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Everything posted by zeth07
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I literally just the other day updated the "Links" section in the combo thread......I even changed the title to reflect this. EDIT: I even made these: Blockstun: https://docs.google.com/spreadsheet/ccc?key=0Aqx4Lo8VwHy2dHFQNTNNcEtUTTVPLU5KTlNrVTV0WHc&usp=sharing Hitstun: https://docs.google.com/spreadsheet/ccc?key=0Aqx4Lo8VwHy2dE1fQ3RFUW1jaThOa0NLcDhWYWI3UlE&usp=sharing Assuming I did them correctly at least.
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[Xrd] News & (Theoretical) Gameplay Discussion
zeth07 replied to Shinjin's topic in Guilty Gear General
They are talking about making a "new franchise". Didn't you read the article? Guilty Gear isn't a new franchise. -
Arc Revo Cup - BlazBlue Bracket Results: *Spoilers if you want to wait til you see the uploaded videos or watch the archives* http://challonge.com/arcrevocupBB *note* the actual match "results" aren't accurate due to the way they were streaming matches, so it is really just who won and who lost only.
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I hope I get to see my avatar a lot in-game when BBCP comes out on consoles. Being able to combo into it from practically everything. Not having to worry about my burst. Not having to worry about dropping a combo just to satisfy Astral conditions since as soon as they get below the health limit and 100% you can do it now. The input is easier.... All entirely different from trying to hit people with Bang's Astral...which still happens from time to time.
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I thought DWB was one of the few people who actually did like to Astral people? At least I remember him doing it in the past whenever the chance presented itself against people.
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I wonder who has more, you or cookie?
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Now that you've said that, don't get mad or make up rules when people do things you don't like lol.
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90% of the time you will be throwing out at least two attacks in a string no matter what. Some attacks are too fast for you to realistically be able to hitconfirm off them alone. So for example, you would just do 5A>5BB then hitconfirm from there (or 5BB>X then hitconfirm or not off the X, I don't know Tsubaki's strings). Which is why you have "pressure strings", which is usually 2 to 3 attacks that you will throw out for pressure and hitconfirm off them or go into another string/mixup. You can look at the revolver action table to help you out with these things unless the Tsubaki forums have pressure listed as well. Then you'll notice that some things will gatling yet they won't actually combo, this would be an example of something you can't really hitconfirm just off of the initial attack alone, you are committed to the 2nd attack (in most cases). This could be an example of a frame trap, which means you could technically wait and see if it is a counter hit (but more than likely lose your pressure if it isn't) OR you would also do the next attack as well and hitconfirm the difference from there or continue your pressure if blocked. The problem is you don't want to "autopilot" the same strings or your pressure as if you were hitting the combo. That's why you have to hitconfirm properly within as few attacks as feasible possible. So doing something like 5A>2A>5B would be a pressure string that you can hitconfirm properly. The 5A and 2A are what you are visually seeing hit or not, and by the time you're pressing 5B you should be able to recognize it and hitconfirm your combo or go into different pressure. But you need multiple strings/mixups to go along with it not just that one.
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For reference, Bang's BBCP Arcade Mode "story battles" are Arakune > Azrael > Litchi > Relius. Azrael's seems more like a "just because" fight though, but it could have future implications if there's any weight in Azrael talking about if they meet again they'll pick up where they left off. Arakune/Litchi/Relius are all completely story-related because of Bang's nail so you know what direction his story will be going in or at least how he'll be involved in whatever group he's put in. So probably, Just a guess for what will happen to him based off his arcade mode.
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They already solved that in CS. It's like the very first thing Bang does in his story mode in CS iirc.
