kenja0
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Everything posted by kenja0
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But with more recovery on TK Crescent, is that even possible without bluebeating? What's the standard window for cancel combos?
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Next BlazBlue they're going to make connecting normals extremely hard, use shortcut commands, implement a sharp proration after 2 hits, and introduce this interesting mechanic called Focus. And with that, they're going to compete directly with Street Fighter at its own game style and hope to win.
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j.DD knocks down airborne opponents and is techable... don't know if that means she can't do j.214D or j.2DD afterward to finish a combo. But apparently, Calamity is comboable. Maybe there's hope for a reversal yet!
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That's why I said under normal circumstances. I could care less about that type of change for her since it shouldn't affect the advanced setup, it's just there's a reason for everything and the one for this seems pretty dumb.
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Lambda doesn't have Gravity Seed Invincibility anymore. There's almost no way for her to escape him anyway.
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Well they don't want a powerful character who can zone and combo when everyone else has been weakened... Except that Jin. They were evenly matched on the tiers and matchup, now I'm all grr. And considering how they added more hitstop to a shitty 2-hit overhead, that should never connect under normal circumstances, to give shitty players a better chance at reacting and blocking it, clearly shows that they aren't thinking about the competitive fanbase.
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Loketest 5: How about that more hitstop?
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40-win streak with Jin? Tager, a strong character... in Japan? Where the pros at?
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Still waiting for those untechable 360s in combos. When does the 100 damage deal (and proration)? Because RC shenanigans.
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Now when you say drastic... are we talking CS1 Rachel drastic or a mild CS1 Tsubaki drastic?
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That. Forgot the difference for a minute. What are some other games going to be on Nesica Live? Or is it going to be Blazblue exclusive for this loketest?
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What reason would they use new hardware if this is coming out as DLC using console hardware? Less input lag? Better particle effects? Or double gameplay speed?
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The only real changes during the meta was Ragna's blockstring being predictable and Hazama's chains being easy to counter on paper but much harder to counter in action. However, I would like to see this list updated with the new characters and see where they stand with their strengths and weaknesses.
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I assume Floating CH is better simply because the amount of untech time is a full second, giving you time to reposition yourself for the 5CxN>236C. Crouching Gravity seems to last a few frames longer than Floating's clean hit though. Except one of the main things that made 236C hit was the longer untech time to airborne opponents. However, if the new Gravity were to hit an airborne opponent, it might be like the old float that utilizes the 6A>2147D combo.
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Imagine [Jam] wallbounding with 6C...and 236C. Maybe a way to combo into 5C>6C Loop from Crescent Loop can stem from a Gravity Seed? Or is the the Gravity Seed in combo so strict that you can only do the 6A>2147D after it?
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If you feel like you've hit a cap with a character or you're getting bored fighting against your friends who do the same thing, you can do one of two things: master that character you're using (which takes almost tireless practice and is not always the best option when learning the game), or learn to use another character. Learning different character can help you better understand the overarching mechanics for the game and teaches you the various playstyles other characters have. Whereas, a character like Ragna requires a player to the next step of a combo during the current step, a character like Carl requires a player to control and position two characters and inputting their commands in sync with one another (since one is about two steps slower than the other). Everyone has their own unique playstyle: Arakune utilizes button releases within his attacks to attack externally with bugs; Noel requires moderation and utilizing her numerous and sometimes complex options in chain revolver (she doesn't just do A>B>C>D). Learning another character not only helps you learn and eventually master the game's mechanics, but also helps you understand matchups when you are fighting against these characters. And somewhere down the line, if you find a character playstyle you like (except charge...), you can learn to master that character. I'm pretty sure you don't want to master Ragna simply because everyone told you to play him. He's just really generic and a good character to hold on to when starting a game. If you do want to master him, then go for it.
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
kenja0 replied to Spirit Juice's topic in Archive
Too much of an idea? I think it would make that Tsubaki-esque damage go away. Random B/C hit into 360. It sounds delicious. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
kenja0 replied to Spirit Juice's topic in Archive
Just like Tsubaki and Arakune, he has a gimmick around him in which he can't deal damage without. Arakune's was pretty solid while Tsubaki and Tager were underdeveloped. Tsubaki's just has underwhelming charge time; Tager has slow attacks and speed. If they want a Tager to be effective, they should do something interesting like make him able to combo into 360s/720s but disable 'combos' from those attacks. Potempkin seemed pretty effective with that. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
kenja0 replied to Spirit Juice's topic in Archive
If Tager gets a one up in the matchup against one of the best zoners in fighters, then Arcsys needs to re-evaluate why zoners should have an advantage against grapplers in the first place. -
If you got Guard Crushed by Lambda and you aren't low on health OR it's the final round, who in their right mind would think: "I got Guard Crushed by Lambda... I'll cut my Guard defense in half rounding down to avoid 2~4k damage. I'll make sure I won't get Guard Crushed THIS time! Herpa Derpa Doo" Even as a Tager, don't you think he'd be a little conscious of "HIS DEFENSES?"
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You have a point about that 4B. But I still think there would be more damage output from say a combo that starts with 236C clean hit (near corner as of current loke). And if a Guard Crush occurs with Arakune/Tager, I'm going for that [236C]x7... no matter how worthless it is compared to other options. And damn uncomboable overheads (w/o meter). Almost as useless as SF4's. "Overhead Grapple character- get 360/720'd"
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
kenja0 replied to Spirit Juice's topic in Archive
No one has 6 Primers anymore -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
kenja0 replied to Spirit Juice's topic in Archive
Anyone think time may actually be a serious issue again? Time outs occur regularly just from pros doing 3 long combos on each other and the turtling/pressure that happened between those combos. Now characters will need to do even more combos to kill each other and there will be even more turtling. OR does anyone think the resets in combo and resets in proration will make everything right? -
The only things left to talk about is how can 4B be used effectively and what's happening on the loketests. Only so much one can do on these forums before tolerance/knowledge is peaked. Let people fight with their theories on dustloop (within the bounds of the mods). Some of us will still be practicing to get better in the end. Besides, if Lambda ends up bottom and people can still win matches with her, that's a pretty big bitchslap to those smug assholes who think her nerfs made her balanced enough for them to not suck. And that's something I want to be good enough to do to people all the time.
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Stickbug is right. Combos can change but learning a new combo doesn't really take as much skill (compared to street fighter) as say perfecting one's defense and reaction timings and making one a more rounded fighter. Instead of talking about possible changes, I think it'd be better to practice something like say perfect blocking entire blockstrings and not get caught by mixup. Unless they take out perfecting blocking, it's the only thing that is confirmed to transition between versions of BB AND a lot of fighting games with parry.