BlazBlue: Continuum Shift

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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Sat Aug 13, 2011 1:26 pm

OMFG, HOKUTO NO KEN BASKETBALL INFINITE! TOP TIER, TAGER FOR TOP TIER!!

OH! OH! OH! OH! OH!xN
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Sat Aug 13, 2011 6:58 pm

LunarisSkye wrote:I play somewhat aggressive but it really depends on playstyle. Since you play Hakumen, it's wise TO turtle considering he doesn't have a legitimate dash, and his air dash is probably the best in the game BUT a lot of people have ways to anti-air that like there's no tomorrow. So it's wise to be defensive rather than aggressive sometimes. Even as Jin, ...Jin has the tools to zone people out. Not amazingly, but if you encounter someone with good offensive capabilities, zoning them out is a good idea sometimes. Especially Ragna imo, because Ragna has a HORRIBLE way to approach anyone. Making it frustrating for them. So...no. He shouldn't complain.


I think Ragna's low belial is a pretty decent initiate, if you can bait a counter. Otherwise you might as well gone with a hell fang. I've played the Ragna before (I think he/she also used tsubaki. Back in my Jin and Ragna day...which was quite the time ago. He kept rage quitting before we even started after I Astral'd him like...thrice). The best part was I only used flying ice maybe...twice? I used the air Drive version just to combo reset once. Otherwise I abused my grabs after a C car (since he never block the second strike and always instant tech'd) and went for the corner fubuki combo. I also learned the power of 6A as an anti-air. It's kind of...awkward and yet extremely awesome.

Using Tagers B Buster twice? As in B Buster > Gaget Finger > B Buster? TBH, NO because if you baited them or caught them in that B Buster, then it's their fault. Tager is the type of character (for everyone else) that reveals your mistakes. You can't think just because he's bottom tier it's free combos until he dies. He has some frame/tech traps that can screw people over, and that godly backdash can mess with people if you backdash mid blockstring into Buster. Gadgeto Fingah is mindgames for the opponent, so if you succeeded in making them sweat over what to do next.......then there's nothing wrong there.


Yea, green throws though, I've done so many gadgeto>grab loops I can somewhat avoid pinks. I actually could have looped it again since the Haku I was playing tried BBlocking instead of j.2A.

I don't backdash into busters! So noob! I backdash into genesics. CARNAGE SCISSORS ME BRO.

Dropping gadgetos on purpose is super fun to do. You make them think you missed the charge then you spark bolt them at make the eat the 4-5k coming up. Or just 6A for the vortex and 3C combo. Unless it's bang. In which case, using Tager: you're doing it wrong.

In other notes, JOKETEST 1 has begun for BBCS2+. Relius is looking awesome and I totally want to try him when he's released, Tager can do 4k+ Midscreen off of a Sledge


ZOMGWTFBBQ. Counter req or no?

SolarisFlame wrote:If you want a REAL challenge my Mu is the one to fight. Though Haku and Tager are pretty lol matches for me. A Hakumen that gets too greedy against Mu will die. A Tager that....you know what he just plain dies lol. He has a hard enough time moving as it is let alone when explosions are going off in his face. :3 That matchup is terrible for Tager.


Mu......ugh....plant two steins, dash in for a grab or sweep baiting the counter from a laser.

Mu vs Haku strat: Jump>j.dash>j.2A barrier/hit? If no to both backdash and wait. If yes to either, forward step>C>214A>3C>runaways. Repeat as necessary.

Mu vs Tager strat: Backdash>B sledge if hit, abuse grabs. If blocked, YOU DEAAAAAAAADDDDDDD.

That's basically how I roll. XD. Unless the Mu sucks. In which case, hug screen edge and wait.

LunarisSkye wrote:....this Tager she was fighting last night in casuals kept teching and not blocking on wakeup so he kept getting hit by stein explosion after stein explosion. It was quite a funny troll match.


*PFFFT*. Fail. Wake up BBlock is a must against any zoner.

LunarisSkye wrote:....my only answer to that is....
He's not playing Tager the right way. This is how you play Tager.

...learn from the best fyyhr XD


MikeZ? I watched some of his matches not too long ago. He's not the reason I use tager though. Didn't know of him until post CS2. That first game...was...uh...interesting? Should use that A sledge to punish grounded now. I'm somewhat surprised that he didn't initiate the followup. Only somewhat because he --is-- MikeZ.
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Sun Aug 14, 2011 2:28 am

My 2B > sledge. I can bait sledges and punish for it. Alsono, you've never fought a good Mu then if you think thats Mu's gameplan in this matchup. Lasers aren't effective against Tager. Bombs are whats effective. Seriously the bombs are active for a long time if you place them all over even B-sledge projectile invul doesn't last nearly long enough to get all the way through before recovery on her bombs ends and I dash in with 2B and counter hit Tager for free. He can go through my projectiles but he can't go through my lows. Mu's 2B has REALLY good range and shuts down Tager just sledging through my steins too easily. It forces him to block my explosions, which even Tager can get guard crushed by Mu if he's forced to block a lot.

