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kenja0

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Everything posted by kenja0

  1. New mechanic change! High and Low air blocking! If that's true, it'll be the best day ever!
  2. 6C into 236C? Besides, everyone's biting the dust. Look at Hazama. Anyone think we could be lower than no combos?
  3. Not only that but it's air unblockable. Imagine that barrier chip.
  4. Um the air unblockable moves for Lambda seems like a huge plus on the offense. I mean, 5Cx8 requiring barrier block may shit on barrier guarding in the air, especially when delayed. Hell, no one online seems to block that move after a tech anyway...
  5. You assume that's hard for some people. The majority of people who jump and Barrier to escape pressure are not affected by this at all. This just enforces that type of guard. I say that the change is so big that the game's core mechanics are changed. It's an interesting concept to utilize, but 2 days of 1 loketest is not going to give enough feedback to tell if it's balanced right for Blazblue- especially when we get feedback from people that tell us Bang's 2A can't combo. Besides, what's the purpose of AA moves now? Head invincibility? Some characters with long range pokes or disjointed hitboxes anyway don't have to care. Lambda's 5C/Hakumen C moves.
  6. I'd like to get an order of Parry with some Partner Mechanics, a couple of Substitution Dodges, a Turnaround button and... what is this Tripping? It sounds delicious. Troll harder, Arc.
  7. I was bad at fighting games. Group of 10 friends kept planning to go to the local arcade to play "BlazBlue". I go with them to see them play it: 8 Noels, 1 Taokaka, and 1 Hakumen. They compared it to Guilty Gear so I tried it out. I asked them what character I should play. They said 'V-13' played similarly to Dizzy. I played. I lost. I spent an hour on the machine and practiced as they did other things. Some guy came up and told me Nu's basic combo 5DD>4DD>236D. He told me not enough people play Nu and was happy I was learning her. I planned to use BlazBlue as the game that will get me good at fighting games. I pre-ordered the game that day. Then two weeks later, I went to Anime Expo and played it there and people said I was pro. When I look back on it. It was the most contradicting set of events I have ever seen. None of my friends play it anymore and none of them will compare them to GG characters. I am among the best at fighting games in my group of friends. Nu isn't Dizzy, she's scrubby, and too many people played her. It makes me lol every time I think of it.
  8. What are the specs of the 4B? Clean? CH? Crouching? Combo? 2nd Hit only? And what is the timing for 6A? Similar to Grab? Depending on that, it may be a plausible combo to learn.
  9. 4B is a borderline useless overhead option. You're better off using it as a reversal against low attack spammers... but Gravity Seed is still a better option if you need a reversal because of the invincibility. Despite being able to combo into it from any other successful crouched hit, the damage output is 2k from a clean hit which is amazingly low considering the other options that are possible. Even on a CH 6A/2A/5B/2B/6B/5Cx1, you're more than likely to deal more damage by completing a ground combo. j.214D can actually be used to feint an overhead or sweep and can be used in the middle of combos to score more damage. 4B is too situational and it deals no damage for its situational use. I'd rather have Mu's 6B overhead too.
  10. No one said Hakumen will become a zoner- people assumed it. Aksys is nerfing everyone's comboability. For someone like Hakumen who can do good combos with meter, the best approach is not to tweak the moves as much as how often he can use that meter. 4 magnatama = 4k damage from almost any setup. Faster C moves gives him better stall time until he gets 4 magnatama. They just want the game to play slower and less combotastic since everyone needs 3~5 to win.
  11. Some combos might be much harder to do. Lambda is very spacing dependent and being slightly too far means something like 236B didn't hit. Additional startup makes that worse. Changes in startup worries us because 2 extra frames to 2C made it borderline useless. Several frames to 236C makes some of those midcombo hits miss.
  12. Well if everyone is getting nerfed, then maybe it isn't so bad in the long run. Except Jin. It was 50-50. Now it should be like 51-49. This angers me greatly.
  13. It goes into the same damage, but I don't mean that they trade places. I mean hitting with a bigger hitbox is sometimes more important than damage output. It can make or break a character. What is the difference between Rachel, Noel, and Ragna's 6A. The hitbox. They all float the enemy, can all be jump canceled (or lead to a move that can be) and comboed into, but the hitbox determines how useful it is. In Ragna's case, and it also has great synergy with one of his best pokes and establishes one of his best combos. His 6A normal AA is the best of its kind in the game. There are other things too, but it's the small things like that that make the character bump up in rating.
  14. Damage nerfs and range is different. As such, Bang's 5A can hit a crouching enemy. It prorates a hell of a lot, but people almost always sacrifice damage for a confirmed combo. A lot of combos can be made off of the smallest extension of reach.
  15. No Gravity invincibility already hurts her defense really hard, with the addition of rushdown characters getting air unblockables, idk if she can really hold her own. Act Parser A going through people was considered a NERF making her offense even weaker- I don't think they even considered it useful on the defensive side. And with her command nerfs it'll be harder to combo, she might become very inconsistent. We might have ourselves a projectile Tager.
  16. I think it's possible to do a backdash after an IB. Lambda has a good backdash that has a lot of startup invincibility and should be a safe escape UNLESS 5B/5C comes out instead.
  17. Add flames, wallbounce, combos from 3C and goes into 236236D and we'll have ourselves a Double Scissor Strike.
  18. The moment Hakumen's cut barrier follows the enemy is the moment I gtfo and cry in a corner.
  19. I think they're trying to ease everyone into it, but by the actual release date, Tager will be able to recover from all of these sweeps fast enough to do 360s and 720s without the opponent being able to react.
  20. Loketest 3: Act Parser A dashes through close opponents. I am okay with this.
  21. Now Aksys should make it invincible on startup as I sinisterly rub my palms together.
  22. Terrible. Works online though.
  23. There are two more scheduled loketests: this week and next week. However, if no invincibility Gravity stays then that Tager matchup will be looking pretty bad then... Hell if Gravity is gone, then there goes my gameplan for anything I do in this version of the game... How am I supposed to use it? In mid combo? Bleh. Hell, I'd rather it get George proration than to completely lose it. I guess I'll have to learn to perfect block better. On a separate note, Burst rounds down now (5->2 instead of 3). Although that's bad for Lambda, with Bang and Hakumen getting 5 Primers, she has a much better chance of forcing a guard crush on the ENTIRE cast (Tager double burst into 2 Primers). Goody.
  24. System update. In the loketest video of Bang vs Lambda, http://www.youtube.com/watch?v=oaYyVbjcxUQ Lambda has 5 Primers. She bursted twice and has only 1 left. Bang has 5 Primers and bursts twice and has 2 Primers. Primer reduction is different for each character I think.
  25. That is situationally too hard and risky to repeat in a real match setting... hide this from Arcsys before they nerf Calamity Sword even more.
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