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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. CrimsonDisaster

    Arcana Heart 3 - Out Now, Best Fighter Ever

    'cuz it was awesome
  2. CrimsonDisaster

    Arcana Heart 3 - Out Now, Best Fighter Ever

    with that kind of attitude you probably still suck at GG/BB/MBAA there's like no good source of AH3 info in English atm (there's some effort being put into that but it's mostly people who have just started playing) and the Japanese wikis don't have a ton of content, so unless you want to sift through a lot of moonspeak in random BBS your best bet is show up to UFO and play and ask the good players for info/help
  3. CrimsonDisaster

    Arcana Heart 3 - Out Now, Best Fighter Ever

    just play, you're in Austin so you have no excuse
  4. CrimsonDisaster

    BBCS Character Analysis

    So why are you guys talking about blockstrings when the entire 5C discussion is about 5C being used as a long range poke? All the OMG THIS MOVE STOPS YOUR BLOCKSTRING noise from like 3-4 different posters is kinda pointless.
  5. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    http://www.nicovideo.jp/watch/sm9201858
  6. CrimsonDisaster

    BBCS Character Analysis

    Getting hit by a single Jin 236A/B/C is hardly comparable to getting hit by Ragna 5C xx HF. There are like 2-3 characters who even have combo starters at that range, and none of them are as safe to poke with as Ragna's 5C (except Tager Spark Bolt, which you don't always have access to). The only reason "nobody really considers" Ragna lifesteal here is because they are stealing combos from Japanese players who are already doing max lifesteal combos. Ladon, it isn't a waste to burn 50% on 2D RC for safe pressure with potential payoff when you consider that Ragna can get like 50-70% meter for some of his combos. That 2D RC might lead to you pretty much getting all that meter back anyhow. At the very least, it means your opponent can't just wait for you to push yourself out and then not worry about anything you do anymore.
  7. CrimsonDisaster

    BBCS Character Analysis

    A practical 5-6k combo with meter/fatal/whatever doesn't make Bang that far ahead of everybody else. There's a big chunk of the cast that does that (Litchi, Carl, Ragna, Hakumen, Taokaka, etc.)- why would Bang's max damage rating be higher than those characters for doing the same as those people? Also Hakumen has viable 100% combos. You won't see them as often as Arakune's since Arakune is always one airthrow away from cursing you into 100% whereas Hakumen has to be sitting on full bar, but it happens. As for Ragna, I've been hit with blah blah 22C dash 5B > 3C xx 22C ender pretty often lately, it's harder than generic enders but not impossible. 2D is a decent move with bar as well, gives him a nearly half screen low option in pressure that leads to pretty good damage on RC or CH (not BEST DAMAGE EVER but it's beefy enough considering how far away he can hit you with it). Pretty much Ragna with bar = mixup/damage/pressure into sick oki from huge range, Ragna without bar = mixup/damage/pressure into sick oki but only from close range or with big risks. I dunno why "can't do much damage at MAX RANGE" is a weakness for Ragna given that the entire rest of the cast can't do any damage at that range without bar or a counter-hit if they even have a move that reaches as far as Ragna's pokes. Pretty sure "can actually hurt you, even a little, from like half the screen away and get a knockdown that pushes you into the corner AND steals life, with the option to RC it into like 30% of your life" is more accurate. Or "can't do much damage at MAX RANGE but his max range is like double everybody else's max range except Litchi who is a stripper whore." Also Jin lands 6C/6D combo starter as a frame trap or anti-jump-out in pressure. 6D also breaks primer so it's not like people can just sit there and block all day. Yeah people can mash or DP out, but that's why he has 6B or FC 2C to beat up people who mash on things that are too fast to beat up by only doing 6C/6D as his frame trap normals.
  8. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    not a bad idea
  9. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    Using a 1000 isn't the solution, as you will die faster and drain even more GP. Vigna is pretty solid. Just learn to BR x3, use the AB shot lancer for mid/long range harass or landing punishes, AC beam bazooka for landing punish if you don't have boost/ammo for BR. Harass with assist.
  10. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    TRANS AMMMMMMM is nowhere near as good as Wings of Light.
  11. blade of grass, wind, etc.

  12. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    Stay in gun mode and CSa and BR a lot. Then cry because you are just a worse Destiny but everybody will think you're a tier whore because they suck and think 00 Raiser is good. This game isn't region locked, I don't actually think any PSP games are?
  13. CrimsonDisaster