That being said...if you try to sledge and I poke you out with 2B I can combo into Sword of Decimation and throw you nearly full screen again, set up 6D > 4D blow them up before you can tech so you are forced to block on wakeup while the steins explode, then while you block she sets up MORE steins...yeah this is a HORRIBLE matchup for Tager. Being magnetized is the ONLY thing that can hinder Mu. But getting her magnetized is hard because well...you have to catch her first. And a smart Mu will be DAMN hard to catch for Tager. Especially if they're good at avoiding spark bolt.

Even when magnetized though I don't have too much trouble zoning him out. I just avoid going into the air till it wears off then back to blowing sh*t up lol.

As for Hakumen...no...you have definitely never fought a good Mu. Don't approach her from the air so easily. If the player is smart she will anti air you....her 2C is GOOD versus Hakumen. His air dash goes far but 2C's hitbox for Mu is HUGE. If you do anything other than block when jumping in she will CH you with 2C and she will combo you for big damage. Seriously the strat versus Hakumen is almost similar to Tager. Lasers aren't very good against him but bombs are. It's a harder match for her than Tager but it's not a bad matchup either. Also, his projectile barrier is useless. He can set it out and camp in it but honestly Mu will gladly set up more steins even if they make the barrier last a bit longer while you hide behind it. When Mu has steins out she's much more powerful and it's much harder for people to move.

Mu is a hard character to play correctly. Even harder online cause some of her stuff has strict timing and lag can mess with her.

Really though Tager is terrible versus Mu. Hakumen can do okay, but he has to know the matchup pretty well to know how to close in on her without getting punished for it.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Sun Aug 14, 2011 3:28 am

If those are the Mu's your playing, you have never faced a good Mu. Trust me. The only reason I make Solar's Mu look free sometimes even though I've been playing my character for 2-3 months is because I've been dealing with that Murokumo for nearly a year and know her setups/gameplan even though I don't play her. Mu technically also has 2 really good anti-airs: the standard Murakumo 6A AA, but Mu specifically has that 2C hitbox. She can also get a juicy CH combo off of a 2C AA hit (which I've experienced many MANY MANY times, and if you're in the corner, say goodbye to 4-5k damage at least. I've picked her up a few times, in CS1 and in CS2, but the hitbox on 2B is ridiculous. It extends a bit past her foot, more so in CS2 than in CS1. Mu has some dash 2B links in her combos, that are WAY easier in CS2 than they were in CS1 because of that hitbox change.

Mu's 2B

Her 2B will beat your A Sledge all the time. And if she can beat that out clean, your B sledge will be even easier.
Mu's 2B = 8/4/10 (startup/active/recovery)
Tager's A Sledge = 19/3/21

Tager has no foot invul on his sledge, so his guardpoint despite it being active from frame 1-22, will NOT work against this.
She can also bait your sledge by throwing out projectiles. The Mu matchup for everyone else is like we said: "Catch the Laser Shooting Rabbit" but this is even HARDER for Tager because of his options to approach people. a.) You don't want to superjump against Mu. She will beat you out if she throws out a j.C, she could also use explosions if positioned them right. Her air to air game is amazing, and Tager has horrible air to air options. If you barrier, she can even start pressure with j.C and you'll push her away...which....is advantageous to her, sucks for Tager. b.) Sledge is your second way to get in, but she can bait you and get a clean 2B CH or explode you through it for damage. She can also followup on her explosion hits, netting around 2-3k midscreen, more in the corner. Your only hope is to use magnetism and turn the tables around hopefully.

Magnetism can work against Tager as well. I remember one of our friends who would play Tager always got a 5D CH when Solaris was playing Lamda because he pulled in her close and the sword with it. Same with Mu's 5C, 2B or any of her longer ranged attacks, she can make Tager pay for using magnetism carelessly.

Tager will regardless, have a hard time against Mu.
The only real hope you have against a good Mu is to try and work Tager mindgames and make the Mu overconfident and rush you in and punish the Mu for being overconfident. You can't be predictable, or you better hope that the Mu player cannot react quick enough to punish what you do, she literally has an answer to everything Tager has.


MikeZ didn't go for the followup....I don't know why, that was a lulz match anyway ._.;; at Evo of course >.<;;;


As for joketest...here, this is the loketest notes so far for Tager:

Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
B sledge hammer - Can now be held. The charged version does more damage and drags farther
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Is now approx. neutral on block
5B -> 5C now combos against an airborne opponent
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage

But like I said, it's JOKETEST Day 1. It's supposed to last like a week or so, but like all loketest day 1s, they nerf the good/decent characters, take away a lot of stuff, and give buffs to....Tager that they take away in the final build. Nerf him to infinity and take away all of his good properties. Characters are going to QQ about changes but...I have a feeling they're going to turn everything upside down at the last minute like they did when they took away Makoto's Parry Loop, Taokaka's Taunt Loop, and now they're both Top 3. Everyone cried about Hazama losing that 3C link due to system changes but he's A+ tier when people assumed he'd be D or the second to the worst character in the game. People didn't think they'd have any midscreen damage with Noel since Spring Raid could not be followed up midscreen..yet she's probably the stupidest character in the game playstyle wise. ._.;; I have a feeling the final build will be a repeat of what they did in CS1 > CS2. And Relius looks awesome. Also in the BBCS2+ new character screen there are slots for 2 more characters, which everyone is assuming Kokonoe, and an unknown make character (which people are guessing it MIGHT be Tenjou's son, no real idea on who they're going to put in there)
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Sun Aug 14, 2011 6:28 am

