-
Posts
138 -
Joined
-
Last visited
About nstalkie
- Birthday 10/21/1977
Other Info
-
Location
Belgium
-
PSN
nstalkie
-
Zidane
-
With Venom himself, you can hit him with a stinger aim after blocking the first barrage of 4 balls
-
Antaiseito reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
-
[Xrd] News & (Theoretical) Gameplay Discussion
nstalkie replied to Shinjin's topic in Guilty Gear General
On PS3: while not sitting on a seat at the cabinet itself: press triangle to go into the menu -> Change Character. -
[Xrd] News & (Theoretical) Gameplay Discussion
nstalkie replied to Shinjin's topic in Guilty Gear General
Does anyone else experience this: the sound in prerendered cutscenes is heavily distorted on my PS3. This is the download version from the Japanese store. I don't have any issues with scenes ingame or rendered cutscenes like arcade mode opening movies. The problem occurs when watching for example the trailers, arcade ver opening, arcade ver common ending, TGS trailer. It also happens when the arcade ver common ending is played during endings. I tried re-installing already. My ps3 is a super slim. -
On the contrary. The more complete information is, the better.
-
S = Slash HS = Hard Slash D = Dust This is what was meant. It's why I prefer to write it fully eventhough it takes more time (aka: j.S > j.HS > j.D )
-
When I do a c.S > IAD > j.S > j.HS > j.D, I frequently get that the j.HS whiffs. Any tips on making it not whiff? Am I doing j.S too early / too late? Edit: nevermind, found it in the combo thread: General execution tips: When doing one of his combos that requires a jump cancel into immediate airdash(8 66), input 8 on the move you want to jump cancel, and react to Venom leaving the ground to do the airdash. This gives you the timing for 8 66 which can only be described as an awkward delay. Unless, this is not why the j.HS misses? I do get the airdash. I'll try this method when I get home from work.
-
http://www.dustloop.com/forums/index.php?/topic/6188-cp-hazama-combo-theory-discussion-thread/ already the 4th post asks pretty much the same question as you yourself did look also further in the thread for when the 1.1 combos start because the combos in the beginning of the thread are for 1.0. Your question probably should have been a post in that thread instead of it's own topic. Yeah the j.C * 4 > 5C part won't work anymore in 1.1 Actually, I think it IS confusing for new players that the combos listed when you open the combo threads start with 1.0 combos that are not valid anymore, when you read beginnings of threads it applies to 1.0 instead of 1.1 etc... a cleanup or archive is maybe not a bad idea.
-
Guilty gear vs blazblue - What's the difference?
nstalkie replied to cp24eva's topic in Beginner Mode
There are many differences. It's almost like asking what the differences are between MK9 and SFIV. (though BB and GG DO have more things in common with each other) GG = +R here. I don't have experience playing Xrd, nor have I studied its system. - GG uses 5 buttons, BB uses 4 buttons. - Throw in BB is 2 buttons, 1 button in GG - In GG, the meter you use for "Barrier Blocking" is not a separate meter like in BB. It's called Faultless Defense and drains your normal meter which is also used for supers (i know it's not called supers ... but hey, they are supers ). - In GG, you don't have the wakeup options like in BB (forward roll etc...). (Exception: Robo-Ky has a delayed wakeup mechanic). The oki (wakeup) game in GG is much stronger as a result. (a very important difference). Wakeup times are different between characters in GG. - In GG, the ability to instant kill is activated by entering a special mode as opposed to relying on things like last round, health < X % etc... - Inputs for things like "Barrier block", "Burst" are different in the 2 games. - Gold burst gives you 100% meter in GG if it hits, in BB Gold burst doesn't really exist anymore with the overdrive system. - FRCs are a kind of rapid cancel that have to be timed strictly and only cost 25% meter, they don't exist in BB. - Slashbacks do not exist in BB (think 3rd strike "parry", Makoto's parry is not the same as a slashback.) - Force breaks do not really exist in BB (although some characters like Jin have moves that cost 25% meter, in GG every character has moves like that, usually (always?) based upon existing moves. Think EX moves from SF). - you cannot hold buttons to tech in GG (you could also not do this in previous installments of BB, but you can in CP). - you can be thrown out of bursts in GG - In GG characters cannot double jump after a super jump unless you use a special technique called jump install. - There are moves that Stun and can be mashed out of in GG - No guard gauge in BB There are more differences, but these are the differences that came to mind immediately. Basically they are 2 different games. Playing one will give you a slight edge when learning the other (such as knowing to use Barrier against ground attacks that are air unblockable), however you should treat them as different games. For general differences I'd say: - GG has gameplay more concentrated on knockdowns into oki - GG gameplay is faster than BB - Combos in general tend to be smaller in GG - in GG super meter is used for a lot more things - out of the 2 games, I'd say GG is the harder one to learn at a high level. -
It's normal man, everyone has been through this. Blazblue's online is pretty good fortunately and the combos are certainly doable online. I found marvel's online to be really bad (only played vanilla mvc3, and only for a couple of weeks). For the 623D > 632146C, I just gave it as an example for an input you can do slowly, it's not really a combo you'll see people use much like that in actual matches. It's a part of quite a few combos though (and you won't have to worry about spacing in those ones, once you correctly started them: example: 214D~C > dash 6C > dash 5C > 2C > 6D~A > 4D~A > j.4D~A > 236D > 632146C). Edit: this combo may be a little difficult if you are starting out, but can be made easier by only doing ... > 6D~A > 236D > 632146C, you'll want to learn that full sequence of chains some time though. Edit 2: another combo where you can use 623D into that super in a realistic way is forward throw > 623D > 632146C. To land the 623D after 236236D, yes, you need the backdash. PS: my own problem with 236D coming out sometimes instead of 623D was that i sometimes got an extra 4 input when inputting from the right side.
