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/jp/ - Otaku Culture


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7788536 No.7788536 [Reply] [Original]

Old Thread
>>7746249

Game
www.megaupload.com/?d=W182ZYY9

Glitching, waiting for netplay, Nerf Rouga, etc.

>> No.7788652

Rouga eh?
He is good sure, but I am not sure him being nerfed first and foremost is what is needed at the moment in terms of balancing.
The others aren't bad either, and I've got a feeling that Rouga is the type of character of whom one can easily push down completely were one to counter him after he tried to go for something without it working completely.

>> No.7788667

The sisters are so stiff and slow. I think this is the first stand/assist character I haven't enjoyed that much. At least Kunagi is fun, and she was my favorite in BBA.

>> No.7788669

>>7788652
The bigger problem than his damage and cancels is that he has a pressure string of (B6B)xN in the corner which is inescapable for most characters without blowing meter to counter it.

>> No.7788699

And a teching glitch too.
http://www.nicovideo.jp/watch/sm15416266

>> No.7788724

Add another blockswitch glitch onto it too.
http://www.youtube.com/watch?v=-qmj9xEPaQU

Although that would be a hilarious way to time out a match.

>> No.7788762

other mirrors
http://www.hongfire.com/forum/showthread.php/395188-C80-Release-110824-Frontier-Aja-BIGBANG-BEAT-Rev
olve-274M?highlight=big+bang+beat+revolve

>> No.7788829

>>7788652
Somehow I missed the line where I was supposed to mention that while I would guess this, I haven't had the chance to play multiplayer and I won't claim to be an expert on Rouga whatsoever. So yeah.

>> No.7791154

>>7788669
Inescapable for who? That overhead is slow as hell and you can hit him out of it, not to mention anything with invincibility can blow right through it. And using the 1 meter to alpha counter isn't very much of a big deal.

If you think Rouga is a problem in any regard you haven't seen anything about what Burai can do. He does everything Rouga does but better.

>> No.7791181

>>7791154
You vastly underestimate how long the blockstun from Rouga's 5B is.

>> No.7791191

Someone else besides me plays that shit?

>> No.7791210

>>7791191
i just clicked /jp/ out of curiosity, and im as suprised as you.

>> No.7791237

>>7791181
And you vastly underestimate your options against it. Try this: When you block the 6B, throw him. Of course considering you're playing against a Rouga who actually tries this.

>> No.7791317

>>7791237
What? There's even fewer available frames after 6B. Are you not cancelling it correctly? You can't just mash it out. I wish the fucking thing had practice mode replays so I could show you how to do this right.

>> No.7791329

>>7791317
I'm not an idiot, there's only so many ways to close the gaps in the timing.

>> No.7791371

>>7791329
And if done right, those gaps only amount to a few frames.
Also, from looking at the Japanese sites, they use 6A 6B instead because it can't be chicken blocked and can be confirmed later in blockstrings. Like this:
http://www.nicovideo.jp/watch/sm15370734

>> No.7791382

>>7791371
And throws have a 1 or 2 frame startup. I'm not just talking out of my ass, man. It's not an ironclad offense.

>> No.7791421

>>7791382
2-3 available frames to escape an endless blockstring are a problem, dude.

>> No.7791429

Where's our netplay?Also all the infinite combos are slowly being fixed.

>> No.7791440

>>7791429
Only infinites that wall/floor slam have been fixed by putting a limit of three. All the rest are still in there.

>> No.7791454

>>7791421
If it's possible to escape I don't see the problem. Street Fighter 4 Sakura also has a block string that only allows your opponent about 3 frames to get out of and no one complains. Why? Because, surprise, there are moves that start up in 3 frames that allow you to get out. Just throw him and don't let him rush you down like that for free.

>> No.7791493

>>7791440
>All the rest are still in there.
They removed Erika's command grab infinite as well.

>> No.7791496

>>7791454
How ever could a non-infinite blockstring be different from an infinite blockstring? I can't think of any ways. What about you?

