kenja0
Members-
Posts
636 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by kenja0
-
My babies!!
-
Avoid the corner; play the match-up the same. Add slight tilts in Lambda's favor for each character that got nerfed. In actuality, there doesn't seem to be a big enough change in match-ups in the game: just damage and combo enders. Everyone's combos got nerfed, Lambda's damage, primer, and best primer breaking move got toned down. The new CA mechanic hurts, but it also plays in our favor the other way. Notable match-up changes are: Litchi(-), Carl(-), and Tager(+). These are the only characters that got mechanic changes like those aerial feint dashes, lost reset options, gained priority moves. Characters like Noel and Makoto got severely combo nerfed while everyone else is slightly better or worse.
-
Natural in what way? Easier to combo? The new combo paths feel natural?
-
Is Blazblue a good competitive fighting game in your opinion?
kenja0 replied to Dragonslayer9's topic in Archive
Blazblue is just getting drowned out by all the new fighting games and versions coming out. Let's think back of what came out this year, updates and all: AE, MvC3, MK9, AH3, KoF1994~???, 3SO, BBCS2, UMvC3, KoF13, BBCSEX, ver2012. Now let's see what's hype: SFxT, Skull Girlz, TTT2, SC5, VF5, DOA5. Like really? 17 announcements/games on our lap? So what happens? "There's too many games, I want to focus on the games I want to play." Then, all of the less popular games get weeded out of tournaments and those games just become obsolete and sparse in tournaments to where only the most popular will be held. Then, people focus on those popular games to stay relevant; what's the reason learning a game no one plays when everyone stops playing? The fighting game community is going to crash because of everything that's out. And remember, the economy is bad, so there's only so much someone can invest in. So after it crashes, only the most popular of those will be the games people care about. The only things popular enough to stay around are games that have been around forever (Street Fighter, Tekken), games that are extremely fast paced (Marvel) and games that are seemingly casual (MK9, SC5). Game series that will drop off are ones that have made big mistakes in the past [sorry KoF13 but 12 fucked you dead] (VF5, DOA5), nostalgia is fulfilled (3SO, SNK games, Skull Girlz?), have too much of a hardcore following that no one wants to touch (BB, AH3, 3SO). Blazblue just needs a sequel that revolutionizes its gameplay so much that people will look at it. Porting Guilty Gear to this gen would be awesome, but the nostalgia factor may just kill it and the hardcore fans would hate adjusting to lag. If Guilty Gear were to come back completely, new game with its port. And don't forget, if it ain't in 3D, you're at a huge disadvantage since 2D gets old faster. Do I think Blazblue is a great game? Yes I do. But then again, I also think that all these games have their pluses as well. I like 3SO, KoF13, SF4, MvC3, MK9, BB, and I'm looking forward to all the new games. But if I ever want to get good at my games, I have to focus. So I cut 3SO and MK9. I may have to cut KoF13 because of popularity (despite me thinking it's the most technically outstanding game in the bunch) and I want to cut SF4 because I'm too far behind. You can't fix a game once it has hit hardcore status, because once you do, then your hardcore fans are gonna hate the casual direction the game is heading in and you'll just implode like the Smash community. -
The thing is if you plan on getting better fighting against players- especially when using a zoning character like Lambda- you have to keep yourself calm, calculated and concentrated. You can't worry about Hakumen getting in and you shouldn't even think he will get in. Don't let it get to you because then you'll be prone to making mistakes. If he does, he did. Review what you did wrong then move on. Instead, assess your opponent's options at every second and shut his entrance way in. Know your openings and options, then calculate in your opponent's perspective the actions they should take to get in (it also helps if you know your opponent's tendencies). Lambda is a patient character. You have to be patient, even sometimes playing a zone game where you don't have the life-lead. Tager does... then when he gets that big opening his opponent loses 5620 HP.
-
omg, his Gold Burst into 6k, no heat pencil combos are retarded...
