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Hawkeye Miihawk
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
soujiro seta replied to Akira-Shiro's topic in Carl Clover
CP carl has several problems. His damage is actually on the low end. He has become way tooo meter dependent for dmg. In his case, this is a bad thing. Nirvana's meter in CP is somewhat bad, which isn't necessarily the problem, but then you add in his low dmg without meter and you can see how low dmg without meter + nirvana's meter doesn't work out too well. You have to use her to approach and as a meat shield, you have to use her to try and open up your opponent, then after you hit confirm you have to combo. One thing I don't like about the direction they've taken carl is how nirvana's moves now just seem to be combo filler now. -6D is an average (somewhat bad) poking/approach tool, tenerezza is much better because of it's range and pull effect. -Brio is better at controlling the air than 8D, ever since 8D became air block-able. During the 8D unblockable era, 8D and brio had their place, now brio trumps 8D in almost all situations, and 8D is just combo ender for fermatta. -Volante is average. -2D still has its place. -3D should go back to force standing opponents, and arc should remove his j.2C j.A gatling so 3D loop can't be done. Right now 3D is almost redundant and unneeded as tenerezza/fuoco/ are better to use on your opponents wakeup. -4D has slowly made it's way to combo filler material. -Anima is still useless -Fuoco, like 2D, still has its place. So now in CP you have a meter dependent carl for dmg (first ever), gear super dealing a measly 400 minimum dmg (practically making fermatta the only DD ender you ever want to use), nirvana's meter being not so great, and most of nirvana's moves don't have anything to them and are just combo filler or just simply there for the sake of saying "wow, she has so many moves". These are the things i don't like about CP carl. They've nerfed him in every iteration since CS1, which i don't mind, but then they've made him and nirvana bland. His overdrive, imo, is also lackluster. The whole taokaka almost becoming 2 effect doesn't do anything for nirvana, and giving him relius' DD is unoriginal. They practically just borrowed AB2 and relius' DD. Very boring. Carl's use his overdrive only for relius DD ender, that's all i've seen so far. They also need to give carl something new, not nirvana, carl. I don't mind not making us be able to solo combo after cantabile anymore, but carl has lost many of his strengths since CS1 (many of which are warranted), but no new move has been added to his arsenal. -
I like how the recent izayoi in the vs bullet vid played. He used her normal mode more like a rushdown midscreen zoning character, rather than fullscreen zoner like we saw in early izayoi vids. I'm loving her damage as well. 3-4k off random hits o_O? Being able to teleport in from full screen could potentially destroy zoners? Ofcourse they'll get used to baiting it, but that takes away the hassle of trying to get in. Especially against someone like hazama who has such a safe high reward zoning game.
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[CP] News & Gameplay Discussion (Old)
soujiro seta replied to kosmos badgirl's topic in BlazBlue Gameplay
I haven't kept up with BB's story, but the whole tsubaki unlocking her weapon's potential and becoming izayoi made me wonder if bang will get the same treatment (bang after he has figured out how to use his own weapon) -
Her normals whiff very easily when in rush down mode. Watching several izayois in the team.exe stream. I like that for some reason. The last thing i want is another character with godlike normals that can just go nuts on you with no consequences like taokaka. She can deal a lot damage though, very easily too. It's also seems easy for her opponents to mash out stuff during her pressure. I feels she's become a very bait and punish heavy character in the future.
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Was indifferent to izayoi when i first saw her. Now i'm looking forward to seeing more. Her playstyle seems interesting.
