• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:46
CEST 00:46
KST 07:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Behind the scenes footage of ASL21 Group E ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group F 🌍 Weekly Foreign Showmatches
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2050 users

The Official Blazblue Thread - Page 7

Forum Index > General Games
Post a Reply
Prev 1 5 6 7 8 9 24 Next All
Trumpet
Profile Blog Joined October 2007
United States1935 Posts
July 02 2009 20:06 GMT
#121
On July 02 2009 20:36 MCMcEmcee wrote:
Show nested quote +
On July 02 2009 18:16 Trumpet wrote:
Just going to say that v13 is amazingly fun, especially with the low execution barrier. 100% a v13 player now that ive got the game

At the risk of me sounding dumber than I already am, does jin's 5d have some properties that make it only blockable with barrier or something? I played almost 20 matches vs a jin and never normal blocked it once, but barrier worked every time.


No it's a normal, blockable move. You're probably getting hit out of jump startup or dash recovery, both of which you can cancel with FD.


oh wow, you're exactly right. Old marvel habit to go up back to air block and not have to do high / low. I feel all kinds of dumb now hehehe

Thanks!
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-07-02 22:15:45
July 02 2009 22:15 GMT
#122
I dunno what they do online, but Noel flowchart is all about blockstring -> 2D -> BnB -> repeat.

Edit: also, dash-in 6A.
armed_
Profile Joined November 2008
Canada443 Posts
July 02 2009 23:09 GMT
#123
On July 03 2009 03:54 ZoW wrote:
asdf learning a new engine from scratch is hard


also... it begins already :D

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


):<
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
July 03 2009 02:15 GMT
#124
On July 03 2009 04:23 MCMcEmcee wrote:
Show nested quote +
On July 02 2009 21:17 sung_moon wrote:
weird how come every ragna video i see after a hell fang they RC into dash 6D j.D 5B 5C hellfang?
what i do is fang RC 5B 6A JC CDCD inferno. on training mode the one i use does more damage and is not techable. maybe im putting out the wrong buttons or something...

iunno. BB still fuckin rockin


you're watching old vids or people are being lazy, though Hell's Fang gives a better knockdown than ID. Best Hell's Fang RC followup is dash 6D jD, land, dash 5B 3C 22C.


thanks. im actually practicing it atm. timing for the dash 5b is a lil tricky thou heh

also now i realize how good nu is.......
Forever Young
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
July 03 2009 03:18 GMT
#125
On July 03 2009 11:15 sung_moon wrote:
Show nested quote +
On July 03 2009 04:23 MCMcEmcee wrote:
On July 02 2009 21:17 sung_moon wrote:
weird how come every ragna video i see after a hell fang they RC into dash 6D j.D 5B 5C hellfang?
what i do is fang RC 5B 6A JC CDCD inferno. on training mode the one i use does more damage and is not techable. maybe im putting out the wrong buttons or something...

iunno. BB still fuckin rockin


you're watching old vids or people are being lazy, though Hell's Fang gives a better knockdown than ID. Best Hell's Fang RC followup is dash 6D jD, land, dash 5B 3C 22C.


thanks. im actually practicing it atm. timing for the dash 5b is a lil tricky thou heh

also now i realize how good nu is.......


Now now, it'll be patched in a couple of months. Let us have our fun until then.
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
July 03 2009 08:01 GMT
#126
On July 03 2009 11:15 sung_moon wrote:
Show nested quote +
On July 03 2009 04:23 MCMcEmcee wrote:
On July 02 2009 21:17 sung_moon wrote:
weird how come every ragna video i see after a hell fang they RC into dash 6D j.D 5B 5C hellfang?
what i do is fang RC 5B 6A JC CDCD inferno. on training mode the one i use does more damage and is not techable. maybe im putting out the wrong buttons or something...

iunno. BB still fuckin rockin


you're watching old vids or people are being lazy, though Hell's Fang gives a better knockdown than ID. Best Hell's Fang RC followup is dash 6D jD, land, dash 5B 3C 22C.


thanks. im actually practicing it atm. timing for the dash 5b is a lil tricky thou heh

also now i realize how good nu is.......

delay the jD a tiny bit to make it easier
[iHs]MCMcEmcee@UFO | のヮの
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-07-03 17:39:20
July 03 2009 17:33 GMT
#127
Wow, Canada got fucking shafted.

If you pre-ordered BlazBlue from EB Games, you will not receive a copy until the 29th!

Meanwhile, Gamecrazy and Microplay seem to be getting enough copies to fill pre-orders.

http://forums.shoryuken.com/showthread.php?t=197147&page=4

So basically, fuck EB Games.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
July 03 2009 17:57 GMT
#128
So what do you all think about the netcode (not matchmaking or other features--those are fine)? More/less/same input lag as in SF4? More/less/same jerkiness or slowdown? My hypothesis is that there are less cases of slowdown because the input lag was increased (the longer the buffer, the less chance of exceeding it). But the mystical syncing algorithm and probable lag-test phase at the beginning of the match makes me hope otherwise, that there is some intelligent fine-tuning that allows them to drop the input lag as close as possible in # of frames to the bound of the one-way latency. All I know is that people with 0 bars (blue) keep trying to challenge me. At least it beats b.net muta micro. -_-;;

Where is that HDR-quality netcode promised, anyway? To think that a small company specializing in poor emulation of retro games can claim the best console fighter netcode on the market is kind of sad.
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
July 03 2009 18:14 GMT
#129
I don't like the netplay, too much input delay and we still get choppy matches in what feels like delay 6 or worse. Playable for the most part and you can get by if you get a good connection, but it's kinda silly to need extra input delay to play against someone in the same city.
[iHs]MCMcEmcee@UFO | のヮの
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
July 03 2009 18:25 GMT
#130
On July 04 2009 02:57 Myrmidon wrote:
Where is that HDR-quality netcode promised, anyway? To think that a small company specializing in poor emulation of retro games can claim the best console fighter netcode on the market is kind of sad.

