pokes or jumping around or doing whatever, but that's why you try and just look for a good time to do it. My point is, as always bumpers are situational, but I don't think they should be ignored in this match-up because they can be effective if used properly considering Tager's lack of mobility. (Although they will fuck up your combos at some point I'm sure or make you go for a much weaker one from having to adjust it.)
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I don't care what anyone says, even LK, Litchi is a good character. Her design in terms of the game is just too good for her to be inherently bad. She would need some serious nerfs in terms of damage or something for me to ever consider her a bad character. And I don't see that in Extend. Best example, watch how Litchi fights then watch how Relius fights and pay close attention to it. The function of Litchi's staff serves almost the exact same purposes as Igniz, and yet Relius has negative aspects about it and by comparison is fundamentally flawed. This can be seen in multiple character's designs.
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PSN - Danisen League Battle #2 - Saturday, May 19th - *Check Times*
zeth07 replied to zeth07's topic in BlazBlue Online Play
Just to make it less chaotic and troublesome keeping track of potentially 4 rooms. Best case scenario 3 rooms of 4 would be plenty, and even having to do 2 rooms of 5-6 depending on rankings wouldn't be so bad either. With that said, East League Battle #1 had 12 people show up anyway, so on average I'm sure that's how many we'd usually get to begin with. This just means we should have more back-ups in the case that people don't show up like they did before, and people have more of a chance to get in. -
If Litchi sucks then this game is terrible.
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The recording would help you block mix-ups, but that's entirely based on how you use it and set it up yourself. For the AI, it really doesn't matter (pick a character you want to practice fighting against) but I guess make sure it is set on 100 obviously so it's the best it can get. You could put your health at 20-30% to give yourself a disadvantage and force yourself to not make mistakes (not blocking / dropping combos). Burst should be off or else the computer will keep using them. Besides that, setup everything else to play like a real match (no health regeneration). Fighting against the cpu in training mode is useful for practicing hit confirming in a realistic situation. It's also good for practicing your pressure because the computer WILL blow you up when you go for a slow attack, which means you have to set it up good to even land it. Just don't try to exploit the poor AI by doing things you wouldn't really get away with in a real match. Use it for what it is. You could also watch this and see if it helps you a little bit as well: UltraChenTV's training mode talk. http://www.youtube.com/watch?v=WFoUgqhoFTc
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Rankings Updated! Here are the matches I recorded from the "East" league: Battle for 3rd Dan: Battle for 4th Dan: This is only open to US and Canada. ***READ THE RULES!!!!!*** I added extra notes that should explain any situation. https://sites.google.com/site/blazbluedanisen/rules Current Rankings: https://sites.google.com/site/blazbluedanisen/rankings Start Time: (expected to last ~2 hours) “EAST” League (EST/CST) 7pm EST / 6pm CST “WEST” League (MST/PST) 7pm PST / 8pm MST General Information: -Please try and be on early so I know who all is available and so I can friend request you. -Player Limit: 6-12, but really it is 11 as I will have to be in the chat room even if I'm not playing. -Rounds: 2 out of 3, in other words the default settings. Basic League Rules: -Everyone starts at Kyu. You can NOT go below Kyu, no matter how many matches you lose. Kyu is basically equal to 1st Dan 0. This is the "Beginner" rank. -Each match represents 1 point. -You must earn +3 points for a promotion. -3 points and you will be demoted, starting from 2nd Dan 0. -You may only use 1 character per night, unless told otherwise by me. -You no longer have to pass if you sweep the room, PASS ONLY WHEN YOU GET A PROMOTION. -PLEASE read all the rules on the site, it is very important people understand how it works, and it is very simple to understand if you actually read it. Sign-Up Instructions: -Sign-ups begin immediately. -Please continue to sign-up even if spots are filled because there is a good chance someone won't be able to play at the last minute. -No alt accounts. If I find out someone is using an alt you will be banned from participating until further notice. It takes away from the point of this. -If you sign-up I fully expect you to be around when the time comes even if you aren't listed as within the first 12 people. People will drop and I need others to fill those spots. If you sign-up, think of it as you plan to play BlazBlue in some form that night anyway. -Please don't drop in the middle of the league, only sign-up if you actually want to PLAY. -If you are a RETURNING PLAYER, you only have to post your PSN I.D. unless you are switching to a new character OR you've already used multiple characters in which case I need to know which one. -If you are a NEW PLAYER, you must post all your info like this: SIGN-UP FORMAT (You MUST use this format if you are