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Stellarcircle5

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Everything posted by Stellarcircle5

  1. Stellarcircle5

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    I remember reading that it was strike invuln, though that could easily have been lost in translation. I just want to know, because as a Valk player, who has precisely zero projectiles, it sounds pretty spooky on paper.
  2. Stellarcircle5

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Izanami is cool, but what kinda bothers me is her strike invuln buff (rib cage). Seeing that she can end her combos safely and apply it on knockdown, wouldn't that just mean huge portion of the cast can't really do a thing on wakeup? Not that I'm averse to just blocking, but I'm curious nonetheless.
  3. Stellarcircle5

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    There is no news of any new characters, so I wouldn't hold your breath unless some post launch DLC comes along.
  4. Stellarcircle5

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Kum poses the biggest conundrum to the people who cry "Hurr durr Guilty Gear is only a game about hardcore badasses not this waifu moe trash durr." I love it.
  5. Stellarcircle5

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Yoo, Nine looking siiick! Also, who else is looking forward to learning the netplay Naoto matchup
  6. Stellarcircle5

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Do GF on oki. Follow with Fafnir. They block. Do feint GF on oki. They try to mash Fafnir's startup. CH 5H/Fafnir. It's all about conditioning, my boy :^)
  7. Stellarcircle5

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Hey dudes. Flipped from Millia to Sol because she got boring. I'm having a ton of fun with Sol, but I have one question. Where are places you are able to use Wild Throw? I'm not doing it nearly enough and it's leaving my pressure a bit weak. All I really know is to go for 2P tick throws, but there has to be other spots you can sneak one in to your strings. Any tips?
  8. Stellarcircle5

    [CPEX] Valkenhayn Combo Thread - Less Launching, More Biting

    Thanks for linking that twitter account dude. To be honest I found Valk's combo theory in CPEX to be pretty lame, but the stuff that this guy has seems both fun and practical!
  9. Stellarcircle5

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Human Valk standing overheads :^)
  10. Stellarcircle5

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Throw breaks are in? Wicked! Now they just need to remove mash to tech and just use hold. Seriously, I hate it so goddamn much :V
  11. Stellarcircle5

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    And so the argument of "All GG characters should be hardcore badass gorillas." begins yet again. I for one really like Jack-O. I'm definitely excited to see her in action!
  12. Stellarcircle5

    [CPEX] Valkenhayn Combo Thread - Less Launching, More Biting

    Yup, you need to use 6D if you wanna try to open people up with it. It's not so bad since br.jA is more lenient now, and you can also do stuff like 6D > w.jA > w.jC.
  13. Stellarcircle5

    [CPEX] Valkenhayn Combo Thread - Less Launching, More Biting

    Starting to get used to the new routes. Sure feels weird, but it certainly isn't bad. Midscreen to corner: j.236A > j.236B > 6D > w.jB > w.jA > 5D > [2C > j.B > dj.5D] > w.jA > w.jB > w.jA > 5D > [5B > 5C > j.B > j.A > j.B > dj.B > j.C] - 2411 Damage, 17 Heat.
  14. Stellarcircle5

    [CPEX] Valkenhayn Combo Thread - Less Launching, More Biting

    I don't know how many of you guys have the game yet, but Valk's new combo theory feels incredibly finicky. We should get some discussion up in here ASAP. To be honest, I'm pretty upset with fact that they took away our ease of corner carry. All the options I'm messing around with either drop, or cost way too much wolf gauge to be optimal. The reduced hitstun on his moves has made execution way harder overall, and has even made corner tk.214B > 6C > 3C enders feel random/inconsistent. Plz help. Someone tell me I'm just bad and there's a solution I'm not seeing.
  15. Stellarcircle5

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    In regards to Millia, yes her oki is really strong and really simple. Now go try to dominate neutral and see how far you get.
  16. Stellarcircle5

    [P4AU] Ken Amada Gameplay Discussion

    Hey guys, decided to mess around with Ken since the Junpei struggle is too real. I have a quick question. What are some BnB pressure strings I should be using. I have his combo theory down for the most part, but I'm lost as to what I should do when people start blocking. I'm talking about his absurd lockdown that seems to never end. How should I go about it?
  17. Stellarcircle5

    Combo Breaker | May 22-24 | Chicago, IL.

    What are the chances of a BBCP side tournament being held? I'd love to be able to at least get some practice with my main game while I'm there XD
  18. Stellarcircle5

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Ideally, most oki characters should have ways to play around the blitz change (Millia hits before the projectile, I-no is usually mid range when she puts a note on you etc...) it's still a dumb change that shows that this is indeed a Loketest. If its left in, I'm gonna be pretty bummed, especially for Rammy players, like how will she do anything? Also the "Lol S-tiers had tools straight up removed, I like it" mentality that I see showing up among some of the people here is pretty shitty. Tools should be tweaked, not made obsolete.
  19. Stellarcircle5

    [P4AU] Junpei Iori - 2.0 Changelog

    - Long, variable pressure strings. - Plus on block divekick. - Legit mixup. - Less lopsided run mechanic. - Gorilla normals. Da Man is here at last.
  20. Stellarcircle5

    Zero Frame Whiplash: Throws in Guilty Gear

    This was really well put together. As a player transitioning from Blazblue, GG throws have been the hardest thing to adjust to for me. I'm glad you guys took the time to make a writeup like this, because I feel things are a bit more in perspective now!
  21. Stellarcircle5

    Guilty Gear FAQ Thread - Ask your questions here!

    While there are characters who have an edge as far as matchups go, Guilty Gear is well known for having few (if none at all) bad characters. Player skill makes or breaks it in this game, and you will se high level competitors using every character, whereas in say SF4, you'll never see Deejay, Hugo (lol Mike Ross), and so forth. If you want an example of how strong players make any character viable, check out players like FAB, Hase, Shuuto, Tsubu, and Fino. They all play mid to low tier characters and can still run a train, granted they are just really strong players in general. So yeah, it's not an issue if you are willing to put in the time. I play Millia, who is super S tier and I get bodied by my friends Venom frequently, lol.
  22. Stellarcircle5

    [P4AU] Junpei Iori - 2.0 Changelog

    So Junpei is anime Rufus now. LETS GOOOOOOO!
  23. Stellarcircle5

    [P4AU] Junpei Iori - 2.0 Changelog

    Heres hoping Junpei gets a little dash of scum into his gamplan. I feel he's too honest for his own good in a game with characters like Yosuke and Aigis.
  24. Stellarcircle5

    [CPEX] Valkenhayn Video Thread (Updated 5/11/15)

    11/15/2014 Shinjuku Sportsland Tetsuwo(?) (IZ) vs Jasu (VK) Testsuwo(?) (IZ) vs Uma no Hone (VK) Tiku(?) (TG) vs Uma no Hone (VK) Mato (AZ) vs Uma no Hone (VK) Jasu showing off some new routes. 2.0 Valk is definitely looking slick.
  25. Stellarcircle5

    BlazBlue Question Thread - Ask your questions here!

    Extend and CP feel VERY different. Extend is considerably slower and characters do way more damage. I feel that you could still retain some skills from it though. Just know that certain characters got considerably reworked from EX to CP, like Hakumen, Valkenhayn, Jin, and Lambda/Nu to name a few. I remember I had to relearn Valk like he was a brand new character. They changed everything down to some of his button layout T_T
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