-
So, it turns out .. I don't know how to BlazBlue.
nstalkie replied to Onilink's topic in BlazBlue Gameplay
Did you ask your friend what he thinks you are doing wrong? Maybe you are doing something which he is always punishing without you realising it. Maybe you are trying to punish something from him at a bad moment or try to mash at bad times. Your friend probably knows better than us why he's winning and you are not. As to how to get better at the neutral game, it's probably best to take that to the character specific forums. losing 9 times in a row ain't too bad. I think I lost 900 times in a row back in the day against Blood Gemini LOL (and I bet I still would if we would play each other again). Ever since CP I've been on a bad losing streak too, but nothing that rivals the CT days where I lost 50 times in a row before clutching out my first victory (playing in Europe at US release date against people from a GG background with me never having played airdashers was painful) -
You are not alone. Many people have execution problems. I myself am quite bad at execution. Friends of mine are sometimes impressed by what I can do, but what they don't see is the hours I have spent in training mode in order to pull it off with any kind of consistency. That's the key here: grinding it out! To give an actual real example: I noticed yesterday that I was getting 236D instead of 623D from the right side a few times with Hazama. I didn't have this problem before the patch (haven't really been playing much since the patch, haven't went into training mode properly yet). So what will I do tonight? Try to figure out why it's happening in training mode. I bet it's something like i'm holding 6 too long and i'm doing something like [6]236D ( [X] = the notation for holding a direction). Seems like maybe you are having the same problem as me? General execution advice: always make sure to do combos exactly as shown in the video/combolist you are using. The combo may work differently on different characters or may just not be possible from certain starter moves. For longer combos, split them up into distinct parts. Try to train parts separately and combine them once you feel confident in both parts. Hazama is a bit tricky combo-wise. The dash links etc... they are all timing based, it's something you need to develop a feel for. It's tricky at first, but I'm sure after a while you'll get the hang of it. If the dash doesn't come out, you are doing them too early. Speed of input matters for some things, not for others, so it's difficult to say without going into specific combos. Timing matters quite a bit in his combos. Examples: 5B 3C 214D~A: basic combo, just input it quickly. Anti Air 623D 632146C: that distortion (super) can be inputted slowly. No need to input it very quickly. People have always been amazed at how slowly I input the super in these situations. Timing for when it needs to be done has been made very lenient in the patch too. If it doesn't come out: you are doing it too quickly. 5B 3C 214D~66B dash 5A etc... : the 214D~66B is a very fast input, you basically have to hit them with it before they touch the ground as high up as possible. The dash afterwards is a specific timing. Do it too soon and it won't come out. Do it too late and it won't combo. The 5A is inputted during the dash. Have to be careful not to input 6A ! (some people do 664A in order to do a dash A to prevent that). This is not an easy "beginner" combo! if you post specific combos and what exactly your problems are with them, it will be easier to help you I think. Maybe the combos you are trying are just some of the harder ones. PS: mvc3 and soul calibur are quite easy combowise IMHO (except for some specific characters .. alpha patroklos comes to mind).
-
Red Reaper reacted to a post in a topic:
[CP] Hazama Combo Theory Discussion Thread
-
Yes, you need the charged version.
-
I have another one, but they really belong in the video thread: https://www.youtube.com/watch?v=tmuQxaopU2s
-
Great idea.