-
I'll perfect block all your blockstrings, not just your Mu's, but EVERY character you'll play this time. I've got your impractical setups DOWNLOADED! Also been stepping up my Bang play, tightening up my Fu-rin-ka-zan! pressure and control. I'll make all your subs fall to the might of Bang! Then, I'll play my Jin and spam the shit out of 5B>whatever until I win forever. Then we'll take a break and play GG...
-
Well I'll slap the shit out of him for scrubbing out 236D every 4 seconds. I know where you live!
-
To make up for the lack of actual Relius discussion in this thread, I updated the initial post with a few things I'm taking out of his matches against Lambda. Hope you guys like the new format I'm writing in. I hope that someday, I too will be able to journalize like the pros.
-
Can you be more specific? I don't know exactly what you're referring to. We do not speak of 'that' game around here... even if I did get Top 16 at Devastation having not practiced it in 2 years...
-
I'd prefer 236236D>236D>236C>etc. The opponent is lower to the ground when hit with Cavalier, so 6D may be possible. Nets a bit more damage.
-
The hardest part about blocking it is that the staff obscures view of Litchi. The perfect corner pressure version (something like 13XXX) is hard to do anything but block it. You can't roll or quick tech. When staff is happening, look out for her 2 overheads: 6A (best one) and 6C(2) (not seen often), as well as an even slower 236C (not really suggested). She doesn't have access to her staff overhead, so it shouldn't be that bad. She can't really do any instant overheads, but she can do airdash mixup (jump>airdash aerial/land low/land overhead). Don't attempt to CA, don't Burst, don't attempt to jump (you may get hit while rising by a low attack), don't attempt to Calamity Sword (unless she has low enough HP to lose). You can perfect barrier to push her away some while the staff is over you because then she has to readjust to continue pressure. However, don't get caught mashing buttons or you may get Throw Reject Missed. Overall, you are looking at appromixately 6 lows : 4 overheads that you're going to have to block. Also, when the staff is coming down from the sky, I wouldn't suggest jumping and blocking it because that takes time for you to land and even more corner pressure she can commence with. Instead, if you can get out of it without blocking, do it. If you can grab Litchi, try; she's probably looking to grab you in that gap too and if she techs it, you have to block the staff anyway. Also, updated the first page. It had almost no info on it before. :s
-
What's the usual limit in these forums?
-
With a grain of salt. Now with Jin, you never have to block high and worry that much until he has 50 Heat. If he hits with 6A, big deal, you take some damage: react faster next time. Don't forget that Jin has some pretty damn good mixup in it of itself- staggering normals, lows/highs, IAD crossovers and feints, etc. Also, with the CA thing... everyone depends on Counter Assaults to bail them out of every situation just because it's "safer"... then you get grabbed when you condition yourself into thinking "I'll just block into CA their next hit"... and this TOTALLY works on Carl anyway. Calamity Sword is bad because it can be blocked, and you get mega-punished... Counter Assaults can be baited too, they just have less recovery. Here's the thing, read into it what you want. Do what you feel will comfortably work into your situation. Use all your options equally and fairly, but go with your gut instead of doing what you see or hear 'pros' say. Sometimes, it becomes second nature to react with your option when you know it will work. For instance, Buppa knows Kaqn's Ragna game so much, he knows exactly when Ragna is going for an overhead and punishes with a 236236B. I like 632146D to punish the big hitters and condition them into being less aggressive, but it isn't my go to reversal 100% of the time. I'll do CA sometimes to throw people off, keep the momentum of the match going instead of a long cinematic interrupting. You want to break all bad habits, but you also want to play comfortably your own way and make it so you never doubt yourself.
-
Apparently, it can completely stop 236D. All Relius players I've seen have used that to stop that pressure. Also, the Ignis attack from behind gives Lambda even more problems when whiffing D moves or charging 214D. He doesn't have the pressure of Carl, but he definitely has an easier time setting good pressure up. And considering his range, I can see this easily turning into a bad match up.
