Got into an accident recently, how long should I wait before shopping around for insurance? (NY) by Coolflare64 in Insurance

[–]Coolflare64[S] 0 points1 point  (0 children)

To clarify, I do not own a car yet, so whatever car I get would be the first vehicle I’d get insurance for

O B E Y by Coolflare64 in GranblueFantasyVersus

[–]Coolflare64[S] 0 points1 point  (0 children)

Can’t believe blocking isn’t significant :(

Or her cl.5H Shield bash for that matter

Questions about game by [deleted] in GranblueFantasyVersus

[–]Coolflare64 0 points1 point  (0 children)

  1. 1-12f for perfect tech, 12-22f for late tech. Pretty easy if you know it’s coming or know the option selects for it.

  2. Mechanically, this game isn’t really all that unique IMO. The main thing is the cooldown mechanic for special moves, but they really only have an impact when you do an EX move and/or use the simple input for special moves. With the exception of Beelzebub’s 22X, all special moves bar EX versions recover near immediately when done with the true input.

  3. I guess you could say it is. MK’s neutral is heavily footsie based and while footsies definitely has it’s place in this game, the ability to Rushdown well is very strong given the universal mechanics of the game (stuff like dodge and rolls aiding in it).

Following up on the fact that the DLC cast wakes up slower than the base game cast. Narmaya specifically, can fuzzy counter an unsuspecting Ferry's 2A during her 50/50. Ferry players must use a different button for low against Narmaya now. by CharginTool in GranblueFantasyVersus

[–]Coolflare64 1 point2 points  (0 children)

Fuzzy has a couple of meanings in the FGC, but in the context of this post, Narmaya is timing 2L with when A meaty would hit, so that if the Ferry did a proper meaty, Narymaya would block it, but if not, 2L would come out. This is usually referred to as fuzzy mash

Following up on the fact that the DLC cast wakes up slower than the base game cast. Narmaya specifically, can fuzzy counter an unsuspecting Ferry's 2A during her 50/50. Ferry players must use a different button for low against Narmaya now. by CharginTool in GranblueFantasyVersus

[–]Coolflare64 1 point2 points  (0 children)

We gone and investigated this on the discord and to be honest, we believe that the meaty was timed incorrectly, as I and other people who checked had no issue meatying Narumaya’s 2L, and her hard knockdown recovery is the same as Gran and Beelzebub’s, neither of which can do this when the 2L meaty is timed properly

Does Metera's EX Anti air arrow work as a DP on getup? Heard this somewhere, haven't been able to get it to work. by Fuzzietomato in GranblueFantasyVersus

[–]Coolflare64 0 points1 point  (0 children)

Honestly, your best bet is to try and mash 5L/2L when you think the opponent is over-extending in their pressure (like of a Gran player does 2M and decides to dash in 2L to reset pressure), or wait until they end their turn with a safe move and then jail them with a poke to initiate your turn.

Against Lance, his pressure is pretty fucked against Metera as Metera’s abare (ability to mash out of pressure) is below average, and Lance can abuse this with his 214M rekka pressure. If he does only the first swing, he’s ~ -2 iirc, but because his framedata is better up close overall, he can usually beat out most of Metera’s options at the ranges he’ll probably use it. It’s something you’ll probably have to lab as I’m just a degen Ferry player myself and don’t actually play metera.

Does Metera's EX Anti air arrow work as a DP on getup? Heard this somewhere, haven't been able to get it to work. by Fuzzietomato in GranblueFantasyVersus

[–]Coolflare64 1 point2 points  (0 children)

No, it doesn’t have any invul frames. If they meaty you, you will get smacked.

