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Everything posted by Klaige
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Marvel had depth and years and years and years of progression before getting to that state. New glitches, exploits, team options, and other things allowed players to travel deep down the rabbit hole. The reason it still gets played is because there is so much depth in the offensive game that it allows players to have fun even while dealing with the lack of balance. Blazblue doesn't have this. It's depth pool is shallow and simple, it's like riding a train down the tracks and there are no curves to be found. It's straight-forward and has a plethora of design problems that make it a much worse game than the one it is slowly trying to "replace". Easy ass top tier characters can be overcome in some games when there is enough depth and variance in the options of playstyle to create new ideas, this won't happen in Blazblue, what you see is what you get.
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Fair enough, but without it blazblue will be dead and without players in a year because it's fundamentally a bad game. So what would you prefer, an attempt to make it a long lasting game, or keeping you head buried in the sand and waiting for everyone with a brain to stop playing because the game is sorely under the average for a competitive fighter.
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This statement alone shows one of two options: A: You are a troll B: You are an idiot. The game IS BROKEN with a horde of bad design choices and mechanics that make no goddamn sense. The throw game, the jump game, and the penaltys are all in bad bad shape and need working. The top 3 are the very definition of broken by nature. Their designs are broken, they're ability to play the game by themselves with no consequences is broken. Arakune is arguably one of the most busted characters i have seen in a "competitive" fighter in a long time. The game gets these criticisms because they are fair, and they are deserved. When a game is lightyears behind it's predecessor in terms of balance, gameplay, and general system mechanics, then it's going to be criticized and calls are going to be made to make a better game. There is a massive difference between these discussions and the Smash community's self made issues. Guilty gear never required anyone to make up specific sets of rules or special ideas to get a competitive game. You take the arcade version, you play. Don't lump in other horseshit issues with such gross generalizations. Seriously, have you even played Blazblue? Just curious.
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Yep, this fight sucks balls, theres no two ways around it. A combination of nerfs to anji that were extremely good against axl (5h and 6H autoguard, lack of easy guard building strings) and buffs to axl (2 hits on most normals now, fake unblockable baits, etc) make this matchup back to the old days where Anji has to be either extremely stronger than the axl, or get some luck on his side. Easily 6.5-3.5, maybe worse.
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This is really a skewed view based on a lot of factors: 1. You can only have one character on a team. 2. There's no way to factor in a dead weight character (its entirely possible that say a potemp got to top 8 without ever winning a game for his team) 3. The team setup encourages variety in both character style and matchup coverage. A charcter like potemkin is amazing on a team, because you have a high chance to pick a favorable matchup for him, by the same token, you can try to hide characters from their bad matchups. I think SBO results are a nice primer to tier theory and possible balance, but you really can't put a lot of stock into what characters made it to the top 8 as an argument for or against balance.
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i don't know why these things surprise everyone so much, the Fuujin guessing game has never really been good. Even in slash where regular rin was insanely strong, the guessing game was still a risk against a lot of characters. Simply put, you don't want fuujin to get blocked, it's bad, very very bad. You have to know how to play the guessing follow up game to cover yourself when it is blocked, but you should never be basing your offense around getting them to fall for the fuujin guessing game. The problem is, in the course of attempting Anji's usual risk/reward game, you will have to try and use fuujin, and inevitably, use the follow up guessing game. This is just one of the joys of playing anji in AC. Don't put too much thought into fuujin follow ups. Just know what the opponents character can do against them, and which ones they easily punish. Use this knowledge to play the guessing game to the best of your ability when you are forced too. Keep in mind also, doing nothing after fuujin is a perfectly legit option, especially against patient players who like to react and punish.
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mohora mode is cheap, but drunk mohora is the CHEAPEST!!! Evo proved this, holy shit!
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I'm not saying it's unwinnable...but im saying the may has to commit to a style of impatience and mistakes to give Anji the opening. Is it a gauranteed 8-2, probably not....but it's not too far from it. May's only reason to give Anji a chance in this fight is a lack of patience.
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So just because some people know they have an extremely difficult matchup you assume they're crying over big damage? Sound logic there. May Vs I-no and Anji are matchups that border on 8-2. It goes far and away beyond the damage she can do, and has much more to do with the fact that may has basic setups and decisions that completely shut down their entire game. Speaking from experience I know that Anji almost has to get lucky in this fight, or the may has to be playing overly risky and make a rather dumb mistake. At any given time may can place hoop and stand under it, Anji has no response to this, I mean none, zero, his options all get stuffed by 5H, or by block and the oncoming punish. She also does a very good job at shutting down one of his strengths, which is the air game. J.H for anji like most characters is really hard to deal with. J.D can beat it positionally but the risk reward is retardedly in may's favor. If may hits one combo in this match and gets a life lead she's free to sit back and watch anji struggle to come in. The same does not hold true for Anji, who has to commit to his offense and stay on top of may with no mistakes to take the round. I know everyone want's to pretend AC is this perfect world game where no over the top matchups exist, but anyone who says that is fooling themselves, because they haven't played every matchup at a high level. I'll admit some matchups get blown out of proportion because they require such a different approach that at first it seems like it's an 8-2 or 9-1 uphill battle (Anji Vs. jam is a perfect example of this). But you are fooling yourself if you think there aren't matchups that border between 7-3 and 8-2 in this game.