-
Instant Blocking: Instant Blocking is usually the better version of blocking, but Instant Barrier is good for canceling movement and confirming that you will block something. Instant Blocking gives characters an additional +3 advantage against a blocked attack while at the same time canceling out nearly all push back. Ex: Lambda's 236B is -1 on block and puts her within Platinum's 5A range. Instant Blocking leaves Lambda at -4 on block and puts her within Platinum's 2A range. Instant Barrier on the other hand forces the -1 advantage that barrier blocking has with instant's +3 advantage against a blocked attack. The push back, however, is big. Ex: Instant Barrier leaves Lambda at -3 on block but puts her at Platinum's 5B range. What you want to do is put your opponent at the biggest disadvantage they can be- Instant Blocking keeps them close by and at bad frame advantage so you can start your pressure or even punish them when they're done. Even if they aren't finished with their blockstring, you can gain free Heat (+3 each Instant Block). However, sometimes you can force the opponent to readjust or end their blockstring with Instant Barrier: sometimes you can make them whiff an attack entirely, but this is only for short ranged characters and against bad, auto-piloting blockstring players. Attributes: Head Attribute Only means that attack will whiff against moves that have Head Attribute Invincibility such as Noel's 3C or Ragna's 6A. If Tager's j.5D had Head Attribute AND Body Attribute, then something like Ragna's 6A will not be immune to it and thus hit Ragna out of it. This is why Head Attribute Invincible moves (6As or 2Cs on the majority of the cast) are so effective in fighting against airborne opponents. Of course, if there are ever any aerial moves that carry Head Attribute and Body Attribute, they would be considered broken as even the AAs can't do their job. Likewise, Jin's 6B has Foot Attribute Invincibility, so attacks with only the Foot Attribute will completely whiff. Attacks with Foot Attribute and Body Attribute will still connect though because Jin's 6B is not Body Attribute Invincible. Tao's 2A has Foot Attribute only so it would whiff. Tao's 2C has Foot Attribute and Body Attribute so it would be able to hit Jin out of 6B. A big indication of Attribute collision taking place will be when you see white circles appear where the player should've gotten hit: the hitboxes of the character are actually there, but they will not trigger as being hit because they contain an invincibility against the attacking Attribute in particular. Hope this helps out.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
kenja0 replied to Chumaralupa's topic in West Coast
Should play a real man's Korean MMO. *Plays Flyff* -
Stop losing to incompetent Arakunes. I wish I had your matches so badly...
-
Episode 1: Why Tager is actually a bad character? jking, but yeah, he's bad. Anyway, sounds promising. Hopefully we all can learn something new.
-
Matchup Ranking: 5.5-4.5 The Enemy's Assessment: [CSEX] Relius vs Lambda Hide yo kids, hide yo wife -Carl on Relius' Family Man Skills Video Section Sekido vs KP YY vs Kagetsu Yoshiki vs Onii Ichiritsu tomato youchien inu kumi vs ? Kyooju vs Toui Ameyume vs Abeshi Q vs Naaga Q vs Naaga Q vs Naaga Jiren vs Hyaku Shiki Mikoto vs ? Mikoto vs ? Maneja vs ? Shin vs Tadanozako Naaga vs Abeshi YY vs Oni i YY vs Oni i TORI vs 4 Jaku jaku vs Kagura ? vs Yuuki ? vs Yuuki Kuroe vs Maneja Kuroe vs Maneja Furukusha vs Shiva Ko tsukuri banchou vs Under Night In-birth Kuroi vs Nagatobi Summary Relius is the god of pressure. Unlike other characters which have a set pressure string path, Relius can simply reset his by sending his wife/doll, Ignis, to attack. As any Lambda player will tell you, "Lambda is not good at dealing with pressure." This match up may eventually end up being even somewhere down the line, but even so, this is going to be a problematic match to fight. Breakdown Ignis It is really hard drawing comparisons with Relius to his son, Carl: a somewhat similar type of character AND bad match up for us. Ignis has far superior attack speed and options to Ada while not even suffering from any of her weaknesses. She does not require a heavy amount of position setup because she teleports to Relius after she is done. Attacking Ignis is worthless: the damage she suffers