LunarisSkye wrote:As for joketest...here, this is the loketest notes so far for Tager:

Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
B sledge hammer - Can now be held. The charged version does more damage and drags farther
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Is now approx. neutral on block
5B -> 5C now combos against an airborne opponent
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage


yay
yay
yay
okay
I thought it already did
okay
derp
yay


Characters are going to QQ about changes but...I have a feeling they're going to turn everything upside down at the last minute like they did when they took away Makoto's Parry Loop, Taokaka's Taunt Loop, and now they're both Top 3. Everyone cried about Hazama losing that 3C link due to system changes but he's A+ tier when people assumed he'd be D or the second to the worst character in the game. People didn't think they'd have any midscreen damage with Noel since Spring Raid could not be followed up midscreen..yet she's probably the stupidest character in the game playstyle wise. ._.;; I have a feeling the final build will be a repeat of what they did in CS1 > CS2. And Relius looks awesome. Also in the BBCS2+ new character screen there are slots for 2 more characters, which everyone is assuming Kokonoe, and an unknown make character (which people are guessing it MIGHT be Tenjou's son, no real idea on who they're going to put in there)


Arc makes such excellent trolls. I wonder if they look at the frequency of characters being used and "adjust" them the most. Like pre-CS2, the Ragna frequency was quite dense because he was an easy pick-up character. Any hit would combo provided the player knew what he/she was doing. Then in CS2, wa-bam, no float on D, no only close wallbounce on Divider, now he actually takes skill. Then he kind of disappeared from online. CS2, the NOL seem to rule the intrewebs. Would be nice to see Noel lose her 6C corner loop. Not sure how to implement that without totally breaking the game. Maybe launches higher but no increase of hitstun Tsubaki should launch up with a 236D on airborne instead of away. Hazama......eh.....maybe.....dunno, I'm not really sure how to adjust him without making him suck. He has some weird balance within himself.

Needs Jubei. And what would Kokonoe do anyway? I'd like her to be in CS2, but....she seems more like a support char if anything.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Mon Aug 15, 2011 1:49 am

fyyhr wrote:Arc makes such excellent trolls. I wonder if they look at the frequency of characters being used and "adjust" them the most. Like pre-CS2, the Ragna frequency was quite dense because he was an easy pick-up character. Any hit would combo provided the player knew what he/she was doing. Then in CS2, wa-bam, no float on D, no only close wallbounce on Divider, now he actually takes skill. Then he kind of disappeared from online. CS2, the NOL seem to rule the intrewebs. Would be nice to see Noel lose her 6C corner loop. Not sure how to implement that without totally breaking the game. Maybe launches higher but no increase of hitstun Tsubaki should launch up with a 236D on airborne instead of away. Hazama......eh.....maybe.....dunno, I'm not really sure how to adjust him without making him suck. He has some weird balance within himself.

Needs Jubei. And what would Kokonoe do anyway? I'd like her to be in CS2, but....she seems more like a support char if anything.


Do you mean the launch like she has on 214D? or 214xCH? I think they would have to change that before making 236D into a launcher. TBH, the mechanic they need to change is the 236x ender (as in 236x > 214x > 22x. Amazing corner carry, good options to follow up with afterwards, less damage than going into her j.C > JC > dj.CC > j.236x > j.214x ender)

Tsu's changes so far are:

2D - Charge speed increased
214214D - Repeat proration for D moves no longer applies while this is active
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
214214D (tsubaki mugen) - Now also usable in air
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
5D - Charge speed decreased. 5D charge is now set, it cannot charge more than 1.5 bars (you charge to 1.5, then it'll go no further). Charge speed is constant
22D - Techable after landing on the ground
214D - less priority ?

....all of these are....derp for Tsu right now. We believe the 623C change kills her 623C > j.214A whiff combos, 2C Untech time also kills that, it might also kill her IAD combos. 22D is...different in the corner, and I don't know what to make of the 6CC change. 5A increased proration is just..meh. It's fast and normal in her blockstrings. They seem to be putting a lot of priority on her Install Super, which...seems weird because I don't know how much faster her 2D charge is, or how slow her 5D charge is. Her Install Super is lulz, it's always been lulz and there are better ways to use her meter than using a super only good when you have 5 charge and 100% for worthy damage. But it seems because of that they're messing with it and putting more priority on it. Which is fine by me and would be a little cool to make it worth the meter and worth the time ._.;;; it's a useless super in my arsenal. Even her normal super is kinda useless to me unless I really need the damage. Tsu spends her meter on RC on unsafe moves or CA.
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Mon Aug 15, 2011 6:11 am

LunarisSkye wrote:Do you mean the launch like she has on 214D? or 214xCH? I think they would have to change that before making 236D into a launcher. TBH, the mechanic they need to change is the 236x ender (as in 236x > 214x > 22x. Amazing corner carry, good options to follow up with afterwards, less damage than going into her j.C > JC > dj.CC > j.236x > j.214x ender)

Tsu's changes so far are:

2D - Charge speed increased
214214D - Repeat proration for D moves no longer applies while this is active
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
214214D (tsubaki mugen) - Now also usable in air
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
5D - Charge speed decreased. 5D charge is now set, it cannot charge more than 1.5 bars (you charge to 1.5, then it'll go no further). Charge speed is constant
22D - Techable after landing on the ground
214D - less priority ?