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mostly online, however im not including games that were wrecked by lag in this little rant of mine. i dont get upset if input lag jacked up my execution
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Ok, so maybe i'm just learning bb slow, or maybe i've forgotten how to fucking play fighters but jesus christ. I'm definatly not a top player, but i've played guilty for 6 years, i can hold my own with top players just fine, but for the last 5 days it's like nothing i do is right. Is this just part of the process of learning Litchi?? I can handle the combos well enough that if i open someone up they are almost always going ot the corner, I have the basics of the corner mixup down, but jesus christ half the time it's like i struggle like mad to even land a hit on someone, or by the time i do i've ran into so much basic bullshit than i'm down to pixels. Every mediocre ragna, jin, bang, hakumen, you name it i run into, i just get wrecked. I've tried to be disciplined and not jump around like crazy, to try and bait and punish but good god i just suck at it with this character it seems like. Did any of the people who've actually had access to the game for the past 8 months hit this same wall? Do you just have to eat a lot of beatings before you figure out how to actually play Litchi properly? I just dont get how to run the spacing, play the ground game, and open people up. I'm really frustraited because I know i should be playing better than this, and not losing to players who bring the most basic game to the table. Advice, lecture, anything? Anyone?
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If you're losing to litchi you aren't mashing D hard enough, seriously, she has no safe way in this fight. I don't know how any Nu could struggle that hard with this.
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What you might be seeing is litchi's starting the basic corner oki (knockdown in corner, call staff, 6c, tsubame, 6c, repeat and then the downed player missing a tech. Just a thought.
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GB - if you get close to the corner you could do a standard juggle into tsubame after 236c there. I.e. 236c. B, J.b, j.c. jc, j.d, falling j.c, land, 6c tsubame 6c.
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So maybe i'm an idiot and just don't know how to block or punish yet, but i keep getting uprooted by bangs that aren't doing anything special.... just shit i can't stop. Are the auto-guards safe for him on block, what is punishable, how do I deal with the general fight. Right now i try to play runaway while they waste shuriken but beyond that i don't know what the hell to do in this fight. Help a scrub out please.
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Even a blind squirrel finds a nut once in awhile. i still see why that match is 8-2. p.s. flukes happen. p.s.s. no one cares about ac tiers anymore.
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The band is VNV Nation, when it was all said and done with shipping it ended up being 315.
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Thanks Ghaleon, it took me a long time to decide on a color scheme but I am really digging the way it came out. The wires are in fact just zip ties, theres 2 usbs (PS3 and 360) and a PS2 cable coming out so Kaytrim was cool enough to zip em up for me. Coincidentally the artwork is cover art from my favorite band, just for shits I sent them the picture and they asked to post it up on their myspace, so i feel pretty good getting approval on the art from the source haha. Seriously if anyone is looking for a multi-system stick and you are willing to pay the extra dollar for supreme quality, look up Kaytrim's Kustom's he is honestly the nicest and most thurough stick maker i have ever worked with.
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My new stick that just got finished up yesterday by Kaytrim's Kustoms. Poplar Hand Cut Case, Painted Black Sanwa JLF Sanwa Buttons 360 and MC Cthulu Board Kaytrim is an absolute master at his craft, I can barely wait to get this thing in the mail in the next couple of days.
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Might work as a shenanigan once or twice, but then baiken is just going to wait til the 6H finishes and punish the shit out of you for it. I'd use it sparingly.
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....jesus christ really....this thread has contracted down syndrome.
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I spent a shitton of time doing an advanced guide in slash, it takes a longass time and honestly it wasn't even that great because by the time i finished it, some of the strats were getting outdated. Not to mention there isn't a ton of traffic on this forum these day's. Rightfully so, blazblue is around the corner, and Anji is difficult to win with in AC with retarded amounts of playtime and matchup knowledge. I'd take some time and lay out some stuff, but i just don't play AC a ton these days, and there are probably people out there who can bust some better ideas than I can for you. I'll try to think of something i can write up if i get some free time over the holiday.
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It's AC, it's fine.
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This is a very good point, it's a different type of mixup, you force a guess and attempt to punish for that guess. The mixup is more of a 2nd generation style now, if someone wants to ib and backdash, you can usually slow that down with immediate HS fuujin after butterfly. When that option becomes less desireable, your opponent may try something else, and open up a different option to punish or mix up.
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You've then committed yourself to the standard run up okizeme, which granted offers lots of option, but that motion also takes away your option to either IAD (youll be too far forward by the time you react and just IAd over their head), or use a tight pressure string such as butterfly (6s). If you are doing a properly spaced oki, you will be able to start your dash before the first hit and transformation of the butterfly, it's not by much but it's a few frames and with butterfly having increased recovery you better be on top of your string. If you are going for the double butterfly the natural motion of buffering the negative edge and attempting to buffer the dash will delay you by a frame or two, and that might be all it takes to give someone an escape option. In the end it's over complicating something with a more difficult motion, and difficult execution timing for a technique that isn't really any better than just doing standard butterfly oki. It looks flashy, it can make potemkin sweat because of his massive hitbox, but you really aren't getting a real reward for all your extra effort. Butterfly doesn't jack guard gauge anymore, you really only gain some style points, and a little bit of panic from your opponent if you pull it off.