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[CP] Azrael - Gameplay Discussion (Pre-Console Release)
soujiro seta replied to zeth07's topic in Archive
Oh now i know how scud works after watching his fight vs hakumen in that same vid. Scud punishment refreshes both weakpoints after your opponent techs, as long as azrael is still glowing. So it doesn't reapply any WP when you're comboing, but after you finish the combo and your opponent techs (or any knockdown causing your opponent to tech), both WPs will be reapplied automatically -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
soujiro seta replied to zeth07's topic in Archive
Zeth, scud punishment doesn't reapply the weakpoints after they have been used Also, dat super armor on the kick, don't know it's name, is ridiculous. His shoulder hit move too also has SA. Baiting and punishing is going to be so good with him -
I can't believe i'm just realizing amane gains a lot of heat off lvl 3 hand and leg drills, blocked or hitconfirm. He and his opponent gain heat, but more so amane than his opponent even off his insane chip. 1.55-1.58 7.27-7.40
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
soujiro seta replied to Akira-Shiro's topic in Carl Clover
Wow, Dio vs the world. I forgot how fun carl could be to watch when they aren't doing 3D loop over and over. That's the most fun i've had watching carl since CS1. I hope more carls play loopless cause that was wonderful. Tenrezza is shaping up exactly how i thought it would be. Tenrezza blows up tech rolling. It's fast and pulls your opponent close. Seems to be better at poking than 6D. Range is ridunculous. We can nirvana combo from solo carl hitconfirms due to tenrezza as well. Right now it seems to be better than most of nirvana's moves. I wonder what the P1 and P2 for it are. Scratch what I said about subbing him. Thank you Dio for reminding me why I played carl in the first place. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
soujiro seta replied to zeth07's topic in Archive
^^^^ I get what blade is saying. There are many vids i've seen with azrael where he could have absorbed projectiles and not be punished, but they chose to block it or jump over it. They were literally at full screen (not always), so why not absorb it anyway? The threat of having a projectile stored up also puts pressure on your opponent. It's practically as fast as (if not faster) than spark bolt, and is a full screen punish. You don't even have to combo off it. It gives your opponent something to think about, and if it connects you can dash in to mixup. I'm willing to bet you can connect BHS after it hits, maybe on CH only though. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
soujiro seta replied to Akira-Shiro's topic in Carl Clover
Lol, i'm the same way as well. The problem is they are still using the same 3D loop they've been using since CS2. If arc removed his j.2C - j.A gatling, the loop would be taken out. I still can't believe they haven't realized it yet. I'll keep an eye on him every now and then, but i'll probably end up maining Azrael/Amane with loopless carl as a sub in CP. -
I hope so too. I play carl, and I hate his current 3D loop, and wish arc would remove it. It's makes a character so braindead boring. I can't believe I'm liking amane this much. I was able to watch some amane vids b4 work today, and they were very exciting. Haven't anticipated a character this much since CT launch in the US so I could play carl.
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[CP] Azrael - Gameplay Discussion (Pre-Console Release)
soujiro seta replied to zeth07's topic in Archive
So far, it seems like most of the azraels in videos are getting by by brute force alone. His weakpoints can be used as mind games, but they only seem to apply upper weakpoint. I've only seen 1 azrael apply both weakpoints, and use them as mind games. You apply a low weakpoint, opponent assumes you're going to want to apply a high one, and might chicken block only to get hit by a low WP hitconfirm. Eventually you'll start to mix it up. High-high-low-high-low-low-etc.. The big damage is great, but the small increments count as well. They'll become conditioned and could start tossing out unsafe stuff just so you don't apply both WPs.Both WPs applied also add more dmg to your combos. All i keep seeing are dash mixups and overheads (high WPs). I assume this will change once people start blocking the overheads, and realizing that you can hit after he dashes for the crossup. Ofcourse his game will mature, but I can't wait till we start seeing some more mind games. 2 WPs applied + 50 heat for instance. Now your opponent doesn't want to be put in blockstun. You end a combo with scud punishment while on low life then enter overdrive (any hitconfirm in this mode will practically be gg). There are azraels out there who are doing more than dash mixup + upper WP overheads, but unfortunately they aren't on video. No offense to the rest, but those are the ones I really want to see as the "weakpoints mindgame" part of his playstyle is what i'm interesting in seeing the most. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
soujiro seta replied to zeth07's topic in Archive
Loving Azrael. Had no interest in him when he was announced, but now always look forward to the videos. I love his damage. 1 mistake and half your health could be gone. I like that kinda stuff. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
soujiro seta replied to Akira-Shiro's topic in Carl Clover
Hey guys, what's up? Been forever. I like the changes to carl in this version. Not being able to combo after cantabile makes sense. Hit confirming with carl and summoning nirvana for a combo was really strong. Her placement didn't matter once you hit confirmed with carl b4, now she has to be close or you need 50 heat to get anything off it. 5B not being jump cancellable was because it could gatling into 2B as well. So your opponent had to sometimes guess, "2B or IAD j.2C allecan". This is pretty strong, and too much profit for simply blocking 5B. Also, it seems 2D still comes out as long as carl doesn't get hit. Is this the same for all her moves now? Her meter doesn't seem to last as long as EX, don't remember as i only played extend for like a week, so it seems resets are the best choice, and ending with a dmging combo at the end for a finisher.