More like 214D. Except less hitstun. Still combo-able but only airs. Another thing that came to mind is that either her 22D shouldn't break guard at full charge or needs a longer charge.

Wow, massive derps here. Though even if all these derps follow through, Tsubaki still wouldn't be that bad a character. Who even charges 5D anyway?
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Mon Aug 15, 2011 2:20 pm

fyyhr wrote:Who even charges 5D anyway?

Um, every CS2 Tsubaki player ever? Tapping 5D over and over after a knockdown is the fastest way for Tsubaki to charge in CS2...

And no her 22D unblockable is fine as it is. She doesn't need nerfs, she's currently a VERY balanced character. I'm curious to see what ArcSys is planning for her. So far it looks strange but I'm sure it'll make sense once CS2+ final is released. I have a feeling she's gonna get buffed. Like Hazama Noel and Makoto who seemed to be getting nerf after nerf for CS2, people thinking they'd be terrible...and look how that ended up.

So far I'm satisfied with the changes listed for Moo-chan. Hopefully a few of them stick.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Mon Aug 15, 2011 7:44 pm

5D is the fastest charge. If you're lucky enough, tapping it could net a Tsu player 2 charge stocks after a basic knockdown.
They don't need to nerf the unblockable part of 22D. It's not an overhead nor a Fatal like Carl's Unblockable. And technically Mu's Sword of Decimation fully charged takes longer than Tsu's, BUT it eats a LOT of primers in return. It's the same concept. I would accept eating 2 primers (but then again, what's the point since 22C and all of her C variants except for the jumping versions take away 1 primer) but if the take it away, it's basically 1 charge for......knockdown. On block it'll seem just the same as her normal 22A/B except less recovery time. Untech time changed, that's fine by me. But her Unblockable setups are mindgames really, you need to condition and scare your opponent to try and block a full charged one, you can easily poke her out of trying to do a naked charged 22D. It's basically making your opponent/learn to block a 22C, then throwing out a random 22D charged midblockstring while they sit there guarding like an idiot.
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Re: BlazBlue: Continuum Shift

Postby Hawaiian_spawn » Tue Aug 16, 2011 2:10 am

just saying... this is the most text and real discussions the video game section has gotten(that i know of).
Major props!!!
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Tue Aug 16, 2011 4:28 am

Heh, thanks. xD This is our game mang, we're savvy with it and all dat shizz. :3
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Tue Aug 16, 2011 8:09 am

LunarisSkye wrote:5D is the fastest charge. If you're lucky enough, tapping it could net a Tsu player 2 charge stocks after a basic knockdown.
SolarisFlame wrote:
fyyhr wrote:Who even charges 5D anyway?

Um, every CS2 Tsubaki player ever? Tapping 5D over and over after a knockdown is the fastest way for Tsubaki to charge in CS2...


I guess I never see that. I usually end up down when they have 4-5 charge.

LunarisSkye wrote:They don't need to nerf the unblockable part of 22D. It's not an overhead nor a Fatal like Carl's Unblockable. And technically Mu's Sword of Decimation fully charged takes longer than Tsu's, BUT it eats a LOT of primers in return. It's the same concept. I would accept eating 2 primers (but then again, what's the point since 22C and all of her C variants except for the jumping versions take away 1 primer) but if the take it away, it's basically 1 charge for......knockdown. On block it'll seem just the same as her normal 22A/B except less recovery time. Untech time changed, that's fine by me. But her Unblockable setups are mindgames really, you need to condition and scare your opponent to try and block a full charged one, you can easily poke her out of trying to do a naked charged 22D. It's basically making your opponent/learn to block a 22C, then throwing out a random 22D charged midblockstring while they sit there guarding like an idiot.


Well, a longer charge would be nice. I end up teching into it a LOT. Mostly from corner traps. And since Haku doesn't have a dragon punch (that I know of) if I don't have 4 magatama, I end up getting hit. I don't know why. I miss 2D a lot. It's not very instant start up if I get countered.

I lols at the Jin updates in the loketest. Specifically CAN NO LONGER 2C > 5C. They just put that in with CS2. Not complaining, I liked that frame trap. Though the 6C no longer combo with DC>5C midscreen is concerning.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Tue Aug 16, 2011 11:26 am

fyyhr wrote:Well, a longer charge would be nice. I end up teching into it a LOT. Mostly from corner traps. And since Haku doesn't have a dragon punch (that I know of) if I don't have 4 magatama, I end up getting hit. I don't know why. I miss 2D a lot. It's not very instant start up if I get countered.

