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PostPosted: Mon Apr 18, 2011 5:49 am 
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I can see where your points are coming from, and Im not gonna try and argue street fighter since, well Im only average at it and I'm much better/into GG. Jin is still really boring IMO compared to ky, he has no oki, Ky's 236d/ J.236d FRC antics is a much better tool then Jin's, and Ky's fireballs are much more useful (This is mostly due to different game mechanics though, FRC points on his fireballs help a lot at making them better tools)
And when I was talking about anti airs I was talking about hakumen and rachel specificaly.In guilty gear 6p is a universal anti air that every character has, unlike blazblue. Rachel's only anti air is 6a, which is only useful on CH, has nerfed range, isn't overhead invulnerable, and clashes with just about everything. Hakumen just has 5a, which is basicically just as good as Hazama's
EDIT: Also another thing that bugs me about Jin compared to Ky is his lack of Ky's J.d It was basically a small trap that would stop your air dash and remain in the air until you got hit. If your opponent ran into it it would electricute them for an easy combo starter. It was also a great pressure tool if you used the overdrive version. I also find it silly he has 3 different dps.

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PostPosted: Mon Apr 18, 2011 5:56 am 
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snipingsnipe wrote:
I can see where your points are coming from, and Im not gonna try and argue street fighter since, well Im only average at it and I'm much better/into GG. Jin is still really boring IMO compared to ky, he has no oki, Ky's 236d/ J.236d FRC antics is a much better tool then Jin's, and Ky's fireballs are much more useful (This is mostly due to different game mechanics though, FRC points on his fireballs help a lot at making them better tools)
And when I was talking about anti airs I was talking about hakumen and rachel specificaly. Rachel's only anti air is 6a, which is only useful on CH, has nerfed range, isn't overhead invulnerable, and clashes with just about everything. Hakumen just has 5a, which is basicically just as good as Hazama's



Well I guess, I can't argue about GG stuff mainly because I never played it and I would act autohagiographic if I'd try to argue against it.


Yes I guess you are right about it, but still I don't know, maybe you are just comparing it a little too much to SF or GG, considering BB and GG was made by the same people, maybe they didn't want BB to be so people could properly punish air jump ins etc. like GG because it would be a little too hardcore. Pressuring an opponent with perfect anti airs is pretty much non existant due to alot of blockstrings having some jumpcancels to resume pressure or to catch an enemy from jumping away from your blockstring.

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PostPosted: Mon Apr 18, 2011 5:58 am 
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Falco wrote:
Haku+men wrote:
Falco wrote:
How come Watakushi?

Because I REALLY like oki (which is pretty much do a wakeup overhead or 2b for Haku) and pressure that can't be dp'd out of after one attack, and decent antiairs, and not having to do nothing but mids to avoid losing 3/8 of my meter on block. I still like and accept BB but I am waaaayy burnt out on it for right now. I'll still theory fight though, just not interested in a real one.



It's because Hakumen is not meant to be a rushdown character, that why I always went (wtf?) when you said you're a rushdown Haku because that doesn't exist. Haku is meant to be a character that basically never attacks, it even says so in his matchup discussion. He is a stronger version of Tager, you make the opponent come to you, not you go to the opponent. Haku is meant to turtle, and when you get a hit in you burn your meter for damage, that atleast how I play him and it works alot of times. What's the point of burning meter on block anyways? In the end you are just going to eat an DP or you're going to get out of Magatama due to Haku's stressful meter.(Using it for pressure/blockstrings AND combos.) Haku has shittie mixup game so "pressuring" with him isn't rewarding anyways. Zantetsu burns 1/3 of his meter and it is obvious. His only good mixup tool is Hop tsubaki, and even then he can't follow it up meterless unless in corner. In theory if you look at it, you burn 1/3 of your meter for an overhead, and if it gets blocked, you CAN'T even resume pressure due to Hakumens shittie mixup game, so it's just a lost cause to try and pressure with Haku when it's not even possible.

Yeah, that's what I just said. But the way I see it, there's no character for me in Blazblue, and there's one in GG, so why bother? And I'll have to finish this tomorrow, gotta sleep now.

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PostPosted: Mon Apr 18, 2011 5:59 am 
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Falco wrote:
snipingsnipe wrote:
I can see where your points are coming from, and Im not gonna try and argue street fighter since, well Im only average at it and I'm much better/into GG. Jin is still really boring IMO compared to ky, he has no oki, Ky's 236d/ J.236d FRC antics is a much better tool then Jin's, and Ky's fireballs are much more useful (This is mostly due to different game mechanics though, FRC points on his fireballs help a lot at making them better tools)
And when I was talking about anti airs I was talking about hakumen and rachel specificaly. Rachel's only anti air is 6a, which is only useful on CH, has nerfed range, isn't overhead invulnerable, and clashes with just about everything. Hakumen just has 5a, which is basicically just as good as Hazama's



Well I guess, I can't argue about GG stuff mainly because I never played it and I would act autohagiographic if I'd try to argue against it.