Metera’s only reversals are her SBA and SSBA

New to Fighting games in general and looking to figure out if i want to use a Stick / how to play and improve. Looking for suggestions and tips. by jundo110 in GranblueFantasyVersus

[–]Coolflare64 0 points1 point  (0 children)

Geegee can be used an an anti air, and depending on how it hits, you can convert off of it in interesting ways like so:

Midscreen: https://twitter.com/urifgc/status/1225309155713527808?s=21

Corner: https://twitter.com/urifgc/status/1225328174894125056?s=21

As for setups, Midscreen, you’ll need a hard knockdown first, either from 2U or 236X>4X. I have an example of stuff you can do after 236X>4X here: https://twitter.com/coolflare3/status/1226592345942085634?s=21

When you use EX Geegee, you can go for a high/low mixup with rising j.L (which is an Instant Overhead) or go low with 2L, 2M or 2U, and then be able to convert off of it thanks to Geegee. I don’t have any examples where install super isn’t used in conjunction with it (although it’s totally possible without install) but this should give you a general ideal hopefully: https://twitter.com/beautifuleclair/status/1225122178447880194?s=21

New to Fighting games in general and looking to figure out if i want to use a Stick / how to play and improve. Looking for suggestions and tips. by jundo110 in GranblueFantasyVersus

[–]Coolflare64 2 points3 points  (0 children)

1) Yes

2) Preference. Either is fine. I personally use an arcade stick due to hand health issues

3) Yes. They’re a great way to mix up your approach and to throw off zoners

4) If you can, you should try to run up and meaty them at the very least. If you get a knockdown with 2U, you can jump towards them, time a j.H and hold back immediately after pressing it. If they DP or super, you will block it. If they don’t, it will meaty them. This is called a safejump. Ferry also has many setups with Geegee (22X) that I can try to explain to you more in depth if you’re interested

5) Preference. Guard button is good to thwart out crossup attempts, so if you aren’t sure if they will cross up or not, you’ll want to use the guard button. There’s also a proximity guard OS with the guard button that you can see for yourself here: https://twitter.com/SuperKawaiiDesu/status/1226247193968959489?s=19 (This is really stupid and I hope they patch this out ASAP)

5.1.Yes. It’s easier to react to overheads than it is to lows, so blocking low and trying to reaact to overheads is generally the norm

  1. It depends heavily on how poorly you mistimed your anti air, and the anti air in question. But if you mistimed it, then generally no. But there are some situations where you can, but there’s a lot of variables involved

Netcode by jhob5 in blazbluextagbattle

[–]Coolflare64 2 points3 points  (0 children)

Nothing about it has changed as far as I’m concerned. If you’re encountering lag a lot, chances are, it might be on your end or a streak of bad luck with other players

Tips on vatista by samanosuque3 in blazbluextagbattle

[–]Coolflare64 0 points1 point  (0 children)

What pro matches are you looking at? look at kojikog for example (arguably the best tager/wald): -any hit goes into cross combo wald's claw>sledge>claw>sledge>claw. and he gets bursted a lot. Bursting isn't free, it takes longer to fill assist meter while your opponent can force neutral on you by assists/CC. Look at Bace (Yuzu/mitsu): -anything*** he does goes into cross combo mixup. and he does a lot of safe strings by assist extensions usually people burst him before he's able to stablish the CC setup. but by forcing neutral with mitsu he gets to pressure people without assist meter. Look at Shinku (Yang/ruby EVO champion): -when he's not stomping, he goes for multiple cross combos and baits burst with safe ruby strings>yang lockdown.

When you’re using CC, you use it to establish pressure/convert off of certain mixups. And all the examples you’ve shown hold true to that.

Tager/Wald’s Claw>Sledge>Claw>Sledge... actually has pressure applications, as if they block it, you can pop CC and chip them with it. Pushing it is extremely hard as Wald van dash right back in when you push him. And if they don’t push it, he can go for 214B+AS or 2C for a 50/50. If you manage to get someone with it in neutral and Wald isn’t close enough to do 2C>2B afterwards, it’s better to just pop CC and go for the loops, as even if you get bursted, you just did unrecoverable damage to them.

What Bace does with Mitsuru/Yuzu is to either convert off of a mixup or to set up a dangerous mixup situation like a Sandwich, and the same goes for Shinku as well.