I lols at the Jin updates in the loketest. Specifically CAN NO LONGER 2C > 5C. They just put that in with CS2. Not complaining, I liked that frame trap. Though the 6C no longer combo with DC>5C midscreen is concerning.


Most of the time, they're Unblockable Setups so...........you can't defend yourself against them. The only times I've had people get out of it are Solar because Mu's reversal is GODLY, and Tager backdashing out of it. Technically everyone else can backdash out of it to an extent, I don't know how good their backdashes are individually >.<;; 6A > 22D is an Unblockable Setup, 6A forces the tech and 22D hits even when you don't tech. I think that's why they decided to change the tech time on 22D so you can still combo off of it, but the timing is a lot stricter, you won't be able to net another charge after a 22D Knockdown, having that, plus a hitbox that extends to the ground, and is Unblockable when charged...I think that's why it was a point of interest to change in the loketest.

Apparently, Tsu's getting more nerfs (as I read in Dustloop today) but.....that doesn't disappoint me for some reason >>;;;
If they're nerfing her this much, I want to see what she looks like in the final build, it seems they have plans to change her up entirely, which makes me hype.

Jin updates just....lol. Welcome to the joketest? I don't take these things seriously even though a lot of salt is flying with certain people with their characters (Like, people are already talking about dropping Tsu if her combos don't look "cool" enough -____-;;; *facepalm* )...whatever they decide to do....they'll do it, it's their game :\ that's how I always feel about loketests to not take them seriously...and that's how I feel about them applying Kokonoe in CS2. She has science, and as explained in CS2 PSP, she knows a bit of Nine's magic so...I don't think it'll be hard to put her in the game really. I believe she'll be about as tall if not a little bit taller than Carl >>;;;
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Tue Aug 16, 2011 7:01 pm

LunarisSkye wrote:Apparently, Tsu's getting more nerfs (as I read in Dustloop today) but.....that doesn't disappoint me for some reason >>;;;
If they're nerfing her this much, I want to see what she looks like in the final build, it seems they have plans to change her up entirely, which makes me hype.

Jin updates just....lol. Welcome to the joketest? I don't take these things seriously even though a lot of salt is flying with certain people with their characters (Like, people are already talking about dropping Tsu if her combos don't look "cool" enough -____-;;; *facepalm* )...whatever they decide to do....they'll do it, it's their game :\ that's how I always feel about loketests to not take them seriously...and that's how I feel about them applying Kokonoe in CS2. She has science, and as explained in CS2 PSP, she knows a bit of Nine's magic so...I don't think it'll be hard to put her in the game really. I believe she'll be about as tall if not a little bit taller than Carl >>;;;


lol "cool" combos. I'll take an ugly 5k over 2k with flair any day (a la ragna). Though, admittedly, Tsubaki's elevator combos look really nice.

Whatever the final build is, it probably won't affect me too much. Hakumen probably won't get massive derps, and Tager. Well...he's Tager. Oh, and Haku charging 4C? Yeth ples.

Isn't Kokonoe the daughter of Nine? Whatever, back when Valk came out, I thought it'd be interesting to have Kokonoe in too, but I kinda stopped caring. I guess if they put Relius in, they can put Kokonoe in.

I just hope they don't start cloning. Relius already puts me on edge. Having such unique game mechanics and character movesets is what makes Blazblue fun to me. Even mirror matches can end up being two totally different playstyles.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Tue Aug 16, 2011 10:41 pm

fyyhr wrote:lol "cool" combos. I'll take an ugly 5k over 2k with flair any day (a la ragna). Though, admittedly, Tsubaki's elevator combos look really nice.

Whatever the final build is, it probably won't affect me too much. Hakumen probably won't get massive derps, and Tager. Well...he's Tager. Oh, and Haku charging 4C? Yeth ples.

Isn't Kokonoe the daughter of Nine? Whatever, back when Valk came out, I thought it'd be interesting to have Kokonoe in too, but I kinda stopped caring. I guess if they put Relius in, they can put Kokonoe in.

I just hope they don't start cloning. Relius already puts me on edge. Having such unique game mechanics and character movesets is what makes Blazblue fun to me. Even mirror matches can end up being two totally different playstyles.


If you played Jojo's Bizarre Adventure, I believe people are comparing it to that. Ignis is NOT like Carl, she's some type of summon, so they're not going down the Street Fighter route yet and making clones.
He does have some moves similar to Carl's because he has Ignis, but it's not entirely the same, and his general gameplan looks a lot different.

I know just basic Tsubaki stuff, I'm still learning her pressure game slowly and her more advanced combos....I can do anything that doesn't involve a 623C > j.214A >>;;;;;
But as far as the loketest go, I'm getting useless buffs and nerfs all around, I'm okay, because if they keep her the same...well then I expected it...and if they change her up and give her buffs...then there's nothing to go but up from there XD
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Thu Aug 18, 2011 5:04 pm

Relius is nothing like Carl. See for yourself: http://youtu.be/s0KsQc-Tt0s

He looks totally unique. There are indeed some similarities but far more differences than similarities.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Fri Aug 19, 2011 12:55 pm

Derp posting:

Lunar vs. Solar
Our most recent set of matches.
Btw that last set/match I did so much derp.

