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Yohosie

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Everything posted by Yohosie

  1. I'm going to start applying the new wiki layout to the live site. While I do this and I actually get a good look at everything, I'm building out a google doc spreadsheet that shows whats missing and what's filled out. Might be publicly available or it might not... but it'll give people a better idea of what content needs to be added.
  2. That's difficult to do, because the buttons look really horrible on mobile and small devices when they're at the top of the page. I think it works as is!
  3. I built a custom navigation table as best I could. It's a bit of a pain to edit, but I think people can handle it. http://www.dustloop.com/wiki/index.php?title=BBCPE/Azrael_Test
  4. It's an auto-generated table, but I can try playing around with it. I was thinking of moving the navigation to the top and condensing it regardless
  5. Hi, I've done a test restructuring of the wikipedia to be more organized. I was skeptical about sub-dividing characters until I actually did it, it seems quite clean now. Character Example: http://www.dustloop.com/wiki/index.php?title=BBCPE/Azrael_Test Game Example: http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_Extend_Test I'm going to restyle the navigation buttons once I have a better idea what dustloop looks like, so consider those placeholder. But it should be more accessible and easier to understand. I can't get too fancy with the styling in order to keep it responsive across all devices, but let me know if anything looks wonky on your display. Let me know any feedback or usability issues. I want to get some basic opinions before I apply it wiki-wide, but the people I've shown it to so far like it.
  6. Just a heads up -- I'm doing a test reordering of the structure of the wiki to make it more accessible. I'm going to be reformatting an old game as an example and UI test and get feedback, then make edits and enlist in some help to expand it to all games. Nothing major, just organizing how things are presented. Simple usability issues.
  7. Yohosie

    [CP 2.0] Iron Tager Gameplay Discussion

    Tager is very good and fun now. this is my high level critique of Iron TAger
  8. Yohosie

