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Everything posted by hakimiru
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There's still a bit of uncertainty, but the current conclusion seems to be that Dia form Supra does have head invuln after all. No info about invuln startup or Luna form version yet though. And it's looking like Luna Gravity throw invuln has a longer startup than in EX. People are noting that it's easier to get thrown out of it before the invuln kicks in, making it less usable as throw bait.
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Sorry for the lack of presence, been a little busy recently >_< I'll be passing on Salt Mines since I don't play anything there, but hope you all have fun~ See you guys next week maybe. -
Oh, I see. That must've just been the OD versions then. Also, I had been under the impression that you couldn't air parser after a crescent cancel, but looking at the recent vids that doesn't seem to be the case. Glad to see that's another option~
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Not sure if these are already known, but a few interesting things from jbbs: After a corner combo Supra ender, you can do 3C>Ground Calamity for extra damage. The minimum damage on ground Calamity is low and looks to be only around 500 though, so they're saying it might be better just to do 6A Air Calamity instead of Supra. (Although this sort of puzzles me, since weren't they saying min damage was same on both Calamities a while back?) If someone is in gravity, you can do Dia Sickle>FL>5DD~ even from midscreen. 5D starter to aerial swords does ~3000. And apparently the timing is very hard, but you can do Dia 3C>Sickle>FL>5D from midscreen too, with no gravity needed. They don't mention it, but I'd imagine it's char-specific.
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Last I heard it doesn't seem to have any invincibility at all :< Mainly just used in combos for it's long untechable time.
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Honestly, if it's just us I'd rather not, since it feels like a waste of your time. I mean, you go all the way over and you get two choices: 1. Play BB with 1 person who's not even that good. 2. Play some other game with a larger, more talented pool. Obviously, you'd get a lot more out of #2, so I think that would be better. Plus, I'd feel guilty dragging you away from that. -
[CP] News & Gameplay Discussion (Old)
hakimiru replied to kosmos badgirl's topic in BlazBlue Gameplay
Don't give them any ideas D: -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
I'll go if there's BB~ Same goes for Winter Game Fest, although there doesn't seem to be much info out yet. -
San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
I'm afraid I'm not, since I don't play any of the games =/ Have fun over the holidays everyone! -
jbbs investigation on OD duration: For Nu, we're looking at roughly (canceling into OD decreases duration by about half) 100% Health: 3 seconds 50% Health: 7 seconds 10% Health?:12 seconds Also, an investigation on combo times from the Ragna forum (Nu times might be different, but probably follow the same trend): Period until untechable time starts being reduced for various starters A series: ~5 seconds (6A ~7 seconds) B series: ~7 seconds C series: ~7 seconds (2C and 6C untested) D series: ~7 seconds (5D and 2D untested) Throw: ~5 seconds (Back/air throws untested) These are times until untechable time reduction starts kicking in, so you can still use moves with long untechable times to forcefully extend combos after this duration. Untechable time seems to be forced to 0 after a longer period of time passes.
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Oh, glad to see it wasn't anything official then. I thought I was just derping really hard :v
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Question for you guys since I've been wondering for a while...are there official English names for CP moves listed somewhere that I don't know about? I've noticed that everyone seems to call the move "Grand Punish", which would be written as "グランドパニッシュ", but it's called "グレンパニッシュ", or "Guren Punish" (with Guren here probably meaning Crimson), which is why I kept calling it that (and embarassing myself).
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Based on current tech, the consensus seems to be that you can't follow up ground version even off ch without RC.
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San Diego's thread of meetups every Friday Night at SD Saltmines
hakimiru replied to shtkn's topic in West Coast
Sounds nice? Interested in seeing how this pans out. And a little late, but I'll be there tonight~ -
Quick and dirty translation. Sorry for the quality, need to go so I'm in a bit of hurry >_<
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Just popping in to say I haven't abandoned thread (although I have been slacking off recently >w>), there's just nothing of note recently on the jbbs. Mostly people talking about the match videos, etc, but if you've been watching it's all stuff that's already known. Also, that Carl name in the video thread ...best reference X3
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Sorry, I don't know. No one on jbbs has said anything about it. I double-checked, and I do have it transcribed correctly. Minimum damage seems to be in the 600~900 range, so probably not just you. New posts, up to #376:
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Here's the rest of it for tonight, up to post 307~ Caught up! Not sure how useful the information is though, since it's mostly combos.
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Sorry for the lack of updates, busy day at work today >_< Not quite caught up yet, but posts up to 273 for now:
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jbbs update, up to post 541:
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Stuff up to post 166: Also, there's some conflicting information, but for now it seems like both hits of 6B can cancel into D, and it gatlings into 6C? I think...
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Quick update before I have to go, I'll catch up once I get home~ (Up to post 97)
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Game is out, and the Mu boards are starting up! Sorry for the messy format, I'm listing information as it comes >_< (And I don't know Mu, so I apologize if something is confusing). Information from posts up to 80:
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Posts from jbbs up to #507: (Mostly combo development) Edit: Also, Mu has Lambda colors so someone was joking about Lambda coming back :v Edit2: And before I forget, jbbs ascii from a while back X3
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Looking at the most recent video, constantly canceling into FL seems to be pretty confusing for the recieving side (and the doing side too I suppose, but probably less so) due to all the move property changes. I have a feeling it'll be quite a while before I'm able to combo well from any form...