So. much. lasers. XD
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Fri Aug 19, 2011 3:08 pm

LunarisSkye wrote:Derp posting:

Lunar vs. Solar
Our most recent set of matches.
Btw that last set/match I did so much derp.

So. much. lasers. XD


Oh, Jin VA. So sexy. XD

I'm going to assume Lunaris is tsubaki and Solaris is mu.

Some things I noticed

Maybe some things to work on:

Lunaris: Dropped combos; mostly enders, missed ops off counters, and maybe not aggro enough when in corner trap for reverse and a little over aggro mid screen. Not enough DP escapes XD.
Solaris: A lot of early round bursts. Not bad per se, but it takes away a lifeline early. In that first game it got you, but the third game was a good burst. Getting out of the corner is a priority. Maybe some poor rapid choices, but I can't really say for sure.

Some things I may or may not be envious of:

Lunaris: Good prediction on moves. Good up-down mixups.
Solaris: Good crossup and oki game.

I should upload some of my gameplay but...no capture card, and I don't want to do the low rent camera pointed at screen. So unprofessional.
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Sun Aug 21, 2011 4:36 am

On Dustloop I was told my various 3C > rapid confirms were good. xD 5C on crouchers/CH > 6C > RC as well. RC'ing a clean 3C is good damage if you're about midscreen. Even if you're further and can't get that kinda damage, you still push them away and can throw them off of you and start up your okizeme again. IMO it's worth it for the meter to get control of the screen again, and theres no reason not to if you can.

Also, I do indeed I have a habit of bursting to keep my momentum (Perhaps too frequently...and I've already noticed this about myself.) But It's very useful for Mu sometimes cause she's pretty momentum based. If you've got momentum you control the match as Mu and the whole screen with lasers and the like. Keeping Tsubaki off is incredibly important, cause Mu's not good at dealing with pressure and her health is pretty low...so she dies fast if she gets hit. Her best bet is to IB > DP/barrier block to get them out of range out but her DP can be baited and I don't like using up too much barrier. I can't afford danger state or the inability to block stuff in the air at all with my health lol. Blocking isn't what Mu wants to be doing ever...

But yes, Mu's oki is tons of fun. It's pretty much the whole reason I play her.
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Sun Aug 21, 2011 6:22 am

SolarisFlame wrote:Also, I do indeed I have a habit of bursting to keep my momentum (Perhaps too frequently...and I've already noticed this about myself.) But It's very useful for Mu sometimes cause she's pretty momentum based. If you've got momentum you control the match as Mu and the whole screen with lasers and the like. Keeping Tsubaki off is incredibly important, cause Mu's not good at dealing with pressure and her health is pretty low...so she dies fast if she gets hit. Her best bet is to IB > DP/barrier block to get them out of range out but her DP can be baited and I don't like using up too much barrier. I can't afford danger state or the inability to block stuff in the air at all with my health lol. Blocking isn't what Mu wants to be doing ever...


Mu's DP is actually really good, and most people don't realize it is a DP. It does have a long cooldown, but if they aren't looking for it, they won't catch it (it's not as obvious as Ragna's or Jin's IMO)

BBlocking in the corner is really bad. Especially if your opponent is right on you. Chances are they won't throw out specials since if you do block it, bam, super damage on them. Best option is to fuzzy guard, that way you can buffer a DP to throw it out when you get fed up.

Also, if you're midscreen, backdash. Mu and Lambda have incredible backdashes that can easily convert to combos if you bait the reversal. If you get blocked on a mid-range combo start, backdash. Especially against Tsubaki and Makoto. They can throw reversals like nobody's business. As long as you step back, you can keep momentum, especially with mu's screen control.

As for me, my Tager is slowly adopting Mike Z style. Going for the basketball blue beat infinite. Just for teh lulz. They keep teching though. The B buster>A sledge>gadgeto is really useful. And the Magnatech>RC>grab. Pinkthrows=online gimmicks. Actually, all throws=online gimmicks. I got robbed of like 4 techs yesterday. Makes me rage my face off. I also made a really weird blue beat reset with gadgeto>RC>8>pinkthrow>j.C>C>atomic. Nobody techs it. IT'S SO AWESOME.

Oh online. When will you have a strong enough connection to actually have throw techs on reaction.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Sun Aug 21, 2011 10:00 am

Hahaha Tsubaki's DP is actually not that great tbh, thus why I'm kinda picky and choosy about when to DP, she's also learned to bait my DPs which is why I don't use it too often. I do forget to use DP D though, but I have to mess around in training mode to see what kind of combo options I get off of that, I usually have 1-2 charges so I'll see what I can make up. My dropped combos were due to my stick...you can ask Solar, I was having execution issues that day XD At HVGL it's kind of worse, I can't even combo into my super in the corner at times X___X;;; My pressure game isn't that great yet so probably why my corner pressure sucks more is because I have no idea what to do (2B...2B 2B 2B...as I learned...now...)
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Sun Aug 21, 2011 8:57 pm

I never said her DP wasn't good, I said that it can be baited. Her DP is GDLK when it's not expected but you have to be careful cause it can clash with a lot of stuff and it will not be in your favor after that.

