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Everything posted by confusedxphreak
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[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
confusedxphreak replied to DC's topic in Archive
From videos I watched, regular AT hit just causes regular hitstun. I believe it gives Noel enough time to reset pressure after she recovers though, so I can't complain. As for a AT CH, I saw it wallbounce while she was in OD mode, so I'm not sure if it'll wallbounce outside of OD. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
confusedxphreak replied to DC's topic in Archive
http://www.youtube.com/watch?v=NujJ0-C7BSI&t=0m55s -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
confusedxphreak replied to DC's topic in Archive
http://www.youtube.com/watch?v=NujJ0-C7BSI Noel's astral works on throws. Cool beans. :] This video shows some interesting combo potential, including a Crush Trigger combo. On a random note, I'm really loving that green palette. :D Since Noel lost her 6B>6C link and I suck at hit-confirming a 3C straight from 6B, I'm glad that Noel has the 6B>5D link now. I know entering drive on a blocking opponent is never safe, but at least doing 6B>5D>236C seems safer than a failed 6B>3C. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
confusedxphreak replied to DC's topic in Archive
http://www.nicovideo.jp/watch/sm19433167 I don't know if the full properties of her 4D and d.4D are known, but at about 1:36, Noel's d.4D CH doesn't float on hit on a standing opponent. Also in the same video, at about 2:35, Spring Raid either has VERY little start-up or some invincibility? ALSO at 2:56, was that a dash cancel after the finishing j.C or just a very quick dash? The text blocked her after she landed. *_* 4D CH can be followed up by d.2D as seen at 7:35. On another note, only one of the two hits of d.5B causes wall bounce? In that same combo after the 4D CH, d.5B didn't wall bounce. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
confusedxphreak replied to DC's topic in Archive
OB CH does not knock down. Its just results in longer hitstun. Also, does anyone know if Noel's d.2D will connect after a 4D? It will be really sad if Noel can only follow-up 4D with Spring Raid... -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
confusedxphreak replied to DC's topic in Archive
I actually thought Noel's j.2C had potential in the corner as a air combo ender since she can follow-up after a confirm hit, but she flies so far back after the shot that I don't even know if she can recover quick enough to continue pressure. :/ -
[CP] News & Gameplay Discussion (Old)
confusedxphreak replied to kosmos badgirl's topic in BlazBlue Gameplay
Can she follow-up after a whiffed or blocked j.2C though? I only saw the Noel use moves after the j.2C connected. o.o -
[CP] News & Gameplay Discussion (Old)
confusedxphreak replied to kosmos badgirl's topic in BlazBlue Gameplay
I'm pretty sure this Noel player doesn't play BB seriously at all. No grasp of the fundamentals. lol. The person sure knows how to mash that C and D though. Still got to see some of Noel's move properties though, so watching wasn't a COMPLETE waste. -
[CP] Noel Vermillion Loketest Changes Thread
confusedxphreak replied to Litherain-XIII's topic in Archive
It's great that her BnB's off a 6A can deal some decent damage mid-screen. I watched MANY, MANY hours of the stream last night and most characters were only dealing 2k tops on mid-screen damage. Of course this is only 1st day footage, so who knows how this will pan out. I wish I caught some new stuffs from the stream, but Noel was the only character I did not see in the stream. ORL -
BlazBlue Official Art Thread and Directory
confusedxphreak replied to Chaoschao222's topic in Zepp Museum
For BB, the big picture on the back is just the logo, but I'll take a picture if you want me to. -
BlazBlue Official Art Thread and Directory
confusedxphreak replied to Chaoschao222's topic in Zepp Museum
This is me replying to a VERY old post, but they gave out all of these cards as a special for doing a stamp rally at the ArcSys booth. All the cards were stored in a mini binder notebook. I spent a few hours at the booth collecting all the stamps, so I fortunately was able to get the binder. They also gave out individual cards to whoever tried out the games, so the cards were everywhere. If anyone wants clearer pictures of any of the cards or any BB:CP or GG products from TGS, please feel free to ask me. -
[CP] News & Gameplay Discussion (Old)
confusedxphreak replied to kosmos badgirl's topic in BlazBlue Gameplay
I've had the stream tab opened for a couple of hours now. Sorely saddened by the fact that no one has used Noel yet. Heck, Noel didn't even come up as a CPU character. D: -
[CP] Noel Vermillion Loketest Changes Thread
confusedxphreak replied to Litherain-XIII's topic in Archive
I just got back from TGS, and unfortunately, I was not able to confirm most of what you wanted me to check up on. @.@ There were way too many people in line because Arc was doing a giveaway to people who tried out all their games and I was paired up with someone who mashed and didn't really let me try anything out. I did note some stuffs from my match and from watching others though, so I'll list them out. I tried to sneak in some recording, but I got reprimanded. lol. -5A>6A CH works, but I believe 5A>6A does not. I cannot confirm 100% because my opponent mashed, but I don't think I connected any 6A's from 5A w/o CH. -Chamber Shot's range is not that great. The blast radius is probably similar to that of 5C's blast. I wouldn't use it as an AA. -Her AH has the same start-up animation as her old AH. She projects a small version of her crest at the barrel of Bolverk.The person who used it missed, so I don't know the properties of the counter, but the active frames last like a typical DD counter. -6A>6C(1)>6B>22BC works. I don't know if this works on all characters, but it works on Litchi. -Corner BT>Fenrir still does not work -22B(xn)C>dash cancel timing is really awkward. Maybe its just different from CSE. :/ There is probably some stuff I'm missing, so you can ask me to clarify some stuffs and maybe I can recall something. o.o Sorry I wasn't able to get much. -
[CP] Noel Vermillion Loketest Changes Thread
confusedxphreak replied to Litherain-XIII's topic in Archive
I'll be going to TGS tomorrow, so if there's anything you would like me to confirm or check up on, let me know ASAP and I'll report back. -
[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344259024/l50 This has pretty recent stuff, I believe. -
[CSE] Noel Vermillion General Gameplay Discussion.
