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Everything posted by Errol
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It doesn't. That was a console update , not an arcade update. And it smelt a heck of a lot like an update for console that they did specifically because they screwed the pooch with kokonoe. (AND to support EVO, I thought) This seems to be an arcade update... and who knows when it'll hit consoles... But we do know it'll be in arcades for a while first, I think.
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30 frames was SEEABLE. you could still get hit by it, but blocking on reaction was very much a thing. 30>25 is a BIG difference, so that you can't reliably see it and block it, it's like other overheads. If you always use it at the same spot and people are looking for nothing but it, they can probably block it a good amount of the time in an offline only environment. But if you use it after 5d instead of after 5dd sometimes, or after gravity, people will get hit. 30 frames was slow enough that that wasn't the case. 25 frames is fast enough that you can't reliably see it. Do you see what I am saying? I'm not really sure tbh. ATM it could be old reactions messing with people? Since I don't know if there is actually mixup there anymore. In the current version, a delay crescent looks like what in the old version would be crescent cancel > low. But now you can really just block high. When I've been hit by it, that has been the case.. Playing Rachel vs Nu is a 100% waste of money now though so I haven't played enough to fix reactions to the new version for this particular thing. (it doesn't come up that much.. 4D is pressed literally hundreds of times in a match... so it is quicker to get used to that new pattern but shit is too tight and hard to react to that there's little that can be done) though still, it's a super strong starter, a full, gapless pressure reset on block. And if they get caught pressing buttons, also a big starter.. it's strong anyway.
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can we not get into some dumb argument about how people can reliably block 19 frame overheads on an overhead block simulator? The point is that people cannot reliably block 4D when you use it, and that is true. if you crouch and try to stand on reaction to 4d, you will get hit. maybe not the first time, but you will get hit. not gonna block it 100%.
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delay crescent is mega plus on block. the hitbox is massive too, so i think you can use it as another form of oki. Seems to be a good combo part too, saw a nu player practicing spike chaser > IAD J2C> delay crescent, I think it was. if anything nu's defense is too strong in this game. With bursts and CAs, if you knock someone away and make them block again, you can delay for so long because they have to block for 40 seconds. you get back your meter and/or burst while they block for a decade. just press buttons. odds are good you can take the round right there if they didn't bait your burst or CA. 4D really can't be seen anymore.
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on top of being even in skill and matchup knowledge, that they are highly skilled and knowledgeable. I don't think they have much purpose anyway. Ranks have a purpose because they let people know what characters to pick or not pick. matchup numbers primarily serve as excuses.
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I'd rather talk about matchups in terms of slight advantage, or advantage, maybe more importantly, how hard a matchup is. Some matchups are straightforward and easy to learn, others are not. for example, rather than makoto's matchup numbers being in the 7-3 categories, etc, they're mostly 5.5-4.5s with some 6-4s. Still, makoto has to learn how to deal with all of every other character's shit, whereas dealing with Makoto's stuff is pretty straight forward and simple. So she'll more often than not do worse than her matchup numbers would suggest.
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How long did guard libra last? How long did guard primers last? Gold bursts? Guard Bursts? How long has Ragna had a DP? How long has Rachel had wind? cat chair? How about magnetism? The systems change, and the systems benefit different characters more than others. You want to throw GDOC into a game, it is going to help some characters much more than others. Tager is one of them. Again, you're just angry because a system in the game does not benefit you as much as it benefits other people. I'm not angry that Ragna has much more use for rapid cancels. I'm not angry that Nu benefits from counter assaults so much. Whatever.
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Characters are the baseline, not the system. any system you add on to the game is going to be more helpful to various characters. Or else people wouldn't freak out quite so much about GCOD. (Totally balanced mechanic by the way, it's the same for everyone!!!) Actually nothing about guard primers is the same across the board, since the way characters take guard primers is completely dependent on the character. Crush trigger is almost the same for all characters. I'm confused though, b/c on the one hand we've got someone complaining about crush trigger, being almost the same mechanic for all characters, and complaining about overdrives because they're a system unique to each character. In the end it's all about the overall balance.