Barrier blocking when cornered as Mu is just fine used scarely. It pushes them away. It's not about avoiding specials it's about pushback. Besides I don't use it that often anyways, I'd rather just Counter Assault them off if I've got the meter for it. It's especially good against Tsubaki/Tao cause without it they can keep going forever sometimes. I'm good at DPing out but again, Lunar = good at baiting it so I'm cautious.

And I do use my backdash. Frequently. I know it's good. I know my character dude, I've been playing her since forever.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Thu Sep 08, 2011 6:43 pm

Revive'd from the dead.

There are Blazblue CS2 cabs at Funworks.
Mystic, Solar and I arranging ranbats/causals/tourneys soon because of this~ they will let us run Event Mode.
We're drawing out and bringing together the 808 BB scene~
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Fri Sep 09, 2011 6:56 am

LunarisSkye wrote:Revive'd from the dead.

There are Blazblue CS2 cabs at Funworks.
Mystic, Solar and I arranging ranbats/causals/tourneys soon because of this~ they will let us run Event Mode.
We're drawing out and bringing together the 808 BB scene~



UGH, FINALLY. I was getting fed up with all the corpse hopping in SSFIV:AE. Didn't they used to have CT cabs before too?

So my main shifted again, just to tager, with Haku sub. My jin declined far too much, so he's like my teaching char. I can't even do his basic air combo consistently anymore...but it's easy to teach with him (and before CS2, Ragna) since his mechanics are pretty basic and you can give examples of most of the game mechanics pretty easily (just that extra layer of EX moves make it slightly strange).

I went into score attack yesterday with my tager and concluded, litchi is cheap. At least CPU version. Everyone else is okay (bang is debatable) except her. All the cpu does is plant staff, run up to you, Haku-Hatsu-Chuu, launch staff, Tsubame Gaeshi, repeat. Makes tager sad.

But yea, my skill in general is slightly declining since I play far less often than I used to. But that's okay, I can still hold my own online.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Fri Sep 09, 2011 10:51 am

fyyhr wrote:UGH, FINALLY. I was getting fed up with all the corpse hopping in SSFIV:AE. Didn't they used to have CT cabs before too?

So my main shifted again, just to tager, with Haku sub. My jin declined far too much, so he's like my teaching char. I can't even do his basic air combo consistently anymore...but it's easy to teach with him (and before CS2, Ragna) since his mechanics are pretty basic and you can give examples of most of the game mechanics pretty easily (just that extra layer of EX moves make it slightly strange).

I went into score attack yesterday with my tager and concluded, litchi is cheap. At least CPU version. Everyone else is okay (bang is debatable) except her. All the cpu does is plant staff, run up to you, Haku-Hatsu-Chuu, launch staff, Tsubame Gaeshi, repeat. Makes tager sad.

But yea, my skill in general is slightly declining since I play far less often than I used to. But that's okay, I can still hold my own online.


No they didn't, the only ones who did were Hawaiian Brians and they took that out for 3S.
Like it was said on DL: "AE is an IQ test, did you pick Yun?"
I don't think I'll be getting into SF aaaaannnyyytimmmeee soon. Especially with 3S's online release too.

Jin is good to get a feel for everything, he is the "everything" character, "Jack of all Trades, Master of None" still, so yeah, good teaching character and getting a feel for all of the playstyles BB has to offer....except for the weird ones like Rachel, Mu, Ara, Carl >.>;;;

Just imagine if it was CS1 Litchi/Bang :\
Funworks has been eating my quarters small kine. >>;;;
But it's been a lot of fun, grabbing the scene together, apparently we're going to have around 12 people at HVGL today for casuals.

That on another note, since some of the people in the community are just learning/interested, it's making me want to pick up a sub, a sub that no one else plays so everyone gets some matchup experience in.

.....I'm going to try and learn Rachel >>;;;
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Fri Sep 09, 2011 2:26 pm

LunarisSkye wrote:No they didn't, the only ones who did were Hawaiian Brians and they took that out for 3S.
Like it was said on DL: "AE is an IQ test, did you pick Yun?"
I don't think I'll be getting into SF aaaaannnyyytimmmeee soon. Especially with 3S's online release too.


I am/was constantly reminded by many of my associates that they had blazblue cabs at Brians. None of them play, so I don't know why they cared.

Replacing blazblue with street fighter...3. Uh...................

Just imagine if it was CS1 Litchi/Bang :\
Funworks has been eating my quarters small kine. >>;;;
But it's been a lot of fun, grabbing the scene together, apparently we're going to have around 12 people at HVGL today for casuals.

That on another note, since some of the people in the community are just learning/interested, it's making me want to pick up a sub, a sub that no one else plays so everyone gets some matchup experience in.

.....I'm going to try and learn Rachel >>;;;


Oh, man, I raged so much on CS1 for score attack. Always going Y U DUN TROLL MEH AT THE START?!?!?! Unlimited Haku was also kind of...stuff...and whatnot.

