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Everything posted by Adelheid
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She was long considered low tier. She's now considered A tier. Her being the boss doesn't really have any bearing on things, she's balanced for competitive play. Also: Mitsuru! WHAT TO DO IN THIS MATCHUP besides have her safely poke every time you send Asterios to do something Most frustrating matchup I've played thus far.
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Yeah, I was feeling the "this isn't like carl or eddie" thing at first~ It's something you need to be aware of, when you can naturally get Asterius to teleport to you and what that means for when you can do your followups. But it's not so bad.
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Well, there's clearly going to be some increase in distance, but the gliding carries you a fair distance. It's not really that "You can dash into it to get more distance" but outlining just how much distance is gained (it's really nontrivial). This is good, since... Well, there are times when that's going to be useful to do, lol. Also, I updated that post with a better video, for those of you who were already here in those 25 minutes.
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Is this news? I assume must people were aware on at least some level, but I wanted to clearly demonstrate the difference. It's bigger than you might think.
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Eh? AoA (All-out Attack) is just standing A+B, then buttons for followup. I do A+B, A+B to run, A+B x6 then C/D for fatal counter, generally buffering an action into the C/D.
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1-16 no armor, 17-27 armor, 27-30 active, 31-62 recovery.
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And because Shadow Lab has one of the fastest AoAs. That helps too! It's a legit standing overhead, and especially in the corner it leads to some reeeeal good stuff.
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I hope you aren't looking at the tiers here <_< They're super out of date. Last I knew, the tiers looked something like this; ehrik tweeted it just before sbo: S: kuma, mitsuru, aigis a: chie, narukami, labrys, shabrys B: yosuke, yukiko, elizabeth C: kanji, naoto, akihiko So no, Shadow Labrys isn't considered weak, lol.
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Unfortunately Kurushii is right. It really looks like, even if you're recording at the right speed, you're at least viewing frames at 29.997. My own testing matches up with roughly twice yours, as does all the data I've already seen.
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I was inspired by ACR's "Summer 2012" release date, but it seems like that's completely a lie. With Persona here, I'd rather release such a video when it's more timely, not "Oh here's a random tutorial for a dead game." Y'know?
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Oh, and since I don't think it's been mentioned, if you do a dash up throw (for instance, if Asterius is covering you and you're going in for three-way mixup) then depending on distance to Asterius you can get a midscreen throw combo by OTGing with 2C. You can't really get much off of it that I can tell, but I think it's interesting. You can at least get a bit more damage and easily set up your okizeme.
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I'm using box layout. It's pretty easy, imo... It wasn't as awkward as I thought it might be. It really helps to have everything in a box for all the macros. I'd say, just get used to it. If you've ever played KoF in box layout, for instance, it's not too dissimilar, just have one finger per button, just your hand isn't laid out the same way as for blazblue. Still, if you feel it's a problem, do whatever you like to do. Button config is at the character select menu, so there'll never be issues in random local meets.
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I'm sure this isn't exactly big new but the main thing I noticed is that there's a huge amount of situations where you can make it a really bad idea for the opponent to try to do much of anything about your pressure, even with weak day 1 pressure (and quite clearly holding up at higher levels). Pretty much universally you can get more from baiting a DP than they can get from DPing you, and when Asterius enters the picture, yeah. Basically what it means is that you don't get the normal pet character "wow my pressure is completely free" bs that makes some characters so good, but she has more than enough to work to make her offense really scary. But yes, no normals that are plus on block. Edit: secondarily, IAD j.B crossups are very easy to time and get you quite a bit.
