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Everything posted by kazukifafner
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[CP] News & Gameplay Discussion (Old)
kazukifafner replied to kosmos badgirl's topic in BlazBlue Gameplay
ASW can't even let me get my hands on P4A before hyping me up with the actual next BB installment. And announcing such a fangirl-squeal inducing like Amane to boot. For shame, ASW <3 -
I think one thing they could try to start with is having one guy who's more informative and another who's more hype. Similar to how Nuki and Kuroda handle commentary when the two are covering SFIII matches. Of course, you need good people to pull it off, but that's always the case for commentary.
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I really agree with this, barring the abrasiveness `3` Commentary is supposed to describe what's going on to the listener. Hence the word. Just saying "he used an R-Action" is terrible commentary regardless of whether or not the person watching understands it. That doesn't help anyone. It just says "what" the player did, not "why" they did it. Terminology is all well and good, but it can't be the entire commentary. I know MLG commentary gets a lot of criticism from the FGC for not being "hype" enough; but honestly, they have better commentary than most other events. I'd never even looked at League of Legends before I saw one of MLG's LoL tournaments, and I was able to grasp what was going on after just a couple matches, able to infer what the terminology meant through what they were saying about it. I think FG commentary needs more of that.
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How much of your burst gauge are you left with after a max burst? I keep seeing different numbers everywhere I go -_-
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Can you Just Guard AUB moves?
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well damn, if it's that good even at 1 bar, i'm even more excited for this game than i already was which i honestly didn't think was possible at this point :P
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So, I've heard all about the 360's current issues; but as far as the PS3 is concerned, what's the general consensus on the online so far?
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Oh, Akihiko has amazing pressure/mixup once he gets in. That's why he's pretty solidly in A-tier. It's just getting in that can be a hassle unless you're a good player (which is typically what you see in high play, of course). But yeah, not being very reliant on his persona is a pretty decent plus.
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Picking this up for the PS3. That's all I got after all `3`
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I've been thinking about picking up Akihiko when this game hits NA. I never play rushdown characters (at least not pure rushdown characters), so I think delving into a different part of the fighting game meta would do wonders for me overall. But either way, I'm definitely using Naoto. Her trap setups and fate gimmick just look too fun.
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https://lh4.googleusercontent.com/-zz7A1c7P0xs/UBOUrpL-BKI/AAAAAAAAAOU/Kpw_6zu3po0/s560/sugarrayswagv2.gif you all have no idea how bored i was when i made this
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I know about Kensou's fireball pressure, but I've just had it stuffed enough times that I'm kind of out of the habit of doing it, lol. One thing I definitely need to do is actually practice combos so that I can actually get some decent damage off of hits `3`
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I'm not sure, so don't quote me on this, but I believe: - Daimon's throw range in general isn't as good as Clark's - Clark is a faster/more mobile character than Daimon - Clark has a bit more room to poke into specials, whereas Daimon can only poke into his throws from up close - Clark has that armor on one of his throws - Daimon's Neomax is, I believe, the only one that must be canceled into off of an HD combo (most high level players only Neomax off of an HD combo anyway, but it's still an option that Daimon doesn't have because of it) That doesn't stop me from having fun using Daimon though `3`
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Okay, I'm going to have to be 100% real with you right now. You have got to stop being so defeatist, man. I've noticed from watching you play that, if someone has you pinned down or is doing particularly well against you, you just kind of give up. Maybe not for the entirety of the match, but for at least part of it you just kinda stop trying. That's definitely not going to improve your game. I know that it can be frustrating to have to re-learn things when you play a different fighting game, but you've just got to buckle down and figure stuff out; and figure it out through experimentation, not through stubbornly doing the same thing over and over again in the hopes of success. Plus, the more you do that, the more your overall fundamentals will improve and you'll find yourself doing better, not only in this fighting game but in any others that you pick up as well. At the very least, they'll be easier to pick up. Now, as for fireballs and DPs, what you need to do is be patient and analytical. Now, by patient, I don't just mean sitting back and waiting for them to stop throwing projectiles and come at you (unless you have the life lead, of course, then I guess that wouldn't be too bad an idea), I mean slowly approaching until you get in range to do something. As for avoiding projectiles, hopping is a good way to do it. Never jump/super jump over projectiles unless you're trying to cross them up. You can hop over the vast majority of projectiles, despite what the visuals might imply (for example, you can hop over Saiki's projectile, even though it looks like it's hitting you). If you are having difficulty hopping, you can also try rolling. However, rolling is significantly more dangerous due to potential followup, though you should be fine so long as you are either quite a distance away from your opponent or if you know your opponent will still be in recovery/can't reliably follow up. You can also block a projectile and inch forward the old fashioned way as well. It's all about getting slowly closer to your opponent. After that, and this is where avoiding DPs comes in, you have to pick your attacks. Often