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Everything posted by Rhannmah
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
do tell how it was to run two tournaments with two available stations and if I was right not to come because of that -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
I'll have to disagree with you on this. It seems to me that TO's decision to ban the character is directly affected by people speaking their mind and influencing them towards a ban. That said, I'm not pissed about anything, I'm not stuck and "unable to move on" and I think I've made it clear that I'm not advocating a ban nor against it. There are sound arguments for both sides and with the current state of affairs, some people are going to be unhappy whether she's banned or not. But all I was trying to say today is, what is changed in this debate from the fact that the arcade is going to get a balance patch + console characters? This won't be the version we have, so the debate remains unchanged and people will still argue about it, unless they also release that patch for consoles. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
Do you REALLY think I need anything of the sort to be happy? Also what's with the fucking hostility here? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
That would be true if the console characters were put in the arcade version as is, which i highly doubt. If the console version gets a corresponding patch to put it up to the arcade version then yes, people will need to shut up, but otherwise the argument is unchanged. get out -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
>curfew Wait, what? -
actually tried it and it's feasible, but i forgot about that j.D landing recovery. Man, screw that godforsaken landing recovery, it makes everything useless ;_;
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One thing i think would be interesting to see is if it's possible to do j.D FD cancel after a blocked H STBT, if it's doable, it would lead to one hell of a mixup, either you do j.S or you land for 2S. Would seem really powerful.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
we need more people to come on sundays and less on thursdays. there's so many people on thursdays that more than half of us don't even play, and today we were like 4 tops? srsly also, there's a screen that's getting a severe case of pixel burn and i'd be surprised if they replaced it, so we're down to two setups. Not that we had the space to use all 3 anyway -
Also, remember that life totals were upped from 420 to 460. This makes a huge difference.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
who needs touch of death when you can have block of death? also, kokonoe's screen control and zoning far surpass what CT arakune was capable of. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
I swear, if only Nini Heart was still with us, he'd be ALL OVER this character Indeed she's nowhere near CT's top, she's FAR above them. She individually has more tools than the whole CT top tier combined, and is better than them at every aspect they were individually best at. -
Kokonoe banned from Rebel Up tournament series
Rhannmah replied to TAI-X's topic in BlazBlue Gameplay
Well, at least it's not all going to be lost when she actually gets patched and gets unbanned. I just hope that ArcSys balances her fairly and doesn't destroy her like CT -> CS1 Rachel. She's a really interesting character, i used to hold a "wait and see" approach, but after that infinite corner blockstring(thanks for showing that to us btw), i really can't argue that this is anywhere close to being fair. Corner knockdown into lightning trap oki is something that happens -all the time-, so that can lead straight into it. Reminds me of hyper SSF2 dictator with the infinite knee press corner pressure. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
http://www.youtube.com/watch?v=EL8e2ujXe8g -
I agree, Izayoi doesn't need to have a meterless reversal, there's already enough of that in this game. She's an offense oriented character, i think it would be out of her playstyle to have a reversal "just because". Not having one forces you to be good at predicting your opponent's movements and being good at blocking, and her gameplay is more interesting because of it. That said, not having reversal options implies having the tools to play without one, which she doesn't have right now, as i explained in my previous posts. but that's the thing, Izayoi is not Jin. They have completely different playstyles, and for a character so based on offense, Izayoi's 6b makes no sense when you can just crusade seraphim cancel your normals into hoverdash j.b which is faster and leads to combos. This is exactly the kind of stuff that makes me say that this character isn't well thought out.
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I feel it's kinda flawed to have to spend combo and knockdown opportunities just to powerup a mode that would only be -decent- if it had infinite stocks. Other characters can be 100% threatening from the get go while Izayoi struggles just to get to a point where she can be -somewhat- threatening. Mentioned it in my previous post, but she really needs a tool to force a block at neutral midscreen and farther, one to force a block on wakeup and better normals; her air normals are horrible at air control and all 3 do the same thing, attack downwards in front of her and she needs an anti-air that leads to a combo, not a blowback all the way across the screen which is the last place you want your opponent to be. Also not one that is friggin -12f on block without any gatlings or cancels short of rapid. What I'd like this character to be is a goddamn rape machine in gain art mode, but only be able to keep it active for, for example, a number of seconds equivalent to the number of stocks you have, instead of having moves eat up stocks. Also, why is it necessary to have a 25f stance change between modes? Would be much more interesting if you could change modes on the fly like Gen from Street Fighter can do. All in all, this character just feels incomplete and not well thought out. Lots of potential though.
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well apparently, the setup i've been describing in my last posts gets beaten by... not doing anything. It just blue beats. Thank you training mode for not showing me that. Sigh, so much for that. WTB guaranteed oki plz
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Izayoi's mixup is one of the best in the game. Her problem lies in getting to the situation where she can apply said mixup; she really lacks the tools to lockdown the opponent and make them take the mixup. To add insult to injury, she needs a buildup phase before even going to her mixup mode. Her mixup is perfect, it's actually everything else that's the problem. She needs faster teleports(something like what Moriya has in Last Blade 2), better oki tools (look at Kagura's projectile, she needs something that has the same functionality in locking down the opponent on wakeup), better normals and better tools to force the opponent to block from neutral. Sonic sabre play would be cute in street fighter, but it doesn't cut it at all for a game like Blazblue where some characters can travel the entire screen in half a second. She sorely needs better tools, and/or a complete revamp of her gain art mode mechanics.