    [CP 2.0] Iron Tager Combo Thread

    Does anyone know of any better combos off of 2C > AC (or raw AC) without Magnetism midscreen? Currently I use: 2C > AC > RC s.j.D > RC/ODC > j.D > AC > GF I've only had this situation come up a few times, but if there's a better combo I'd like to know it
  9. Here are some practical sideswitch combos for when you mash 5A on wakeup while cornered https://www.youtube.com/watch?v=RqNjojDV6KQ Narukami/Ken/Adachi/Yukiko/Aigis specific
  10. It depends on the matchup. Some you're allowed to be airborne, others you're stuck on the ground. Your goal is usually to either make them block j.B so you're extremely plus and force them to make a decision/reaction (will I do j.B > j.236B, or j.B land into walk forward, or other??), or to make them block D lightning and force them to guess. In air, j.B is the god. If they block this, you are ultimate plus, and the hitbox is great. j.236A (forward or air-turned) is great for mobility, and is plus on block if they don't have a good answer. Starting airborne, j.236B is easier to react to so I don't recommend abuse it, but having it in your pocket keeps your opponent guessing on your angle of approach/retreat. When grounded, 2B jump-ins, obviously. 5B is probably your best poke. It stops most run-ups, except for characters with ridiculous range like Chie 5C and Mitusuru. 2A is a decent poke, too. You can't really cancel 2A/5B on reaction into anything since sweep is horribly unsafe on block, but just making them block it is enough. Learn when to use your 5C in neutral. It's usually a bad idea since it's easy to react to and slow, but if you can make them block a lot of time you can cancel it into 2D/5D and get pressure. [4]6C is good to pull out of your pocket, but don't overuse it since it's a free persona card if blocked. If they block it you can usually j.D for free depending on the range and start your approach. A lot of people can't deal with TK j.236A/B. It's your fastest forward approach and has a real janky angle that's hard to anti-air. It can be DPed, but like [4]6C/D/CD pulling it out of your pocket every now and again is a good way to get in. People love to abuse Kanji's weakness at mid-range in neutral, so more often your best neutral option is to block. Especially jump-ins. 2B is basically a hard read with how slow it is.
  11. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    Tager's best anti-air will and always will be blocking. 2C/AC are so slow that they're risky gusses. 2A is his only reliable reactive anti-air and it sucks -- it's a glorified jab. edit: don't take this as sayings "never 2C/AC they are bad anti-airs". But they are guesses and require hard reads, which is what our gameplay is based off of anyways.
  12. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    Terumi 6a hits us crouching, but 5C on our wakeup hurts a lot too. It's a really good meaty that we can't 720 out of that can be RCed for a really scary mixup. Not to mention it's relatively safe on block (-2). Terumi isn't broken but he's a fuckboy and I hate him conceptually. I have no problem with Crush Triggers, I think the current guard system is perfectly fine. Guard Breaks are dumb anyways. It's not like it's extremely difficult to open people up in Blazblue anyways.
  13. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    Don't get me wrong, I think Overdrive is by and large a shit mechanic. Unnecessary and added to teh game for no reason. I just think GCOD benefits Tager (and Makoto & Jin, and probably other DP characters) more than other characters. In theory, it makes the worst characters in the game (EXCEPT KAGURA RIP) better. Again. In theory. For the record I still think it's a dumb mechanic. Encourages stupid and unsolid play. I'd rather see his neutral tools get better as opposed to some gimmick on a timer, but I'll take what I can get.
  14. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    I mean Tager's can always resort to raw 5A/5B/2A (possibly 2B?) tickthrow games instead of 3C>4D or the very unreal 3C>236A game. I really don't think 3C being a free GCOD cancel is that big of a deal, it just means we'll have to slightly adapt our pressure when the opponent has OD. We can adapt. Neutral jump barrier guard. 5A game. We can adapt with very slight alterations to our pressure. I think Tager having OD, on the other hand, causes your opponent to play so differently. They'll already scared of Spark Bolt, imagine how scared they'd be if we had spark bolt AND overdrive. If they're magnetized 720C catches opponents from like 1/3 screen away on the 1st active frame. I dunno. I'm just excited to see changes. I think this is a good thing and an absolutely ridiculous tool. It's such a mindgame.
  15. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    (Keep in mind: Joketest 1): No. you can literally just GCOD > 720 and it's 22 frames of 100% invulnerability through blockstun into OD 720 damage. It's ridiculously broken and there's no way they're keeping it, almost every button bigger than 5A is punishable with this change if you time it so they whiff their 5B/2B/5C/Whatever follow-up. You can punish extremely plus moves like Jin's 2D, any character's CA, Hakumen 3C, etc. 2C works, honestly. I've almost never seen it clash. If it does, you can always double tap 2C, or do 5C > 5B? j.2C > 3C from Hakumen on clash sounds super not real. Like I said though I've almost always had it beat it. When in doubt you can always just jump forwards and block. A lot of times Tager's best anti-air is to block
  16. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    Either way super armor 5D sounds ridiculous and I can't wait to basically own neutral game by pressing the overdrive button. Also remember that in a game where everyone's combo tools are nerfed, Tager becomes instantly better since they're not nerfing his command grabs (and even buffing 360B).
