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Lumination

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Everything posted by Lumination

  1. Haven't seen this system change yet: Seems like using counter assaults take away a primer for the round. http://www.youtube.com/watch?feature=player_detailpage&v=Ez65C-9hHgI#t=80s Relius has 2/5 primers left. After CA, he has 1/4.
  2. Extend is disc-only. NO DLC VERSION. http://www.siliconera.com/2011/09/27/sorry-blazblue-fans-continuum-shift-extend-will-not-be-released-as-a-dlc-upgrade/
  3. Just do execution drills. Do it 5 times without messing up. Then 10 times. So forth and so forth. Of course it's a matter of practice; were you expecting magic? Easiest combos are probably Tager, Ragna, or Jin, though I would just practice whoever you want to main. And wtf is 346346....?
  4. Oh, it's good Tager damage. Bad damage compared to anyone else with 50 heat. Does the Spark Bolt hold any significance here that I'm not aware of? From what I remember (not much because I don't GO FOR GARD BRAKES), the wall bounce on midair guard break sucks. So if you're midscreen, 5C won't reach. Sometimes, 2D to travel then 6B won't be fast enough either. From my limited experience, 2D to travel, walk, 2B seems to be the best. But pfft. Hell if I know. I don't do them. And yeah, that whole p1/p2 business.
  5. Tager's guard breaking is sad. Requires heat to really be able to work. And then, if they decide to try chicken blocking and they run out of barrier, you get a mid-air guard break, which lets us do pretty abysmal damage from a 2B starter.
  6. Yo Axis, post more stuff on your youtube. I wanna see you play more often.
  7. I should've been a little more clear; sorry! I meant it misses even when I'm doing the same combo, so it's not a proration issue. It's a space issue, and I'm wondering if I can fix it by taking a step after AC, or if I'm just not doing j.C fast enough. Or maybe the solution is character specific. Or maybe it's something else.
  8. Whether or not it should be done is not relevant to the question asked. The point is to understand why (A) happens when i do (B).
  9. Sometimes, I can get j.B>5C>AC to work, but not j.B>5C>6A>AC. Is this character specific, do I need to take a step forward first, do j.C whiff faster, etc?
  10. Not to be antagonistic, but how is this relevant to people jumping out of throws after GF? None of this applies since you cannot even land the throw to begin with. Jump startup begins before our throw startup ends. I understand what you are saying, and indeed, there is a system that protects against tick throws. However, the problem was, "I try to do a normal grab after [GF] and they always comes out too late and they jump away." I'm saying you cannot throw an opponent, purple or not, if they hold jump after GF, no matter how quickly you mash throw. You're saying, "there are purple throw opportunities that can be jumped." True, but I'm arguing that this scenario (the opponent holding 7/8/9 after GF) isn't even a purple throw opportunity to begin with. Sure, it might be semantics or whatever, but I don't think my explanation is wrong, and if it is, I JUST WANT TO LEARN.
  11. Oh, I know you can purple throw after GF. I myself do it once every three blue moons. However, mAc was asking about people who would jump out and how he could never purple throw them when they jumped.
  12. I don't think you can do it with any kind of grab. Fastest grab is 360B or forward throw at 6 frames of startup. You get +3 from GF, so if the opponent just holds up, they start jumping at frame 4. Jump startup is throw invincible. =/
  13. Yeah, I mentioned on the last page that I don't think a lv2 5A would be good at all, especially if we lost 5A gatling into itself as a result. AXIS, wouldn't 2B miss most of the time? And yeah, Osuna mentioned the whole no extra hitstun with anti-air 5A.
  14. Elaborate please? I was under the impression that the level increase was to 2, but I don't know where I pulled that from. What benefits does a lv2 5A (being +4) have? I'm looking through the numbers, and the only things I found are that you can do 5A > 3C and that 5A > 5B is safe even if they IB 5A (which wouldn't be a problem anyway if 5A gatlings into itself, because no one would try to IB a 5A and dp out). Now a lv3 5A would be a different story.
  15. Those (hypothetical) 5A changes would (hypothetically) suck. I love 5A mash into tick. Keeps them on their toes. I wouldn't trade slower ticks for 5A > 3C, either. 5A > 5B > 3C works fine, and if you know they're outside of 5B range, whiff it and 360 gimmicks. Oh, and basketsledge wasn't that funny. Even as a "youhadtobethere" thing.