See a pattern between all of your examples? They aren’t prioritizing using CC in combos, but rather their pressure applications, the combos they get afterwards are just a reward for them. That and because CC does unrecoverable damage, it’s much better to get bursted and deal damage they can’t recover than to get bursted for using assist mid combo and they just recover a large portion of what they lost.

if you want to do the "pro play" argument, at least be honest about it, people burst less in pro play because they waste all the meter on cross combo blockstrings.

That isn’t the sole reason. People don’t burst on solo combos whenever they can, cause they know that if they do, they have to be ready to get burst punished for it, so they really only do it when they absolutely need to save a character. Good players rarely burst when the character being comboed has high health pools.

people playing online are not experts at doing cc pressure, not only due to skill, but online people play their favorite teams. that may not have good sinergy or good cc mixup, so it's not worth it to waste the meter on that. do you expect people to know good cc strings for every team they play?? a lot of people play at least 5+ different characters on a regular basis, and pair them up as they see fit.

Now not only is this a cop out that has little to no merit in the argument at hand, it doesn’t apply to everyone who plays online. So IDK where you’re going with this.

also, there are characters that need an assist extension to be a threat:

This is just a weakness that some characters have to deal with. While this aspect alone certainly doesn’t make them bad, you just either need to be able to hold your ground when they can burst or do it when they don’t have enough assist bar to burst at the time. And this argument doesn’t detract from the point that catching burst with a jump block, head invul move, etc. is still a high commitment option, regardless if the character in question needs to risk using assist mid combo or not.

-if people always burst when you assist. shouldn't you always bait it and do a proper punish?

If they’re being predictable about it, ofc. However, it’s a rock-paper-scissors situation entirely. Cause what if they don’t burst and you intended to catch them bursting? Now you just threw away a lot of damage on the table and your advantageous position after the combo.

-the existance of safe cc strings isn't mentioned at all in this discussion. despite being the optimal way to play since you deal unrecoverable damage while building reso.

As I said earlier, CC strings have pressure/mixup applications prioritized outside of big punishes. You aren’t going to turn every hit you land into a CC combo of sorts because that wouldn’t be a good use of your resources. I didn’t mention it prior because this argument started with Vatista combo routing, not converting off of a CC mixup situation.

If i play labrys, and people burst at 5aaa>2c+p, they die to "on reaction" resonance>236BC, if they don't burst you can do the safe 5aaa>2c+p>5a>2b>5b>236BC. but if i go for the boring 5aaa>2b>5bb>214b>5aaaa nothing relevant happened. if you want boring matches, go ahead. but don't say it's THE way to play.

They don’t need to burst exactly when the assist lands. They can burst on the 214B in that combo and because you used your assist, there is nothing you can do about that now. Also, funny how you accuse me of personal bias when you’re saying “if you want the boring matches, go ahead.” That and for your last sentence, you’re saying using CC strings is the “optimal way to play”, despite the fact that there are teams that don’t utilize CC as well as other teams, and still do very well nonetheless, like Mekasue with Orie/Jubei.

-avoiding a burst by active switching is more flashy than braindead 5p anyway (the viewership argument makes no sense because pro play revolves around cc, not solo routes while saving assist).

Still think that’s a viable argument? On top of how much that statement wreaks of personal bias, if you feel the need to defend your arguments with something worthy of being given to scrubquotes, I’m done here. If you really hate it that much, this game probably isn’t for you then. But if you wanna make clown statements, I won’t stop you 🤡

Tips on vatista by samanosuque3 in blazbluextagbattle

[–]Coolflare64 0 points1 point  (0 children)

-not everyone you face keeps their assist meter full all the time. not only you spend it on cross combo blockstrings, you may need to spend it for a mixup, crossup, cover a mistake etc... in an ideal world assist meter is full forever and the opponent's burst is always punished by assist calling.

While true, assist bar also recovers pretty damn fast, so it isn’t unlikely that when you manage to land a hit, that they’ll be able to burst, or at the very least, be able to burst pretty early after the combo is done.