  17. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    You're all crazy, these changes sound insanely good. GCOD is basically 5600 free damage a round and probably makes us jump up 1-2 tiers by itself. Sorry that our BnBs got slightly worse, but superior oki off midscreen AC and voltic charge canceling being a somewhat real option is mad good. 6A change sounds godlike on paper. Some characters when magnetized could stay in the air because their j.A/j.B/j.C hitbox beat AC's surprisingly small hitbox, but now they're forced to stay grounded. Will have to use it in a real match, but when canceled into 4D, sounds like a way to get an opponent from the air into a frametrap or tickthrow situation. I don't really care about 6B changes. That overhead is super bad, the only reason it hit is when your opponent was panicking. Offline play it's by far the worst go-to overhead in the game. I'd rather take the faster startup to incorporate it into my frametrap game. He's going to be a much better character if this loketest 1 sticks. Which it won't. But I like where they're going.
  18. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    My hands aren't nimble enough to do this, but - lmao
  19. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    Yeah, input 1A+B > 4A+B > 7 > 1A+B with specific timing. Timing varies if you're getting pressured or if you're on wakeup. Beats lows and jumps. I've been incorporating it into my offline play and it helps a lot. (Online it's basically pointless). Americans don't do it, so Tiku had to change his normal "5B tickthrow grab" into "5A tickthrow grab" to compensate for America, since 5A and command grab are option selected by top Japanese players with fuzzy jumps. It works on every member of the cast against every member of the cast. Super useful, though admitting that it's slightly less useful as Tager as people are less likely to risk a throw
  20. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    I think he more showed that Tager has a decent matchup against Kokonoe and it's most likely that the better player will win (which was Tiku, who is incredible). It shows that someone of equalish skill took him down with a horrible matchup. Tiku also made a claim that American players don't use Fuzzy Jumps, so his Tager didn't have to do nearly as much work to open people up on offense which helped a lot. Not discrediting him, but Japan is absolutely better than America at BBCP. Especially against Tager. We don't really have any great Tagers here that travel and practice.
  21. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    Found a true Tager fuzzy against tall characters The Setup: Shortened Combo, ie 5A > 5B > 3C > 6A > GF > RC > CT > GF (whiff) Azrael j.A > j.B > (slight delay) j.C > 5B > 3C > AC (whiff) > 5C > 6B > j.A > j.B > j.C > GP (2893 | 20 meter) j.A > j.B > (slight delay) j.C > 5B > 3C > AC (whiff) > 5C > 6A > 2C > AC > GF (2596 | 22 meter) Hakumen, Amane j.B > j.C > j.B > 5C > 6A > 2C > A Sledge > 3C > AC whiff > 5C > 6B > j.2C > 5B > 5C > AC > GF (3720 | 31 meter) Tager j.B > j.C > j.B > 5C > 6A > 2C > A Sledge > 3C > AC whiff > 5C > 6B > j.2C > 5B > 5C > AC > GF (3720 | 31 meter) j.B > j.C > j.B > 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D >GP (3821 | 27 meter) Everyone Else CH j.B > j.C > 5B > combo j.B > nothing, cry Short video: https://vine.co/v/MPFI7Mrr0F5 The "shortened Combo" is basically anything not pushed to it's absolute limits. Most Tager BnBs into GF work, it seems that 5A combos are the only thing that has to be shortened If they tech late, you get a j.B safejump crossup. If they don't tech at all, you get standard "neutral tech/quick getup/roll" oki, which is good. The amount of dumb stuff you can do off of this is super high, not just fuzzies. Some examples: j.GP crossup (works on Litchi, Hakumen, Tager, some others I'm sure, haven't tested. Whoever has a tall crouching hitbox) Delayed j.B crossup 5A/2B/2A > tickthrow 6B overhead 5B low j.B Safejump regular command grab
  22. I'm really happy with the changes to the persona cards and grabs in general. Cards are extremely easy to lose with Kanji (Maybe the easiest?), and having access to his grabs while persona broken felt almost like a necessity. Sure they do no damage but it at least lets me punish people and have some defensive options so people don't go full ham. People told me "well then don't get persona broken", but he lost a persona card on almost every failed hard read, reset, and tick throw, and due to his large healthpool it just seems to happen more often than most characters, even at the highest of high level play. Excited to play this dude now that my neutral game has improved, along with his neutral game improved.
  23. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    TK360C doesn't work low to the ground because it keeps some upwards momentum during the startup, so it doesn't happen as low to the ground as you'd like. If you want to be a fuckshit, low 360C beats most character's backdashes. GF > RC > Jump forward > low 360C beats most character's backdashs and some other options, but it's almost exclusively a mindfuck option. It's somewhat practical against Amane because it beats both 6B and backdash. May have other uses too. I've done a low 360C to beat Hakumen's forward dash once, but that's totally a fluke.
  24. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    You can always just do 5A > 5B > 3C instead of 5A > 5B > 5C > 6A. You should be able to tell if they're blocking/getting hit by 5B anyways, since it lets you set up tick throw situations, where 5C > 6A doesn't (and also isn't a real blockstring). I find myself going having enough option selects per character now that I rarely autodial a blockstring after GF anyways. It's a good habit to break, it improved my play (though, I still miss 5A > 5B > 5C autocombo confirm)
  25. Yohosie

    [CP 1.1] Iron Tager Gameplay Discussion

    IMO Tager's biggest flaw is that his best anti-air is to block, and with the brutual offense in this game having a clean way out of airtight pressure would be really helpful. And yeah, Koko losing fullscreen activate meant we are not eternally in blockstun, and we can punish a lot of Kokonoe's stuff that other characters can't. A well-played Koko is still probably 6-4, but at that point it's mostly player skill. Honestly it was a nightmare because she could lock us down with fullscreen magnets and then activate at any time, so we couldn't even walk or s.J forward without taking a huge risk. Now I can actually move around.
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