  16. Easier to relaunch or other shenanigans afterwards?
  17. Here's what I (a nobody) think we should do: 1) We need to fix up our front page. It doesn't necessarily have to pander to non-casuals, though. As much as some people complain about SRK's front page, it does what it needs to do, and it does it well. It acts like an introductory portal into the games they promote. That is exactly how most of my friends got into MvC3. They would go there for occasional fighting game info, and they'd find themselves watching multiple combo videos or highlights. We need something to captivate the player who's passing by to check what's up. I think something like posting up some of the great matches we have in the Video Posting thread would be a start. I do like the idea that someone mentioned earlier about casting over some matches. I know I'd be interested in the high-level thinking going behind the scenes, and I think this will help capture the casual on the fence about delving deeper into the game. Dacid has a nice balance of knowledge and hype in his commentary, and I'd love if someone like him took this up. I think it's relatively low effort and high reward. And honestly, as interesting as I find the mod interviews, I don't think anyone outside of this small "community" cares. 2) Present our wonderfully in-depth knowledge in a more accessible way. You know what is utterly useless to most of us, but undoubtedly helpful for many others? The SRK SFIV and MvC3 wikis. It's similar to what we did for iPlayWinner, but they offer a bit more than we have. Plus, all that information we published is now outdated. Yes, the information can all be found buried in the forums. However, it's pretty daunting for a newbie to access it; you'll never find anything in the character-specific general threads, and you'll feel like you're missing out on information if you don't read all -insert random number- pages of the combo discussion thread. The SRK wikis do a great job of consolidating information in an easy-to-access manner without having to interact with other people in the process. Yes, some information on there is misleading, but once again, it does what it was meant to do, and it does it well. 3) GG players need to stop hating on this game. Every time my friends and I rotate through fighting games to watch, I'm always dreading the moment where someone casting goes "lol BB is jokes" for the umpteenth time. How do we expect anyone to take us seriously if the target audience for this game spreads hate for it? GG players need to realize that for another GG to come about, ASW needs to make money off of BB. Your efforts in preserving your game while harming this "shitty" one is directly impacting your chances for another GG game in a negative manner. I mean, sure, you can criticize it, but when every other loss to a Noel is followed with, "I hate this game," or "lawl 2D. Game's jokes," then that's how the outside world perceives our community to be. One big fucking joke. That said, I'd love to help in any manner I can in this new endeavor, whatever we decide to do. Although I am not a top player by any means, I can do rudimentary things, like type up summaries, consolidate information, etc. I also have a high-end PC, so if anyone ever needs to encode something big in 720p, I can also do that. I'm certain we all have the means to get something going, it's just a matter of enough people willing to muster the effort. Edit: Also, look at how many guests we have on the forums any given moment. There is interest, we just really need to capture it.
  18. My fucking god. Spark, so amazing. LK, second place is awesome, too. Glad you guys teamed up and took out Tokido, haha. Props to everyone getting Top 8 at EVO! We had like 37-38k viewers; hope that brings in new players! Looking forward to the scene a year from now. Hoping for new players and even more Japanese competing here. Couldn't ask for a better first impression of BB to a lot of people who have never seen it.
  19. Hi everyone! I've been playing around with Arakune since the update because I was already very familiar with the matchup, so I am acquainted with his playstyle. However, I have two questions about him. 1) I've gotten his bnb's pretty well, and as a result, I am very familiar with the C/D bugs. However, how do I pick up combos off of random A/B bugs? Also, how do I hitconfirm? For instance, when I'm doing a 2A/6A mixup, how do I guarantee that if I hit the opponent, I can hitconfirm into C/D bugs? It seems to me that you need the hitstun from the A bug to continue the combo, but how can I time the A bug in advance if I'm trying to hitconfirm? 2) Is it just me, or is Arakune's IAD very strange? I'm having trouble pulling off IAD j.4B. Thanks for your help!
  20. Yeah, this video. 6A gives super armor. No red flash for Tager and he didn't take any damage. And just look at the distance. Houtenjin obviously whiffed.
  21. He misses, but nice try.
  22. Not to offend you or anything, but don't expect to hit high-level play for a long, long time. So, picking an easy character for such an environment is pretty moot. Also, there isn't much meaning to "instinctive play". You try to read and react to opponents, not do things on instinct. So, whoever told you that is pretty stupid.
  23. Easy characters to get a hang of would probably be (in no particular order): Ragna, Jin, Bang, Tager, (and maybe) Makoto. Of those, I'd say the "rushdown" types would be Ragna, Bang, Makoto, and a little bit of Jin. He also has a bit of zoning to do.
  24. ...And it all makes sense now. I'm just be on my way, if you don't mind.
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