times, people are too quick to just go right into an attack when they are close enough. The problem is, your opponent also knows you are close enough, so he'll probably use a different attack to counter anything you might do (such as a DP). You are essentially getting punished after taking all that effort to get in. You can't let that happen, so you stop this by, well, not attacking every chance you get. Basically, you have to learn how to properly anticipate and bait your opponent. Almost every Robert (every bad Robert, anyway) has a system. Projectile from a distance for a bit, then go for shoryuken or his air-kick-special thing depending on the distance between us. Since I can anticipate this, I slowly approach until I'm in his preferred range for whatever it is, and then I stop approaching/attacking. He tries his special, I block it, and then I punish him for it. Bam, just like that, the situation has been resolved and I came out on top. This serves another purpose as well. All of the sudden, your opponent realizes that his earlier tactic didn't work. Maybe he tries it a couple more times first, but eventually, he'll get the message. That's when you have the best chance to pull out a heavier offensive. Because, you see, he won't know for sure if you are actually going to push an attack, or if you are just going to block and bait another reversal/special. All of the sudden, your in his head. He has to play by your rules now. He can't just blindly do his flowchart anymore, he has to play smarter. That's how you up your game (learning better combos to punish better doesn't hurt either, lol). That's the reason that projectile>projectile>shoryuken isn't considered a good tactic. Not because it's cheap or simple or anything like that. It's because it's easily beaten and blown up once you know what to do. You just need to work through it first I'm sorry, but that is just completely not true and a terrible excuse for not trying to up your game. Yeah, the online in this game is in need of fixing, but I've played many matches where the lag/input delay is nowhere near bad enough to be considered a viable excuse for not being able to play this game like KoF is supposed to be played. Now, I've played some matches with really bad lag too, but that doesn't happen near enough for me to feel like I must consistently play the game in a weird way (well, at least not for reasons relating to the online quality, lol).
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SoCal 2011 Day One KoF Top 16: http://www.youtube.com/watch?v=bIZ6iWWj_Xw#t=26m25s SoCal 2011 Day Two KoF Top 4: http://www.youtube.com/watch?v=IaktyEb3Fhw#t=31m57s
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Well this is actually quite fascinating. Ever since I decided to play without having a profile team selected, probably 95% of the people who had profile teams opted not to select them. Weird.
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No, no, no. It was a ragequit. First of all, it was a three bar connection (one in which there was no problem, btw). Second, it was at the end of the match, and he was at the end of his last character's life. Third, just before the match froze up, he stopped moving entirely as I was approaching. It was a ragequit, lol
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I just don't get people sometimes. Why would you ragequit during a good, close match? I'm not even a good enough person to ragequit against :/
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Well, I checked when I woke up, and it was there. Updated and everything. Haven't tested it out though, since I have no one to test it with, lol
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To that end, you should check out this video covering various HD tricks. http://www.youtube.com/watch?v=t3--8cnXsFU
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GG's Star-Demon. If I may, I think you should definitely practice jumping around in training mode a bit. Or just try it out in arcade or something, because I notice that you don't really jump a lot with any of your characters accept for Mai. Most of the time, the reason the other two were in the air was because of a special move put them there. I'm guessing that you just don't have a lot of confidence in jumping how you want consistently, but I think it would really help you out and give you ways of opening up your opponents. Speaking of which, despite the fact that all of our matches were close, I notice that you just couldn't "finish me off." This makes me think that you are currently having trouble creating situations to attack your opponent, and getting most of your damage just off of my bonehead mistakes (and believe me, I'm just a beginner too, so I make a lot of them, lol). Like I said, practicing your jumping would really help (just so you can get that basic high/low mixup and pressure), along with looking up/trying out frame traps for your characters (such as how I would try to pin you to the ground just a moment longer by using Kensou's fireball after his rekka series). Not that you didn't have any kind of pressure at all, but it seemed more special-oriented than it probably should be, if that makes sense.
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http://yatagarasuinfo.web.fc2.com/net.htm So yeah, apparently they are going to release a patch on the 31st that includes network play. Not sure about the finer details, but interesting never the less.
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I forget how I did it, but maybe use the last cr.lk to buffer the first hcb, then kinda buffer the 2nd hcb from the dp motion? Either that or just be really fast `3`
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What do you mean by "different"? I mean, every character's jumps have different properties. Jump around with Daimon and then jump around with Andy and you'll notice a massive difference.
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Was able to go through all of the trials with some of my characters. Actually pulling off HD combos was satisfying as hell. I mean, I still can't perform them in a match (not even close), but just having done them at all helped get my confidence. Had a halfway decent session last night (even though I didn't catch any of you guys online). Felt like I had a slightly better idea of what I was doing. Still lost a ton and rarely feel like I have a lot of control during a match, but I felt like I held my own a bit more.