Good to see funworks still picking up business. The only things that I saw in use were Beatmania and the SF cabs. And the people at Beatmania...oh my goodness. While I break down into a seizure, they just bauss it up.

Learn Tao. LEARN TAO. YOU MUST EXCEL WHERE I HAVE FAILED.

I'd like to think I'm a good sparring partner. Tager's and Haku's aren't very frequent. Unlike Zangief. *Vietnam-esque flashback*....*shudders* The lariats...THE LARIATS!!
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Sun Sep 11, 2011 3:08 am

fyyhr wrote:Good to see funworks still picking up business. The only things that I saw in use were Beatmania and the SF cabs. And the people at Beatmania...oh my goodness. While I break down into a seizure, they just bauss it up.

Learn Tao. LEARN TAO. YOU MUST EXCEL WHERE I HAVE FAILED.

I'd like to think I'm a good sparring partner. Tager's and Haku's aren't very frequent. Unlike Zangief. *Vietnam-esque flashback*....*shudders* The lariats...THE LARIATS!!


Should come down to Alas one time so we can meet you up for real XDDD Our fellow KKon board CS player~
We're having a Doubles Tourney on the 23rd at 4:30PM.

And I won't learn Tao, she is fun, pressure is X__X;;; but I don't think I'm interested enough to learn Tao. Because Mystic is already a gdlk Tao and we lack other matchup experience. We have quite a few people interested in learning Blazblue who have never picked up a fighting game before, and most of our vets are picking up and learning subs at the moment.

I believe taking into account everyone in the FB group and the turnout at the ranbat on Friday, the character's we're missing from the cast are
-Arakune
-Rachel

We have at least one person playing or learning a character on the Character Select wheel except for them, thus why I want to learn Rachel, I picked her up as a sub back in CS1 before I changed that to Tsu, maybe I'll have a bit of luck with her in CS2. Her combos are kinda fun going through Challenge Mode....
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Mon Sep 12, 2011 2:30 pm

I'm learning Ara and small kine learning Carl on the side. I want Ara to replace Plat as my secondary eventually.
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Re: BlazBlue: Continuum Shift

Postby kyon » Tue Sep 13, 2011 9:58 am

Inb4 calling me a tier whore but I'm probably gonna be maining Makoto for the time being and putting Bang on the backburner. She was a sub since cs1 and became the new tager for that iteration. Most of her normals sucked and getting in was damned near impossible. Damage was sexy though. Now that she has more mobility and her damage output has been nerfed a little, her flow fits my play style more than bang. And yeah, DAT TAIL.
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Re: BlazBlue: Continuum Shift

Postby LunarisSkye » Tue Sep 13, 2011 12:59 pm

I still want to call you a tier whore just because you have Bang/Makoto XDDD but I still <3 you kyon =D
Learning Rachel WIND COMBOS ;___; her links are so weird, I know she sucked but her combos looked cooler in CS1....it seems with the exception of Mystic and Solar people are picking up characters they were interested since CS1 (Hakumenz for iPoke/SmellyNinja, Tsubaki/Rachel for me, Makoto for you...=3)

Matchup experience GOOOOOO
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Wed Sep 14, 2011 7:47 am

LunarisSkye wrote:I still want to call you a tier whore just because you have Bang/Makoto XDDD but I still <3 you kyon =D
Learning Rachel WIND COMBOS ;___; her links are so weird, I know she sucked but her combos looked cooler in CS1....it seems with the exception of Mystic and Solar people are picking up characters they were interested since CS1 (Hakumenz for iPoke/SmellyNinja, Tsubaki/Rachel for me, Makoto for you...=3)

Matchup experience GOOOOOO


I'm not picking up characters I was interested in since CS1! I already did that. But I'm learning Lambda. She has some really interesting combo starters (and then D>D>D>D>D>D>D>D>D stuff...). Plus I wanted to see if there was anything more to her then D>D>236B run away. So far so good.
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Sun Sep 18, 2011 11:09 pm

I will master
the blob
and the shota
one day

....but not today I'm lazy.
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Re: BlazBlue: Continuum Shift

Postby fyyhr » Wed Sep 28, 2011 11:48 am

It's nice to almost always see a crowd at the blazblue cabs at funzone. I've only actually played once. I got depressed I couldn't execute my SRK's very well. Always input a 6-8 instead of a 6. It also stole one of my quarters. The coin return slid in and it decided it wanted me to pay an extra quarter. fail.


Is the second cab allowing play yet? They bolted it when I played two weeks ago, didn't check on it last week.
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Sun Oct 02, 2011 11:19 pm

Both cabinets are completely functional at this point in time, and the coin slots are completely fixed. Originally the left side cabinet had some lag and a resolution problem, but the issue was addressed and both cabinets work great.
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Re: BlazBlue: Continuum Shift

Postby SolarisFlame » Tue Oct 04, 2011 2:11 pm

Forgive the double post, but I'd like to mention that there is a singles tournament for Blazblue going on this Friday. It'll more that likely be at Fun Works in the mall at 5pm.
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