confusedxphreak replied to Chaoschao222's topic in Archive
Didn't really look through the JBBS stuffs much yet, but I find it interesting that 5B can link to 6A>6C in the latest loketest. -
You'd be surprised how much Kanji can do to you at max range of 5C and even more so at 2C if it is blocked or whiffed. @.@ Besides from using 5C/2C in mix-up, I probably never use it as a spacing tool because his 5C just owns Aki. I never tried back dashing a blocked 5C/2C though, so that's pretty cool to have an option to escape a punish.
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^http://www.dustloop.com/forums/showthread.php?14480-Akihiko-Technical-amp-Gameplay-Discussion-Thread&p=1378162&viewfull=1#post1378162 This should give you an idea.
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^I can't even imagine playing S. Labrys using a pad because your finger always needs to be hovering the D button. :/ I haven't been using Akihiko extensively with pad, but his playstyle doesn't seem to warrant stick usage. His BnB's are completely do-able on a pad.
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On the timing of 2B>sj.B, you should be super jumping and pressing j.B immediately after the 2B. The j.B has to be pressed almost right after you take off the ground into the super jump. If you think you're super jumping too slow, just keep practicing the timing after the 2B. I find that either using 2B or 1B doesn't make much of a different for me personally.
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I personally have not seen much use of j.C for the AC rotation cross-up in videos because j.B is so much quicker in catching your opponent off guard and still leading to a full combo at the right height. I think its a legitimate question to ask if the AC rotation is a good tactic to use in terms of discussing all the options you have on the table. I get what you're saying about the generality of the question, but all I wondered was if its worth the risk to use as a mix-up against Kanji. Either way, I don't even know why I asked that because I should have known everything is a major risk pressuring Kanji. lol Akihiko's 5C range may not be bad at all in a 5C vs. 5C trade-off, but its something that I would not do on a regular basis based on my experience because I feel his rewards off landing his 5C CH are greater than mine. I'll try some more Kill Rush tactics and see how that works out. Match-up knowledge is basically just trying to understand all your opponent's options at any given time and how you can counter it. Each player has their own ticks and tactics/gimmicks, so its not a bad thing to know all the gimmicks you can do to counter them if need be. :P Its definitely helpful to know the straight-up facts and what you can do to beat it, but its rarely ever so black-and-white that you can't discuss common gimmicks that each character tends to do.
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Well, playing against Kanji is all kinds of risky anyway, so you just have to pick and choose what risks to take and when. I personally think Kanji has more tools to get in to you and keep you out because his moves outrange yours. It also sucks you can't hope to pressure him for too long because his DP is ridiculous and he can grab you out of many of your blockstrings. Catching him in the air with 2B can net you a combo regardless if its CH or not, but relying on just anti-airs is super risky considering his j.B hitbox is huge and he can always throw out a j.C or air command grab instead. Its easier said than done to shut out his air approaches. >.< Seriously, the only thing I can do is be patient by playing footsies with j.C and rushing in with jabs in the rare instance. I agree with zyphur in baiting him to whiff a DP or command grab rather than trying to mix him up. Working in a hop after Boomerang Hook to bait his grab or a D Weave after Kill Rush to bait his DP works wonders. Of course, that's only if you guess correctly what he's going to do. Yeah...this match-up is just all about knowing your options and taking a gamble. I'd like to think keeping the blockstrings short and varying the mix-ups (sweep, AoA, Caesar, EX duck) will condition your opponent to either respect your blockstrings or mash out. Has anyone tried using the AC rotation j.B as a cross-up? o.o How effective is it in this match-up?
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Uh. lol. I don't know how to quantify it, but just keep trying different delays. If you feel like you confirmed the 5B early after the Double Upper and the opponent techs before the j.B, you're going too slow. If the opponent techs before the next 5B, 2B, or 5A, you're probably hitting the j.B too early. Edit: The timing of the 5B isn't really important, so focus on the j.B.
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Delay the j.B VERY slightly. That's the general gist of it.
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In terms of just avoiding his ground throw and command throw, I would have to say that jumping out and air dashing away is the safest method without taking the risk of doing a DP or using evasive action. Just remember not to be predictable and do the same thing over and over again on wake-up because a decent Kanji will catch on and start countering your jumps/hops with his DP, air throw, etc. You have options getting away, but know that for every option you have, he probably has a counter option. Just know all your own options so you can manage Kanji's wake-up pressure better overall.