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BlazBlue Question Thread - Ask your questions here!
zeth07 replied to KayEff's topic in BlazBlue Gameplay
I'm going to disagree, at least if we're talking BBCP. 1) Since he can no longer do TK D-Nails he pretty much gets one "go" for pressure before it's over in terms of there being a gap for the opponent to do something or just outright being back to neutral. 2) I don't think he's versatile at all, he's heavily rushdown/momentum based, compared to say Jin/Hakumen/Litchi. He has a very linear playstyle in this case, he just has different tools to go about doing that (i'll cover in #4). 3) His mixup is good, but his damage is only good if you hit them standing / at neutral / in the corner. His crouching combos do TERRIBLE damage midscreen and don't even provide the same corner carry as Extend. So because of this his mixup is less threatening because the crouching combos are "meh" and his pressure isn't even as good as it was in Extend, and his command throw was nerfed. I also don't think he goes well with the term "lockdown". So "awesome" doesn't fit to me at least in most cases. 4) I wouldn't really say he has a lot of tools, or if he does they aren't entirely useful. Bumpers have always been situational due to BB's tech system. D-Nails are good maybe even "better" now at neutral, however you lose the entire function of them at pressure which is a HUGE deal, so that trade off isn't exactly good in my opinion. A-Nails/C-Nails are more or less the same. B-Nail now functions differently to the point that it is situational, instead of like in Extend where it was relatively useful after a knockdown. FRKZ is now OD which makes it's use even more situational at least in terms of whether or not you should do it by comparison to Extend. EDIT: Oh yea, Steel Rain is situational like it has always been no matter how they changed it. The new air move has limited use but I guess it's something at least. The new distortion CAN be useful, but it now takes the same place as old FRKZ which is you have to build towards it in a very specific way (more so than old FRKZ) to even use it. It really becomes useful during OD, otherwise the damage is minimal but I guess it's at least something else to have. 5) Yes. Just my opinion on the matter. Might as well just pick Valkenhayn / Taokaka honestly. -
And he's got tournament awards, don't forget the all-important TROPHIES. This is like the perfect opportunity to "use them".
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-Watch a TON of match videos. Try to understand why the players are doing what they are doing in any given situation, then use that information when you play. If you don't understand, then you obviously need to figure out why that is whether in training mode yourself or asking someone. -You can never get enough training mode. To help a little more, put the computer on Lv.100, and put all your settings as if it was a "real match". This way you can practice things like combos / hitconfirming / pressure / footsies / okizeme in semi-realistic situations with no stopping (just press Select before you or the computer are about to die). Do not take this as match-up experience, think of it more like practice for what you've learned so far. Things won't necessarily work the same against a human opponent but certain aspects of it can transfer over. In my opinion this is better than playing someone hugely better than you. If you can't consistently beat the computer in this situation you probably need to work on some things. -As mentioned, I would advise playing players within your skill level whenever possible. The gap in skill level should not be too great in either direction because then you probably aren't learning anything or it will just be too hard to actually take anything away from the match. -If you can record matches, record them and let other players who play your character critique you. Or just play people who are willing to give you advise after the fact.
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Operational Definitions for Gameplay Terms: The Project
zeth07 replied to Digital Watches's topic in Guilty Gear General
I was stating it as merely a point towards how you were describing it as a goal in the other post and in reference to other people's posts. -
Operational Definitions for Gameplay Terms: The Project
zeth07 replied to Digital Watches's topic in Guilty Gear General
As soon as I attack with the intention to hit the opponent, I'm applying "pressure". That's how I see it. Hell I'd even look at it as if I'm even remotely moving toward them I'm applying "pressure", especially if you want to throw in that "mental burden" aspect of it. Again using sports as an example, on defense you can apply pressure just by being near your opponent (like Full-court Press in Basketball). So in fighting games you can say you are applying pressure even while zoning. It isn't just one or the other. Same way a mixup can be a part of pressure. So when you watch a stream you hear the commentator's saying things like Morrigan's Soul Fist pressure or Sagat's Tiger Shot pressure. Even if it is zoning, there's still pressure involved even if the opponent is nowhere near you as long as they are doing SOMETHING to put you on the defensive or under.....pressure. -
Operational Definitions for Gameplay Terms: The Project
zeth07 replied to Digital Watches's topic in Guilty Gear General
I edited my other post to include this but since the other posts were after I'll just repeat it: When you go to "pressure" someone the first thing you do is throw out an attack (besides movement), if I do 5B with Bang and it hits there is no "mixup" there, I'm immediately damaging them from my initial pressure. So saying the opponent has to be in blockstun is wrong in my opinion. It shouldn't have to be Pressure > Mixup > Damage which is what I'm getting out of some of those other definitions people are saying. -