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Woo~ Back from the persona 4 release party. I'm pretty sure all of Asterius' moves have guardpoint if not from the start then from very early. However, with the exception of 8C, blocking makes him stop moving. There was a tourney at the event (36 entrants), managed to get top 8 with my day 1 shadow lab; I think I was the only day 1 player in top 8, but if I wasn't none one else made it past that point for sure. Never dropped a match all day against any other day 1 players... I'm totally sold on this character, lol. She's so FUN. But, she has issues getting out of pressure, it feels... It feel like there's so little you can do, you can't even reversal DP super cancel to safety like a bunch of other characters can 'cause Titanomachia can't seem to be used if Asterius is still offscreen. And her DP also has very little vertical range... But, it does punish a lot of stuff from a surprising distance. Feels like Anji's S Fuujin. It's kinda a bad reversal, but it punishes a lot of things. --- Also, what's up? I haven't really posted here before, but I'm mega hype for this character. She's like Carl, minus everything I hated about playing Carl, and in a game that's actually fun, lol.
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There's a lot of posts, and http://www.dustloop.com/forums/showthread.php?13697-BBCSEX-Carl-Clover-Gameplay-Discussion-Questions-Help&p=1367386&viewfull=1#post1367386 You could just start reading from here I mean, it wouldn't exactly have been difficult to find what I was talking about
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That's more fair. I'm just slightly "eh" about that after what Akira-Shiro said in the Carl subforum, lol.
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No one "deserves" to be top tier and you all know it. It'd be nice if she was good, but come on now.
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Realistically, a command grab you can combo off of is not strictly better, of course, but it makes her basic pressure much much stronger to have a throw they can't escape from. You can up back out of unblockables a LOT easier than command grabs if those unblockables take ~20 frames longer than the command grabs to execute.
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Realistically a command grab is significantly better than an unblockable for the game I always tried to run with Tsubaki. It lacks the ability to do full combos to unblockable resets but I can live with that loss given everything else she's getting.
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No more unblocks = wow, they really want her to play totally different, or they want no one to play her. Also as I mentioned in skype [8:32:20 PM] A.D.A. Tsubaki's new art [8:32:31 PM] A.D.A: Her eyes look the same as the eyes on Izayoi [8:32:45 PM] A.D.A: Like they're just painted on [8:32:53 PM] A.D.A: Same shading and everything I'm really interested in that charge move projectile ε: That could be cool. And I do love me some charge moves~
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[CP] News & Gameplay Discussion (Old)
Adelheid replied to kosmos badgirl's topic in BlazBlue Gameplay
I love charge characters so I hope so -
[CP] News & Gameplay Discussion (Old)
Adelheid replied to kosmos badgirl's topic in BlazBlue Gameplay
Hi, I'm in the Capcom crowd, and you're really, really wrong. Everyone else I know in the capcom crowd is hype for P4A, and it's scheduled to be at all of our meets and tournaments for the next few months at least. -
Allow me to clarify. It is actually possible on his other supers, yes, but the window is very short; there's extra time where the balls don't move compared to other characters doing projectile + super stuff. However, that extra frozen time isn't there during Tactic Arch, there's more time for the balls to travel to them.
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So, I was messing around with EX Venom, trying to teach myself some Tactic Arch blockstrings and also going to collect footage for this video, when I happened to notice that balls in motion are not frozen during Tactic Arch's super flash. Now, I know Kashell's in the readership and he hasn't played much, so I'm going to talk about this simply and not just rush to the point. The opponent's state is position and state are locked during the super flash. Moves that are +0 after the super flash can't be blocked on reaction to it because their first active frame is inside the super flash, so if they weren't already blocking, well, they don't get to enter a "can block" state partway through. And there's a thing that Ky and Dizzy can do, too, where they throw a projectile and use a super, the projectile is briefly stopped but continues moving during the super flash. If it hits them during the super flash, they can't block it if they weren't already blocking; I've heard this referred to as a super flash unblockable. Trouble is, Venom seems to have had the ability for this to happen specifically removed from his supers... But not Tactic Arch. Time will tell if they fix this for AC+R. If not, we can't really start a combo this way, but it could still be an interesting trick, especially if a LOT of balls are floating around as in FB Carcass setups, and the opponent's trying to IB or slashback stuff.
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Lol, sorry Kashell ): I just like 2D 'cause it's pretty fast for the range it covers, and its propensity to go under stuff. Also, it looks really goofy. I am the leader of the assassin's guild. My skills are unparalleled. Now, face my ultimate defensive technique: Falling to the ground and flailing wildly!