Yes I guess you are right about it, but still I don't know, maybe you are just comparing it a little too much to SF or GG, considering BB and GG was made by the same people, maybe they didn't want BB to be so people could properly punish air jump ins etc. like GG because it would be a little too hardcore. Pressuring an opponent with perfect anti airs is pretty much non existant due to alot of blockstrings having some jumpcancels to resume pressure or to catch an enemy from jumping away from your blockstring.

I still love blazblue a lot, but I'm just taking a break from it for a bit, atleast until CS2. Rachel is the only character I have a lot of fun using, but she sucks so much I end up using bang/valkenhayn just to get a win.

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PostPosted: Mon Apr 18, 2011 6:01 am 
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@Watakushi, That's fine it's your opinion, I just meant that compared to BB, GG is an old game and I don't think there is as much activity going on like in BB.

@Snipe Yeah, I guess I know where you're coming from, hopefully you will feel a tad better in CS2 when Rachel finally gets her revenge.


Anyways, I am going to go too, good night you two.

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PostPosted: Mon Apr 18, 2011 3:28 pm 
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Falco wrote:
That's a pretty dumb thing to compare to BlazBlue, it's all a matter of preference. I played Street fighter and I SERIOUSLY couldn't get used with the gay ass turtling + Hit opponent away when they jump in thing. Pretty much all Shotas are high tier and have an advantage due to projectiles and good anti air (Shoryus) And this is coming from a Guy main.

The whole process of Street fighter is >mash 6 and 4 around like a retard till somebody whiffs a move or has longer toenails *cough* Ken *cough*. That's when they don't have projectiles. Other wise its projectile>projectile etc. If people try to jump in you get shoryu'd away. This is seriously a retarded mechanic but that's just me.


I can't talk about Guilty Gear since I've never played it but oh well.

In BlazBlue, you are making look like anti-airs are godlike in BlazBlue when they are pretty much shittie, you do know that every character has a "Hit overhead + still guard an anti air" right? For example if you take a Ragna mirror, if I try to approach in with a j.C and opponent Ragna does 6A, I can do it so if he doesn't do the anti air, he either gets hit or he gets into a block string BUT if he does an anti air, my j.C will whiff due to upper body invincibillity. Long story short, if you time it right, I will still block the opponents 6A but still had a change to start a combo/blockstring.

2) This point is completely idiotic, low tiers in Street fighter are pretty much doomed compared to low tiers in BB(Excluding Rachel because she is just terrible). It does seem unbalanced but it is not impossible to win. Matches like Tager vs Litchi are a little lopsided but still manageable. It just requires more patience and better fundamentals/tech skill.

3)I agree with this point to an extend, but then again if you are mentioning "same combo over and over" the principle pretty much reflects back on Street Fighter. I've seen a million Akumas do nothing than pokes>air flying kick or w/e it's called> H Shoryu. I don't know what kind of balance you saw in Street fighter but that's a whole different story. Usually every character has his BnB's and they all revolve around them with slight variations. (This is a personal thing but Ragna does have a 4k combo that does not have Beriu edgy starting from a Gauntlet hades).

Jin is not a dumbed down version because his ice is a very good tool, it is pretty much just longer hitbox + hitstun with a different animation. Also I honestly don't see what more of "classes" you want to have. There is rushdowns, there is Zoners there is a Grappler and then there is those people in between them (Litchi, Jin, Hazama) That the 3 most basic classes a fighting can have, if you are referring to those classes like Dormammu in MvsC3 where he pretty much just puts alot of shit in the screen you have to avoid. That's Arakune to an extend, that and ASW didn't put that class in because it's retarded anyways and goes back to scrubs that spam Hadoukens and Shoryus in Street Fighter.

Since you are taking Mu, Mu literally has 1 combo only + a corner combo. That or her combo is shortened for laser oki + mixup game. I didn't see a Mu do anything else then knockdown>OTG>6C>sword of decimation to make the opponent gtfo or a variation knockdown>otg>6C(opponent wallbounces back)>5D>6D>236D which gives Mu Oki game.


That mashing 4 and 6 is called neutral game, you have it too. And if you didn't, the entire game of Blazblue would be mash 66-5b as Ragna. And the Hadoukens aren't even a real problem, if you don't have a fullscreen divekick or something similar, you have focus attacks. And the reason you get punished for your after fireball jump-ins is because if you yomi one and jump correctly you get 1/4 to 1/3 of their life in damage so you can just turtle until they realize you have the life lead.

1)Yeah, our point was that Blazblue needs better antiairs, not perfect but literally as Hakumen if my opponent just sjs in on me and has a almost good air to ground attack or barrier guards, I can't do ANYTHING other than use 5a which doesn't do it.