is minimal (like 1 damage per hit); she has super armor on everything; she can even regenerate her health back considerably faster than Ada; and it's not like Relius can't fight without Ignis... It isn't even worth trying. Focus on Relius. She has a low attack that hits multiple times and an overhead where she dives down. Relius can go for a hard to see mixup. She has an attack like our 4D where she attacks from behind with a vicegrip. She has a super that is the exact same as Carl's. Note that Relius' mixup with it is even more scary because of the range of his normals, his dash, and his dodge move. Sidestep The biggest annoying move Relius has on him is a dodge-in-place move (will get name later). This move's startup is instantaneous, giving him seemingly full-body invincibility whenever he feels like it. Lambda has considerably more recovery time on whiffed attacks (especially D moves) than other characters. One whiffed move from Lambda can mean eating a full combo. If Relius gets too spam happy, be sure to punish him on its recovery. I'm not sure if CH will be easy or possible to get on him, but take what you can get. With this dodge move, Relius can use Ignis' attack-from-behind move to score a CH on Lambda, scoring a full combo. Watch out for this. The dodge can feint out Counter Assaults. It's already hard enough knowing when to CA against A Character and His X, dodging in place between his attacks makes that window of opportunity even smaller to get him off you. You have to be really paying attention. On wake up, Relius can dodge our 236D and even all hits of it if positioned normally... Positioning 236D a little further away from Relius probably works better against him since he will dodge the first few hits and recover on top of the last hits of the attack. Also, if you're pressing him, 236X may get dodged by him completely. I don't recall any of the 236X series going past Relius (since A and B track his X position). However, 236C positioned correctly may hit him during recovery... or whiff miserably. Feel it out. Obviously, this move will stop a lot of autopiloting pressure from us. Just remember, he has to take a guess when to use the dodge, make sure he guesses wrong or doubt the viability of it. Conclusion Don't fuck with Relius. A Word From Our Sponsor Hey champ, if you're having any problems against a match up, just ask a question. Some of the information we provide may not be absolute, and we certainly are not experts, but we try to be helpful as much as possible. Any questions or answers that are posted will be included in a future, updated version of the initial post. And did you know? someonewhodied is a scrub who plays Smash Bros? The more you know
-
I knew I left someone out, I almost left out Hakumen and Mu. But regardless, the match up will remain the same- didn't get any worse as far as I can tell, just some new looking corner combos and a few property changes that don't affect her approach game.
-
http://www.youtube.com/watch?v=CSj8B0VufBY Here's one more. Probably my best play around that time. This was also the player who knocked me into losers at Devastation this past weekend. Right after my consecutive losses in these tournaments, I went home to practice combos, using AA normals and perfect blocking.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
kenja0 replied to Chumaralupa's topic in West Coast
Time to waste everyone's time with another tournament. My school's going to be hosting this Game Hop After-Con Event and I pushed for Blazblue to be there. Even though we've been planning it for months, totally forgot it's this weekend. So here's all the info: -
It looks like Ragna, Hakumen, Mu, Bang, Tager, and Valkenhayn got buffed while everyone else got nerfed. Lambda's nerfs are extremely subtle and don't compare to the ones the other characters got. The fact that midscreen combos for the nerfed cast have been shat on, it looks like Lambda will be dishing out more damage in comparison. Looks like Match-up wise, Lambda's getting a bit better. The only thing that's going to be looking scary is Bang (Valkenhayn maybe).
-
Actually, this shit is really old and disgusts me greatly. After reviewing my videos, I realized how much I've improved my game ever since I went back to training mode to learn more things and played actual people in the community for a good while.