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I'm saying that claiming the old mechanics were balanced is bullshit. The new mechanics aren't completely balanced. They don't even try to be. They're a very unique thing for each character that can be tuned and balanced independently for each character. It is ok if some characters benefit more from their OD. It was ok that some characters benefited more from the guard primer system. Really you just are upset that your character isn't S.
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This right here is jokes. Did you even play before CP? Lambda Tsubaki is a super fun example of just how much the old system favored Lambda. Lambda, a character with lots of ways of breaking primers. If you use a burst, you lose half your primers. Large parts of her combos are completely burst safe. Also very often able to apply pressure from outside of gold burst range. Lambda doesn't have a DP, so benefits a ton more from having a gold burst. And when she does land the gold burst, she gets what, 4-5k off it? Even if you land a gold burst with tsubaki you're looking at typically 2k. And Tsubaki has next to no ability to break primers. Oh right, you also lose a primer if you counter assault! A penalty that is extremely hard to take advantage of when you have no ability to break primers. The system also allows for Lambda to run away almost without limit, whereas if you backdash twice with tsubaki to try to get some charge, you're in negative penalty. not unbalanced at all? Yeah, Right. The old mechanics totally fucked my character over. OD is definitely not balanced so it provides the same benefit for everyone. Some characters get more benefit from their ODs than others. That is ok. The overall balance matters.
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There's always gonna be 'worst characters' in the game.And the old mechanics were extremely unbalanced too. In the end that's just balance. OD is more unique and interesting, differentiates characters a bit better, which is their real goal anyway (with balance taking a backseat).
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Yeah, I appreciate your looking into it, because I am interested too. All I really know is that damage proration and untech proration are different beasts. Each move definitely has a different value for starter untech time. Counter hits seem to all around, like, set your starter untech time higher. You become capable of doing longer combos. But, it doesn't make everything equal. even on CH, Orie 2c4c doesn't lead to combos that go as far as 5c4c or 4c raw. OTOH, 2c has better *DAMAGE* proration than 5c or 4c (as you can see by doing 2c5c or 4c5c and comparing the damage of the 5c). each move has a different untech proration mid combo too, afaik. Each button seems to have at least some *damage* SMP. Even if a move has damage smp I don't think it is guaranteed to have untech SMP. I think eltnums little 66C>22B loops work because there is damage smp but probably not untech smp. orie's 623A definitely has untech SMP. Some other specials do too. I don't think Orie's j214B has untech SMP - though maybe it does. It probably has a bit of damage smp, since every move does AFAIK. but the 'damage smp' in this game seems usually pretty weak and only applies a bit to every hit after the 2nd hit. often does not affect the optimal combo route, though sometimes it does. if a move does a good chunk more damage than your other options, you gotta have like 5-6 + remaining moves to offset the one shot damage difference. So damage smp seems to mostly matter at the beginning of a combo. So I don't really know any for sure effect of counter hits, other than they can enable longer combos, and extra untech time mostly on specific moves.
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> as well as change the properties of the first move so it doesn't suffer any SMP penalty to untech time when it is used again in the same combo. The latter case is most evident with Eltnum's 236B (3 hits) > 236C combo routes. this doesn't seem to be true with Orie's 623A. 623A CS combos die immediately if you 623A again.
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there's always the possibility of people playing on wireless too I guess.
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holy fuck when the lag is bad in this game the lag is bad. completely unplayable. Don't think I had '2 bars' this bad in BB.
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i joined a room with 5 people and beat people until the room closed. noone blocked. one guy literally tried to up back, on wakeup, every single time. I hope you are happy.
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blocking is relatively pretty good in this game. you can totally get blown up though if you're too passive.
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there could be a number of reasons but don't start from what you are doing is right, start from what are you doing that is wrong. if you press a button and nothing comes out, you're probably still in blockstun and then you're getting hit during whatever else you're trying to do that was based on that button coming out.
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32+ entrants. Arcana Heart Trophies were not meant to be.
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autocombos are a mechanic, every character has one. if you feel it is cheap you can use it. but they're also sooo bad compared to a real combo. I don't know what else to say.
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Jesus. Fucking. Christ.
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BlazBlue Question Thread - Ask your questions here!
Errol replied to KayEff's topic in BlazBlue Gameplay
Carl in A? Please Airk -
when will hk psn update.......