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I've put this into practice last week, and it works like a charm. No one tried to roll out of it , but most people didn't even block and just got hit. Usually, this'll be the finishing combo, since after a corner carry combo AND a corner combo for this setup, they'll be pretty hurt already. It seems to be quite safe to DP's, and i've seen it beat Jin's EX DP clean, I don't know how that even happened. Requires more testing, but it seems to be an incredible setup so far. A good setup after strike fall that i've been using is a simple safe jump to bait out reversal attempts. I just wait until they hit the ground from strike fall and jump as soon as they hit and use j.C when coming down, if they emergency tech you get a safe jump, if they roll you usually catch that with j.C, if they late tech, you can always go into hoverdash mixup. D sonic sabre is good, but it's too easy to evade with late techs, and you really can't spare any stocks with Izayoi, you NEED them to do any sort of decent damage in gain art.
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Shisho(i think? my japanese is scrubby at best) matches from gamechariot http://www.youtube.com/watch?v=-nyUYsyRTsA http://www.youtube.com/watch?v=kzS4XSGxiJk
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That would be completely outrageous if that were true
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Hey now, i'm no LoL advocate but LoL's business model is as non-pay-to-win as a free game can get. Paying money only gives you access to cosmetic changes and accelerants for stuff you can get for free by investing more time in the game. To be on topic though, I think regular updates are good, but not something so frequent that players don't have time to learn and adapt to a matchup. Speaking of which, patches should be put out whenever something blatantly broken comes up, now that even arcades are connected to the net. To stir up the discussion a little, what should be nerfed on Kokonoe? What needs to stay?
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Why does this character have some of the best zoning in the game while having some of the best normal mobility (not considering stuff like valk and hazama) in the game all the while having arguably THE best normals in the whole game with pressure strings that never seem to end? Yeah, she's pretty broken. But still, is she ban worthy? I'm not sure, but i don't think so, simply on the basis that there are other VERY powerful characters in this game(Valk and Tao to name a few), so why not ban them too? Although, if there was an argument for a ban, that would probably be it : Health of the scene is the biggest issue here. If people don't want to come out and play tournaments because of this character, then she needs a ban until she gets fixed. Otherwise, it's all good, as frustrating as she might be to play against. Other games, like 3rd Strike, have had very lopsided casts and still have done well. Although, i know i expect better from ArcSys games.
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Late tech evades D sonic sabre completely. That's why i was looking for alternative setups to strike fall, because that's two wasted stocks right there. Also, if you're too close they can even front roll into you and make sonic sabre whiff by pushing your character away. I really wanted something more guaranteed.
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I think i found something interesting. I've been looking for corner oki gain arts setup that covers all wakeup options, here's what i found : from the traditional corner combo starter route dash j.c -> 2b -> 5b -> 236c-6d -> 2c(2) -> ..5c -> 2c(1) -> 236b -> 214a ; from there, i used to go into 2b -> 5c -> air ender with strike fall, but i was looking for an option that didn't spend an extra stock for a paltry 300 something more damage, so there's the (after the 214a) 5c -> 2c(1) route which, in itself, gives knockdown. I've seen players end that route with 6b, but i feel it doesn't give good oki. You can always crusade seraphim stance cancel, but i found that if you cancel the last 2c(1) with 214b, you end up right behind your opponent and if you cancel that teleport into 2c, it comes out at JUST the right timing to catch tech rolls, resets the combo counter on a late tech, and hits them on the very last frames of the 2nd hit of the 2c if they emergency tech, which can be linked into 5a -> 5c. It seems to cover every tech option possible. This would require testing, but i suspect that it recovers quickly enough to be safe from most reversals, not to mention that it reverses your opponent's inputs. The final combo looks like this : dash j.c -> 2b -> 5b -> 236c-6d -> 2c(2) -> ..5c -> 2c(1) -> 236b -> 214a -> 5c -> 2c(1) -> 214b -> 2c. If they do anything other than emergency tech, they get reset and popped into the air with the 2c for 2c(2) -> ..5c -> 2c(1) -> 236b -> 214a -> 2b -> 5c -> air ender. If you're worried about taking them out of the corner, you even have the time to do a second air combo after the first by canceling the 1st noir edge with a D teleport to put them right back in the corner. Try it out, i'm pretty sure this has some good potential! (unless i missed something) edit: actually, a perfectly timed late tech will completely evade the 2c, but you recover before them so you can still go into mixup afterwards. I wouldn't worry about that one too much though.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Rhannmah replied to BladeOfJustice7's topic in International
Aaaand i still don't know what it is you wrote!