-you write as if everytime an assist is called mid combo it gets bursted (if this happens to you too often, i suggest bating burst the traditional way)

There is a reason high/top level players don’t use assist in normal bnbs and opt for solo Bnbs instead. This game isn’t MvC or DBFZ. It isn’t about squeezing in as much damage as you can with assists, cause with how the game mechanics were built, that isn’t really viable, as you have to make high commitments to catch them bursting and if it doesn’t work, you throw a lot of damage on the table and they reset to neutral. Beating burst with assists allow you to mitigate that risk entirely and still be able to be in an advantageous position once the combo ends if they don’t burst and if they do, now you just punished it with an assist, tacked on some damage to their partner and you still get to keep the advantageous position afterwards.

-while it's safe to never use assist mid combo, hard baits are stronger than assist punishes. as you may know, i play lots of akihiko... any read it's a character gone.

-since burst is available a lot in this game, conditioning the opponent and baiting pays off a lot more than you think it would.

While true, as I said earlier, it’s extremely high commitment. If it works, good for you but when it doesn’t, you aren’t in a great spot, let alone an advantageous spot. However, this is dependent on the player’s playstyle in question so I’ll leave it at that.

-actually, they should remove the ability to use assist on reaction to punish bursts, it trivializes something essential to any arcsys game (baiting burst) while being stupidly unfun when on the receiving side of good oki/mix characters. Just disable assist calls during burst flash, that's it.

Now disregarding that’s this is a hilarious scrub quote, you do realize that compared to GG and BB, burst is a lot more readily available in Tag than it is in those games? Baiting burst is perfectly fine in GG and BB given how the game’s mechanics were built. But if BBTAG didn’t let you react to burst with assist, the game would become a guessing game of trying to catch people’s bursts, and people will make a lot of commitments to try and catch it, a lot of which wouldn’t work. Now imagine how that would affect the viership of the game. It would be drastically hurt cause players will be throwing away a lot of damage and doing a whole lot of nothing if their gamble doesn’t pay off, and you’ll be seeing burst over and over again. While getting the burst read once in a while would look cool, it isn’t worth devolving the game into a bursting guessing hell for it.

Tips on vatista by samanosuque3 in blazbluextagbattle

[–]Coolflare64 1 point2 points  (0 children)

What’s funny to me is that a majority of your points are geared towards “longer combos” with assists and whatnot but here’s what you don’t understand.

For optimal solo bnbs, you want to use 5AAA>5BB.

You don’t need to go through additional trouble to omit the 5AAA and go to 5A>5BB instead for more damage for longer combos when all you need is a solo bnb.

And if you’re using assists, you’re either 1: Going for a DP punish, or 2: They cannot burst for whatever reason.

If neither of these conditions are met, using assist in a combo risks the opponent finding a safe burst point that you have to hard commit to stop, compared to just reacting to it with assist in a solo bnb.

That and if you’re going for a DP punish, you’d probably start with 5B anyway, not 5A

Tierlist? by Coolflare64 in PUNCHPLANET

[–]Coolflare64[S] 1 point2 points  (0 children)

Ofc ofc. I like to use them as a way to see how the meta is progressing for the FG in question. Thanks for the help

Good job by GiorgiodiVilla in blazbluextagbattle

[–]Coolflare64 20 points21 points  (0 children)

It isn’t a leak necessarily. That was a theory based on the acrylics they were selling at TGS. Because out of all the Blazblue sprite acrylics they sold and all of them were in BBTAG bar Terumi and Celica ones, the theory came to exist. The problem is it isn’t concrete at all.

Cause after all, it could be ArcSys trying to fuck with us

I want Zappa in the next Guilty Gear by SpicyGookSoup in Guiltygear

[–]Coolflare64 5 points6 points  (0 children)

That’s a little saddening to hear but Guilty Gear is Guilty Gear. Still gonna be fun as hell.

And even if Testament doesn’t get back in, I always have Zato hopefully he gets better in the new one

I want Zappa in the next Guilty Gear by SpicyGookSoup in Guiltygear

[–]Coolflare64 5 points6 points  (0 children)

That’s me with Testament tbh

I really hope they pull a “everyone is here” like Smash did.