2)The diffrence between low and high tiers in SSF4 is pretty much the same as in Blazblue, but there're 20 more characters so your pool of midtiers is higher.

3)I'm pretty sure Snipe meant Guilty Gear as the star example on combos since every character has character specific combos and lots of them. (And yeah, SSF4 is poke based because you only really get good pressure if you can get oki. Which is why I like Akuma, He has something like 20 oki optons. if you get a hard knockdown and Hakumen and a lot of the bb cast barely has two)


And at Mu
3C > 2B > 6A > 6C > 214D(whiff) > Dash > 6A > 6B > Dash > 6A > j.2C > Dash > 2B > 6A > 6C > 214D > 5C > 632146C (5457, 50 meter required, gains 38 meter)
See Dustloop Mu combo thread for more cool little combos.
Edit: all in all, it's really about preference, and I'm liking other games right now.

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PostPosted: Mon Apr 18, 2011 5:42 pm 
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1) Hotaru, is a non-punishable DP, you are ALWAYS gonna have 2 Magatama if you play it safe, it goes 3k meterless on a CH and much much more with 2 more magatama for Enma


2)No that's isn't right, pick somebody like Dan or Makoto and play against a Sagat and look how the battle will end up just because those 2 are horrible low tier characters, now pick Tager vs Litchi and you still have a chance as mentioned above.

3)Bang can:
2A for a low attack
5C for an over head
6B for an over head
5C>6B for an double over head
623C for 2k command throw
Regular throw for 2.5k
Regular throw cancel it with poison nail and 623C.
Jump, attack with j.C for overhead.
Jump, land and 2A for low attack.
Jump, j.A tick throw into Throw or 623C.
Crossup, j.4B
Fake crossup, he has an double air dash
2B>TK Nails into 2A
2B>Tk Nails into 623C
2B>Tk Nails into 5C
---------- into 6B
---------- into 5C>6B
---------- into Throw
---------- into Throw + poison nail + command throw
A MILLION bumper setups
Steel Rain setups
TK Command throw if jump is being anticipated
FRKZ shenanigans <- (and there is LITERALLY a million things you can do, 7 Option or more selects after every option select you do)

^I don't think Akuma has all that. Not to mention I probaby missed out some stuff, if something gets blocked he can reset pressure and has all of the above metioned option selects going on from the start.

BlazBlue has way more Oki stuff you can do then Street fighter does, it is just that that I read somewhere that BB overheads are much slower compared to GG so it's easier to react to them.

And at the Mu combo, it doesn't matter it again starts from a 3C>2b>6a>6C

It is like me saying, instead of doing 5B>3C>beriu edgy>22C, I do 5B>2C>3C>beriu edgy>22C.

It's just your opinion, and I have mine.

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PostPosted: Mon Apr 18, 2011 6:03 pm 
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Yeah I can see exactly what you mean about street fighter, you sound like you actually now a lot. About it. The reason wata is starting to get into GG is cus I told him about the recent GGXXAC online patch someone made for the pc version which, strangely enough has better netcode then CS. Plus as far as oki goes guilty gear probably has the most oki your ever gonna see in a fighting game as anyone. Go look at a dizzy combo video or something, her wakeup option or stupidly good. And one of the reasons he likes baiken is cus she makes it where the opponent has to play the game COMPLETELTY different. She has counters she can use IN BLOCK STUN that get her out of pressure, starts combos, or she can use a little tension to activate a card effect. One of them makes it where your opponent glows blue for a good ten seconds and while blue they can't
1) air jump what so ever
2) Can not ground dash at all
3) can not use any attack that uses the punch button
All in all that's just so much cooler sounding then hakumen's counters. Plus her tatami mats are great for spacing.
I'm definitly gonna keep playing blazblue on the weekends though, like I always have. We were really just saying we've noticed some cool looking fighters lately

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PostPosted: Mon Apr 18, 2011 6:11 pm 
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1)Okay Hotaru is an option, and a very good one, I'll give you that.

2)I can't say I'm a proffesional SSF4 player but from the two matchup charts I've seen, one more recent than the other. Dan, Makoto, and Hakan are as bad or better than Rachel, Tager, and Tsubaki, none that're worse. And my real point was that in a cast of 35, you're more likely to hit a low-mid-high instead of top than a cast of 17.

3)Yeah, Bang, Mu, Rachel and Litchi have good oki, what about the rest of the cast? @Akuma

And Mu again, I don't see how just because two hits of the starter are the same it's the same combo, that's like saying Hakumen only has one combo because he can get anything off 5c.

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PostPosted: Mon Apr 18, 2011 6:51 pm 
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*Sigh* I need more sleep. ON TOPIC, we need more people, PSN users ignore my nerd raeg and join us for lulz and practice!

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