>> No.7791499

>>7791496
But it's not an infinite block string. There are gaps between both hits and you can escape it. How is it infinite?

>> No.7791536

>>7791499
I meant that it's infinite because push doesn't force you to ever stop. Rouga's can be done endlessly while Sakura's can only be done once or twice and then she's pushed out of range, smart boy.
The issue is that the gaps are not large enough for even an expert player to have a reasonable chance to escape.
6A/5B leave about 4-5 open frames, but you can't throw them out of the following 6B, and only a couple characters have jabs fast enough to interrupt it. 6B leaves a couple open frames. Assuming a 2 frame startup for throws, you need to be essentially frame exact to escape it every time he makes them block. That is a significant issue.

>> No.7791552

>>7791536
>Sakura's can only be done once or twice and then she's pushed out of range
But that's not true at all, Sakura can do hers at least 8 times mid screen, even more in the corner.

Also, I don't see any frame data to support your frame exact complaint, but I have been able to throw him out of the startup of 6A/5B, so I really see no reason to complain. It doesn't matter how good something is, if it's possible to get out of it then get out of it.

>> No.7791576

>>7791552
Then you are an idiot after all. Something that easy to do shouldn't force the opponent into either eating a full combo or getting to inflict minor damage if their timing is perfect.

>> No.7791593

>>7791576
Again, I see no frame data to support your frame exact complaints, so stop being silly. Inflicting minor damage at the cost of getting someone to stop pressuring you is worth it and is a good thing, and in some cases that damage is less than minor. If you're complaining about something you can get out of then you just suck at fighting games. I did it without much trouble at all and if you can't deal with trying to throw him just alpha counter his block string and get him off you.

It's not infinite, it's not unstoppable, it's not inescapable, it's not as good as you're making it out to be. Stop complaining and learn to beat it.

>> No.7791616

>>7791593
From everything you've said before, I still doubt that you've even got the timing right. You're also still relying on saying that it's fine just because since it's theoretically possible to escape for people who have super human reflexes, so I think we've reached the molten core of your stupidity and there's no sense trying to drill the point into your head any further.

>> No.7792366

>>7791371
>http://www.nicovideo.jp/watch/sm15370734
You see, in this video, the only player who uses grabs happens to be the Rouga player.
The other player, for whatever the reason, doesn't use them, at all.

The agito player still sees all the attacks coming, cause all the while the pressure of that combination is quite solid, it still isn't that heavy.
Hence why the Agito player guards against all of them (or counters them).
As a result, the Rouga player proceeds to mix in throws into the mix, to get through the guard.

But you know, here is the thing. Each time the Agito player gets hit, he does have the advantage.
If he just times his grab to come out right after his blockstun, his grab should come out first.

Other characters even have moves with super armor and or invincibility frames and stuff. Meaning, there are plenty of good reversals that can turn around pressure of that weight. And even if not, there are always grabs, and even ignoring them there are the counters as the last resort.

All in all, it works cause one can loop it unexpectedly, but it is far from fool proof as it is repetetative and not heavy enough.
Should want to test this further with some other people sometime though, but I have no idea when that would/could happen. But I still doubt I am wrong.

>> No.7792375

>>7792366
You see that green text underneath it the first few times he does that loop? Might be worth reading.

>> No.7795879

I still love Erika.
She might perhaps not be the biggest damage dealer around, but she can still easily dish out lots and lots of 2000-3000dmg combos, and her range/spacing advantages while doing so is still great.
And still, her assists are great for mixing up mix-up games as well as connecting combos or breaking the enemy's.

Not to be speaking of how she builds meter as if it is nothing, or rather, as if it's all over the place ready to be absorbed.
Even when using one meter, she gains 2.5 instead for a positive result.

So throwing supers in more or less every combo, coupled with a few ones on the side should be no problem. And one should still be able to burst one, if not more during a round.

>> No.7795897

>>7795879
All in all I guess that makes her a bit of a defensive character. Even with all that meter she lacks somewhat on an offensive scale, but it still gives her options as well as defensive capabilities.

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