a NEW player, NO exceptions, so just copy and paste) PSN I.D.: Character: State/Province*: Time Zone*: EXAMPLE: PSN I.D.: zeth07 Character: Bang State*: Maryland Time Zone*: EST Current Sign-ups: “EAST” (EST/CST) 1) Demonwindbomb (NO) -- FL/EST -- Kyu -- *New Player* 2) Her_Omen (MA) -- PA/EST -- Kyu -- *New Player* 3) Relambrien (LI) -- DE/EST -- Kyu -- *New Player* 4) Moy_X7 (PL) -- IN/EST -- Kyu -- *New Character* 5) HallowHaven (HZ) -- NY/EST -- Kyu -- *New Player* 6) MirageKnight24 (HK) -- ON/EST -- Kyu 7) Neogio0o (VA) -- NY/EST -- Kyu -- *New Player* 8) shikka (HZ) -- TX/CST -- Kyu -- *New Player* 9) howling-_-moon (RC / *LI*) -- NY/EST -- 5th Dan 0 / Kyu -- *New Character...maybe* 10) jason900 (RG) -- AL/CST -- 3rd Dan -1 11) Ethereal_Albion (RG) -- PA/EST -- 2nd Dan 0 12*) zeth07 *) cookiehour (MU) -- NY/EST -- Kyu *) iw2ma (BA) -- OK/CST -- Kyu -- *New Player* *) cj_iwakura (TS) -- FL/EST -- Kyu -- *New Player* *) xmahoushoujo (RG) -- NY/EST -- Kyu -- *New Player* “WEST” (MST/PST) 1) Psykotik94 (CA) -- BC/PST -- Kyu 2) brkdave (AR) -- CA/PST -- 3rd Dan 0 3) Sharakonta (HZ) -- UT/MST -- 3rd Dan 0 4) I_SEE_WEABOOS (BA / *TG*) -- CA/PST -- 4th Dan 0 / *1st Dan +1* 5) Neo_Zeromus_X (MU) -- AZ/MST -- Kyu 6) renvalt32 (HK) -- OR/PST -- Kyu -- *New Player* 7) CosmicRaise (CA) -- CO/MST -- Kyu -- *New Character* 8) Ronald-kun (BA) -- CA/PST -- Kyu -- *New Player* 9) 10) 11) 12) If you have any questions, you can contact me here on Dustloop or on PSN: zeth07 or even on Twitter @zeth07BB. Please Read Everything Carefully
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I enjoy watching Valkenhayn vs Tager because I think Tager is that dumb that I enjoy seeing him suffer as much as possible. So I'm sure there is enjoyment on that end from being able to toy with him and in the back of your head you know there's a risk that he could turn it around with one lucky guess. And for Tager's side I'm sure it is frustrating trying to land a hit into knockdown, but once you do you're probably pumped up and if you win I'm sure you're ecstatic.
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PSN/XBL - Ranked Character Usage / "Popularity"
zeth07 replied to zeth07's topic in BlazBlue Online Play
I tend to look at Extend like you would "Game of the Year editions" of other games or whatever they want to call their versions that get packaged with all the DLC previously released. It added a new character (could've been DLC), it had balance changes (could've been DLC), and it included 3 more characters (previously DLC), but then they added other new things as well. Story modes for the DLC characters, the extra stories, Abyss Mode, more challenge mode combos, the in-game "store" to unlock previously DLC items, the CT retelling. Having to somehow incorporate all that into DLC would probably take enough work that it might as well be a new game. As a fan of the game, this would probably be more than enough to warrant a $40 purchase, which is already $20 cheaper than "regular" priced games anyway. Now a "casual" fighting game fan or someone only half interested might just see it as another version of CS like I mentioned in one of my previous posts. So they see little reason in purchasing the game after already owning CS, then they form the same argument you make and try to quantify what it takes to make it "it's own game" and not DLC. None of this is really surprising to me though since it isn't hugely popular to begin with. I do however expect the next major version of BlazBlue to do better, and if it doesn't......that'd suck. -
I don't know man, I've seen it catch people sometimes. You might want to double check in training mode or something so you don't think it's a free out and it ends up that it isn't.
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Nah it's alright, I've had my fill of Arakune for one night, lol. GGs though.
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You still playing right now?
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-Bang's backdash is terrible. -There are a lot of AUB moves that easily blow up jumping away practically without trying. -Just because you jump away, doesn't mean you're in a "positive" neutral state. Unless you play Lambda, Mu, Tager, Litchi, or whoever else has a good back dash, you more than likely aren't gonna get away with it unscathed or in any better positioning.
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The difference to me is that at least most DP's or whatever form they may take are at least "reversals". They have invul. or guard points or counters, and they at least can be used on reaction and at least SHOULD be used with some thought behind them. Cause if you guess wrong with a DP, you're going to get blown up HARD (in most cases). Whereas if you just mindlessly mash something like 2A, the only "risk" is that you're gonna get CH by moves that you probably were gonna get hit by anyway if you couldn't block their mix-up. Like I can't bait out 2A mash and blow them up with CH 6C to 6k-7k just by blocking (or making it whiff). My "punish" for CHing someone mashing 2A is probably just gonna be a normal crouching combo by comparison. So when I get hit by 2 or 3 2As in a row immediately like it was blatantly obvious they were just mashing, I get pretty annoyed in that split second. Hopefully you understand what I mean. But hey, I learned my lesson. Just give no fucks.