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Everything posted by FlyingVe
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Yeah, I downloaded Makoto. I'm not the biggest fan, alot of her stuff just felt wrong to me, and her drive is a bit stupid. I've only seen that 3 seconds of valk so I'm not gonna judge him yet.
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I don't know wether they changed the netcode, or they changed the game such that the old netcode doesn't work as well. Either way I have way more problems with CS online than CT. CT was pretty iffy at first too, but they patched it up in a couple weeks. In all likelyhood, ArkSys is too busy with the DLC characters to fix the netcode.
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I have a hard time seeing you as an Order Sol player for some reason. I was wondering what you thought of my other ideas for making Bang, Ragna, Hakumen, and Arakune better? Also, I hope our connection is solid, but alot of people who I used to have good connections with are pretty sketchy in CS. It doesn't help that there's more timing intensive stuff this time around.
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Truth. I hope they patch up the netcode soon. When it works its pretty good, but it's very inconsistent right now.
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I've said it before Arakune just plays solitaire. They need to find some way to force him to interact with the other player. As it stands playing vs Arakune is barely even like playing a fighting game. A radical way to do that would be to remove the clouds, and give him something more close range. That way he couldn't zone in the traditional sense, and would have to make use of his crappy pre-curse to get curse. It might be too extreme, but it would make pre-curse actually dangerous and force arakune to actually attempt an approach or mixup. Whatever they do, the clouds are the problem, and should probably be eliminated.
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It's not my strong suit. Blocking in general is much harder on the internet. I'm always surprised at how much I can IB when I really focus on it thought.
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Well, coming up with Drives is a bit hard (see Bang, Makoto). I kind of understand why Ragna's life gain is weak. Balancing powerful life gain would be really hard. Thankfully, there are other things that help define characters, but in some cases the drive seems like wasted effort. Hazama proves that there are still ideas out there. HIs drive is genius from a design standpoint.
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The biggest problem with her super is that it rewards stupid play just as much as solid play. Ragna could be improved (maybe) by reducing his health, greatly strengthening his life gain for each drive in the combo. For example say he starts with 10k health, but his life bar could hold 12k, and each D move would gain 15% more life than the last. Also, give him tools to optimize life gain if he chose. Makoto's drive would be better if there was a good reason to do anything but a level 3. Bang's drive is out of character. Its kind of like haku's counter but unpunishable. I think he needs a whole new drive. A teleport would fit the ninja theme. Of course he would need a new way to get seals. Haku's drive is fine but fairly irrelevant in CS. It could be made immediately more relevant if they designed the character so that he would actually be defensive (like in CT). In CS is basically a zoner.
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I said that too, but then they came up with Hazama. The character needs some tweaks, but his drive is a little bit genius. The drive should be the character's defining characteristic. A few characters don't follow this rule, and I think they should be tweaked to make their drives more important. Ragna, the fact that he gains life is irrelevant; Makoto, it's just a heavy attack that you must play a mini-game to use; Bang, his drive is dumb, gimmicky, and doesn't fit the character at all; Hakumen, thanks to his new pokes, his counter is much less important.
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*shrug* I'll wait and see how he plays, but right now his drive seems pretty gimmicky. Just adding another attack with a cool effect or stupid gimmick (ala. Makoto and Ragna) isn't really a drive. There's a reason it's called drive and not Hard Slash.
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At least for the important moves. There's no real need to know say... the recovery on ID, the knowledge that it's bad is good enough. I like numbers more than other players, so I learned the data on all the pokes and combo enders.
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Click "Guides" at the top of the site. I think all the data is there. Much of the stuff for Mu and Makoto is still being worked out.
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SD assumes that the attack hits on the first possible active frame, but it is possible to hit with a later active frame. This is called hitting meaty. The usually occurs on wakeup where an opponent techs into an attack. In the case of Ragna's 5B it has 8 active frames and an SD of -7. This is only true if you hit with the first of the 8 frames. If you were to hit with the 2nd, you would inflict the same guard stun, but the move would be one frame closer to completion. This effectively makes the move -6. There are other factors that affect guard stun as well. Barrier adds one frame of guard stun, and IBing reduces it by 5 on the ground and 10 in the air.