    [CS1] Bang Discussion and Question Thread

    I bought the mook but left it in Austin while I'm out of town for spring break. Hopefully someone else posts the frame data before I get back this weekend so I don't have to :p
  14. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    Both Zakus are among the top 4 1000s. Char Zaku II: Most common method I've seen with him is activate speed, play really aggressively, try to land machine gun hits to set your teammate up or to do MG > MG combos for pretty good damage safely, pretty much just blitz them however. If you survive your entire speed mode timer, just burn all your assists and ammo before you die. Or you could just kamikaze into people by going for melee aggressively when your speed timer is about to run out, let your teammate know so they can make use of the openings that creates. Zaku Kai: MG is your main damage when you have openings. Otherwise, zone with AB -> BC grenades, use your assist to punish things you can't MG. You have oki options thanks to grenades, which is relatively rare in NEXT. Again, communication is key; obviously, you don't want to blow up your teammate often (though clutch grenade explosion to save your teammate or yourself from something like a Gundam CSa is pretty sweet). I play a really defensive Zaku Kai, using grenades for map control and zoning, so I usually play the role of spotter and call out opposing movement/openings to my teammate. summary: Char Zaku is hyper-aggressive, Zaku Kai is super turtle/zoning, both are there to create openings for their teammate.
  15. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    Elmeth, the path B mid-boss? Just shoot a bunch, when the bits come at you just sidestep a few times to get out of the circle, shoot her some more. You can't block the all range attack because you get hit from behind during that move.
  16. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    Again, stepping cancels ALL tracking at the point where you step. If you boost with Tallgeese while Destiny's assist is about to lock onto you, there's a good chance it'll still chase you and nail you; if you step in that situation, the DRAGOONs just harmlessly fly by. Pretty much for dodging it works like this: If you have plenty of time, ND. If you have less time, step. If you have no time, shield.
  17. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    Stepping is great, just not as a movement option (unless you're Turn A). Stepping is actually BETTER for dodging most things (including melee) than ND, because it cancels tracking. Assuming you didn't step right into their melee hitbox, you are more likely to step out of a melee at the last second than you are to ND out of it at the last second. Part of why Deathscythe is so good, his melee takes up enough space that you can't just dodge it forever. Ground Type is considered better. Both spend 90% of their time in cannon mode, Ground Type has net bazooka and Ez8 doesn't. Manual reload isn't as important since both of them automatically reload if you push A when out of ammo (so mostly it's just a brake cancel). The other 10% of the time, Ground Type is straight up better. Machine gun > BR for 1000 main guns (for the most part, NT-1 Alex machine guns are pretty sad), manual reload vs. having to wait for BR to recharge, etc. BRs don't really fit running types very well imo.
  18. CrimsonDisaster

    [CS2] Ragna General Discussion

    Or just combo into it when they don't have burst.
  19. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    That's stepping, not NEXT Dash. NEXT Dash = direction + double tap C (boost button). Stepping is NOT how you want to move around.
  20. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    The only reason he would boost backwards is if you input a backwards boost...
  21. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    WZC: 1) punish landings with main gun for instant knockdown 2) get field control via constant quick knockdowns 3) ??? 4) win Nataku: 1) hit people with main gun a lot because they think you are a melee suit 2) watch them cry when they realize how much damage that move does
  22. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    To get "training mode..." 1) go into Vs. Mode (2nd option in main menu) and pick 1 player mode (first option, second option is ad-hoc mode) 2) use L/R button to tab over to the CPUs, push up to choose their "team" and turn off all but 1 of them. I like to choose God Gundam/Turn A as the dummy as they have the most HP. 3) go down to CPU level and set it to STOP 4) tab back over, pick your suit, press start 5) stage select/music select on this page, push SQUARE to change options 6) 2nd option = time, set it to infinite 7) 4th and 5th options = team A/team B points, set both to infinite 8) press start, game starts The computer will just sit there and let you practice combos till you have it mostly figured out. Just pause and exit when you're done. As for Exia: - use assist to punish landings even from across the map - harass with single shots from your gun or knives (have to ND after the first knife, before the second one comes out) - don't TRANS-AM just for the sake of doing it, make sure you're at least getting an even exchange out of it because you probably WILL die if you use it. Only useful combos: air 4/6B-B(1 hit) ND air 4/6B-B - Exia's air side melee is one of the fastest melees in the game, and this combo is incredibly easy for ~230 damage. Only do this if they have NO down value, ie. haven't been hit at all for a bit before you get to them. Incidentally ending with 5B-B-B instead does the exact same damage and takes longer, worthless. Ax3 - add ND as you wish. Easy knockdown to punish landings or to hit-confirm off random beam hits. It's like 105 damage or something weak but it's easy damage. A ND AB - alternatively, Ax2 ND AB(1) ND. A/AB(1) ND 4/6B-B - pretty much to say, don't waste boost NDing around to look fancy if they already have down value on them. You are wasting boost AND damage. TRANS-AM, BBBBBBBBBB or whatever - once you hit the starter you can just mash the rest. No need to get fancy. Not to say you should be mashing B to get the first hit. Doesn't do that much more than the B&B combo, but it's hard to hit you out of it. Just remember that your assist/gun/knives are your most valuable contributions to the match, melee is a bonus.
  23. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    The rules we use at UFO for tournaments are: - 300 second timer (I see infinite time in a lot of Japanese vids but we haven't had a time out at 300 seconds yet); infinite time is better just so you never have to deal with time out rulings - random stage - no same-MS teams - 2/3 games, winning team must keep same suits - double elim
  24. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    lol if I can make it to Evo I would totally join a NEXT tournament
  25. CrimsonDisaster

    Gundam vs. Gundam Next (plus)

    If it gets to a 1v1 situation where Heavyarms needs to survive against an aggressive player for a bit, Heavyarms has plenty of tools to get out of trouble. Its assist deals with a lot of cover fire that most suits use to get in, for one. Obviously, using the map helps a lot, too. It has decent boost time as long as you aren't constantly flying backwards, and it has the BC flip to change up its movement as well. Also you can abuse the fact that pretty much all melee attacks move in a straight line to the target, if they move at all- they are lining themselves up to get shot, provided you pull the trigger at the right time. Plus, a simple sidestep/backdash will throw off all tracking so if you aren't still in a place where their move will hit, you can avoid stuff that way as well. That said, obviously Heavyarms can't dance away from a persistent attacker forever. Mostly you just hope your teammate can come and help and try to hold out till then, at the very least. Still, if Heavyarms is consistently getting caught in 1v1 situations, that team needs to improve their positioning/teamwork/communication/multitasking/etc. Especially if it's Epyon beating up on Heavyarms, there's very little reason for a team to lose to Epyon (and I say this as someone who plays and wins with Epyon).
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