Operational Definitions for Gameplay Terms: The Project
zeth07 replied to Digital Watches's topic in Guilty Gear General
It's all about the wording. To say the goal of pressure is to place a mental burden on the opponent isn't exactly what I think of when I'm pressuring the opponent. When I'm applying pressure all I want to do is hit them, I couldn't care less about their mental burden, and pressure can lead to a mixup which can lead to hitting them. The way that's worded seems to ignore the main objective, to actually damage the opponent, and like the rest just seems like an overcomplicated definition. Which is why I said the "definition" should say something about mixup. Hell even what you just said is exactly what I was referring to, and yet it is nice and simple compared to the rest. From wiktionary: "Pressure involves using a sequence of attacks to keep an opponent on the defensive and often involves okizeme and mix up tactics. The purpose of pressure is to keep an enemy from effectively attacking back until they make a mistake, usually allowing for a damaging command move or combo to be performed." What's wrong with that? Which is why I said from the start, there should be an initial list and then people can speak up and say "I disagree with this definition, here's why." Why over complicate things? Let's compare: 1) Pressure is any situation in a fighting game in which one character is specifically in blockstun and the other is at situational advantage. Note that because of the way chains and other cancel properties work, this often does not mean that the opponent is strictly at frame advantage in an airdashing fighter. OR 2) "Pressure involves using a sequence of attacks to keep an opponent on the defensive and often involves okizeme and mix up tactics. The purpose of pressure is to keep an enemy from effectively attacking back until they make a mistake, usually allowing for a damaging command move or combo to be performed." #1 Uses more "terms" than needed and if anything leads to someone probably having to lookup some of those other terms anyway, particularly the last sentence which makes it even more confusing. #2 Uses very clear and understandable wording to describe the term at hand, and the average person not just a fighting game player can probably understand. The only term that might be unknown for the reader is "okizeme", everything else is perfectly understandable on a basic level. Pressure is a term that could be applied even in sports, and #2 is the clearest definition of the two that still defines the term. EDIT: When you go to "pressure" someone the first thing you do is throw out an attack (besides movement), if I do 5B with Bang and it hits there is no "mixup" there, I'm immediately damaging them from my initial pressure. So saying the opponent has to be in blockstun is wrong in my opinion. -
Operational Definitions for Gameplay Terms: The Project
zeth07 replied to Digital Watches's topic in Guilty Gear General
Isn't the main goal of pressure to hit the opponent? Or at least include something like "enforce a mixup to try to damage the opponent". -
If you're expecting a bait, why wouldn't you just do 5A or something to start your own pressure instead of up-back? You're making the same guess, why not take the advantage from it?
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His XBL profile shows he plays SF4/P4U/BB/Ougon Musou Kyoku X, but that isn't really much to go by. He posted a picture on twitter which seems like it was saying he bought AH3 to practice for Love Max, so maybe he played AH in the past too or is just getting into it. Doesn't really answer your question but it's kinda hard to know since most people only pay attention to "really good" or famous players, so if he flew under the radar in other games people probably wouldn't know of him even if he was playing them. For everyone else not following along: Dogura (AZ) vs. Pikuri (TS) Tahichi (AZ) vs. Zonbi (TG) From a match-up stand point Dogura has the best chance in my opinion. But I can't say I really know how good those other players for Tsubaki and Tager are since I tend to not pay attention to other characters unless they are fighting the characters I play as. Tahichi and Dogura are easily two of the best Azraels so they have a chance to win no matter what. Guess we'll see how it goes.
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I'm translating the BB bracket, unless someone else is already doing it. If so please speak up so I'm not wasting my time. If not, I'll post up BB's once I'm finished.
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Probably. I wouldn't be surprised if some of the Japanese players already have more damaging ones and we just haven't seen them. Or after seeing that video one of them comes up with a combo that does more damage. Definitely interesting to see though.
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A few crazy Azrael combos: http://youtu.be/x_AR21_jADI Akihabara Leisureland - Azrael Off 2on2 (all Azrael mirrors): http://youtu.be/Q_ZTumFbKg0 http://youtu.be/w8YK0GIKVEc -More parts will probably be coming eventually.
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It can work on Jin. You just delay the j.623B like you mentioned.
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Operational Definitions for Gameplay Terms: The Project
zeth07 replied to Digital Watches's topic in Guilty Gear General
I pretty much agree with what Celerity said.