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Nobus3r1

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Everything posted by Nobus3r1

  1. From a match I pulled off of PSN it looks like J2C clashes with Inferno Divider. Might be useful regarding aerial approaches.
  2. PSN: Nobus3r1 Location: Maryland (East Coast) Currently working on Makoto to replace Tager so until the former is "ready" people are going to be stuck with a progressively worsening latter. -_-
  3. You might want to look into the Hori Fighting Commander 3. It's gotten pretty solid reviews and aside from a minor design issue that makes using macros in SF4 a bit of an issue (the closest shoulder buttons in R1 and R2 are the same ones as on the front of the controller) it looks good. It's also wired which is generally a good thing for tournaments though maybe not so good for home use.
  4. Since the organization of this thread blows some of these might be repeats but here's a Youtube accounts that has seventy something uploads with ~ half of them being Galileo CT videos: http://www.youtube.com/user/Potemuki
  5. On the other hand AI never ragequits on you. Also an FYI in score attack backdash 360B gets Arakune every time as for some reason he opens with the same thing against Tager every round of every match <- that's some suspect programming IMO.
  6. What about instead of two threads we simply had it so that all the videos where edited into the first post (and sorted by matchup) of this thread and then leave the rest of the thread for discussion?
  7. Do we have a list of HP and Guard Primers points for each character yet?
  8. Do you know how much magnetism Gadget Finger adds?
  9. It seemed like if anyone could actually build Tager IRL it would have been him. Power of science indeed.

  10. Well maybe you won't...
  11. Almost always up for matches. Will check friend requests when I get home from work.

  12. Except for Carl I agree with you. That matchup might as well be listed a 0-10 due to aforementioned act of God that it would take for Tager to win.
  13. Good games tonight. Later.

  14. Actually the easiest way I figured out the difference where in practice mode where you can rely on one of two things: 1) Set it to display damage and then get used to the motions that results in 750 damage and the motion that results in 950 damage. 2) Characters (or at least Noel, my default training dummy ) make different sounds when hit by the different versions of GH. Listen for that.
  15. I agree with everything you've said except #3. IMO until a system is implemented wherein rank is actually reflective of skill (i.e. there's some punishment for losing) then I would switch it around because it's a lot easier to grind through dozens of ranked matches in relatively short order whereas if you're in a 6 person room you're going to be playing fewer matches in the same amount of time. It's all about repetitions. About the only exception I would make would be if you had a room of people you knew with exemplary connection speeds such that voice chat wouldn't lag the matches and thus constructive criticism could be offered after each match.
  16. As someone transitioning from Tager to Ragna I would say that getting really good at throw breaking is an excellent way to stop Tager as if you look in the Tager forum a disproportionate number of his combos start with a basic grab. I know when I was playing Tager against Ragna (or any of the other really fast characters) them throw breaking was usually one of the main factors in lopsided rounds. I would also (don't remember seeing this mentioned) recommend against air dashing if you're magnetized as even if you don't get hit with the drive move you're going to go flying all over the screen as sometimes it seems like the game has a hard time figuring out where you should land.
  17. Well at least it's nice to know that BlazBlue's writers have no issue going all X-Men on us.
  18. Yeah, the no Up recovery and no jumping would be a huge liability. This question sort of formed for me last night when I thought I broke my arcade stick (or at least had jerked on the stick hard enough to disconnect something) and I disassembled it looking for the problem. Mostly I think you're correct but a part of me thinks that the game might go "What happened to 7,8,9?" and then fill in the blanks and this was what I was curious for someone to test.
  19. This may be a strange question but I was wondering if on an arcade stick (one that used wires to each directional input instead of a wiring harness) it would be possible to disconnect the 'Up' input and still have the game register a 720 input? Not that this, if viable, would necessarily be a good idea, I am mostly just curious if it would work. In this case one method of recovery and the ability to jump would be sacrificed for a standing 720.
  20. I hope this is the right place to post this. So I started with a Hori PS3 Fighting Stick. I have more or less followed these directions (except I'm using Seimitsu parts not Sanwa parts). I have run into a bit of an issue with the stick I'm using (Seimitsu LS-32-01). Now as you all can see from the picture in the directions and the picture of the Seimitsu stick the colors on the respective wiring harnesses aren't the same. The Sanwa goes from top to bottom red, orange, yellow, green and black. While the Seimitsu goes yellow, red, black, green and orange. So my questions are as follows: 1) Should as based on the directions above the wiring harness orient the same way regardless of whether it's the Sanwa or Seimitsu? 2) Which colored wires in the Seimitsu are what (up, down, left, right, ground) and where should they be soldered? Thanks.
  21. OK, here's another (likely less than relevant AKA stupid) question: Has anyone noticed that (and I'm 99% sure I saw this right) if you do his j.D too close to the ground that it doesn't do the whole move animation in that the proper sound effect goes off but there's no move executed? Is this a bug? Am I seeing things? Is there any strategy that people can think of with this?
  22. I remember someone a few days ago mentioning a frustrating match again Litchi wherein the Litchi player got a slight life edge and then spent the rest of the round running away. The more I think about it this seems like a very valid strategy for Litchi, Noel, Bang and Tao against Tager (Rachel should probably be on that list too except she doesn't really need help with the matchup ). I'm just wondering what people's thoughts are on this.
  23. ~1 week into using the octagonal gate and I can say that it has made a big difference and probably not in the way that you would think. Yes, being able to feel the angles does make Voltic Charge and Atomic Collider easier to execute (at least for me). However I've found the biggest help being that I can now more easily hear where the joystick is positioned. As with a square gate there where fewer clicking noises when executing a move so outside of training mode (with the feature that shows button presses turned on) if I fucked up it wasn't always obvious what I had missed. Whereas now it's easier to figure out as each move should have a certain number of clicks (I also realize that this probably isn't the best thing to rely on long term for reliability of execution) and if you hear more or fewer than you're supposed to then you messed up. Baby steps.
  24. I think we should coordinate with the 'Carl' sub-forum as right now he is easily the scarcest character online (and probably with good reason: clap loop + lag = fail). In ~130 matches I've played 1 Carl. This obviously makes it a really hard matchup to practice (insert blinding flash of the obvious).
  25. Fair enough. I'm currently in the process of transitioning from Noel to Tager. So far as I mentioned in the "Grip" thread I find that wine glass worked for Noel whereas monkey grip has worked better for Tager. The impetus for this thread was that when I first got Blazblue I picked up the Hori Fighting Stick 3 and I hated it. My first instinct was to take it apart and then pick up the SFIV TE as insurance in case I screwed up the Fighting Stick 3. I am optimistic that when I get home from work that a Sanwa octagonal gate will be in my mailbox and then I'll figure out if for Tager whether execution is easier with that or the standard square gate. Right now I know my main issue is that while the execution of a single move is fine when the time comes to string together a combo things start to fall apart. I'm fairly certain that the solution to that issue is to practice more.
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