The netcode we're talking about here isn't as simple as sending and receiving commands.

The netcode needs to be able to "roll back" the game state if it predicts a player's input incorrectly.

Now I don't actually know this for sure, but I imagine it's a lot easier to roll back a very simple game like HDR compared to a much more complex game like BlazBlue.

I mean it's great that GGPO's netcode is fantastic, but don't assume that the same netcode will work for BlazBlue.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
July 03 2009 19:10 GMT
#131
On July 04 2009 03:25 Bill307 wrote:
Show nested quote +
On July 04 2009 02:57 Myrmidon wrote:
Where is that HDR-quality netcode promised, anyway? To think that a small company specializing in poor emulation of retro games can claim the best console fighter netcode on the market is kind of sad.

The netcode we're talking about here isn't as simple as sending and receiving commands.

The netcode needs to be able to "roll back" the game state if it predicts a player's input incorrectly.

Now I don't actually know this for sure, but I imagine it's a lot easier to roll back a very simple game like HDR compared to a much more complex game like BlazBlue.

I mean it's great that GGPO's netcode is fantastic, but don't assume that the same netcode will work for BlazBlue.


Blazblue netcode doesn't do rollbacks. It implements the traditional input lag system where the game state on both sides remains synced the entire time, accomplished by delaying the execution of inputs until they can be executed simultaneously on both sides.

Although this particular discussion is moot for Blazblue in particular, I'm not convinced that you can't implement good rollback netcode for a more complex game like Blazblue. (Granted, I know next to nothing about graphics APIs and implementations, so help me out.) As far as I know, all you have to do after reinterpreting the state of the game (new character positions and hitboxes, stagger/CH/etc. state, projectile location) given the new opponent inputs is draw the next frame with the updated information. e.g. rather than oppoent being in running animation, start animating frame 3 of 5B attack (then next frame, animate frame 4, then frame 5, etc.).

You don't need to redraw the 3D backgrounds or anything, just things in the foremost sprite layer--this is where I'm unsure if the different layers are separable because I don't know how graphics are implemented, but layers can definitely be displayed separately in console emulators so I believe they can in general. Actually, going back to the previous 5B example, to make the game look more smooth you could animate in-between frames like running -> frame 1 of 5B -> frame 4 of 5B -> continue as normal rather than running -> frame 3 of 5B directly. But that doesn't involve much computation at all, and I don't believe it involves drawing any additional frames. It shouldn't stress the system any more than it is already stressed.

I think in GGPO, however, the entire game has to be re-emulated according to inputs from the opponent because GGPO netcode is kind of a wrapper to a black box system (the entire emulator). But new console game devs have access to the entire game's code when processing network inputs, so they're actually at an advantage. This is a point that's been brought up by Ponder. The problem is probably lack of foresight in designing the game engine from the beginning that makes it difficult to accommodate rollback netcode later on, or simple lack of effort when designing the netplay.
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
July 03 2009 19:37 GMT
#132
only thing about BB netplay is its funny when the game is massively slow during teh intro, and then it phases itself into normal speed. lol

Forever Young
Ginseng
Profile Blog Joined May 2008
United States268 Posts
Last Edited: 2009-07-04 01:57:35
July 04 2009 01:16 GMT
#133
BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.

This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB.
Contact me via the following: Twitter: @notginseng | Discord: Ginseng#9638
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
July 04 2009 02:49 GMT
#134
I like Ginseng
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
Ginseng
Profile Blog Joined May 2008
United States268 Posts
July 04 2009 23:50 GMT
#135
GGs trumpet, your v-13 got better, damn that Hakumen 3-7 matchup!
Contact me via the following: Twitter: @notginseng | Discord: Ginseng#9638
red.venom
Profile Joined October 2002
United States4651 Posts
July 05 2009 01:19 GMT
#136
On July 04 2009 10:16 Ginseng wrote:
BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.

This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB.


oh so the netplay is shit like SF4 then? Wow im getting tired of this. I ordered the game 100% on the idea that it would have good netplay lol. I knew i should have waited
Broom
Ginseng
Profile Blog Joined May 2008
United States268 Posts
July 05 2009 01:21 GMT
#137
On July 05 2009 10:19 red.venom wrote:
Show nested quote +
On July 04 2009 10:16 Ginseng wrote:
BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.

This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB.


oh so the netplay is shit like SF4 then? Wow im getting tired of this. I ordered the game 100% on the idea that it would have good netplay lol. I knew i should have waited


On the bright side, I feel it's better than sf4 netplay haha.

I'm bored atm, up for a few games? haha.
Contact me via the following: Twitter: @notginseng | Discord: Ginseng#9638
Fishball
Profile Joined December 2005
Canada4788 Posts
July 05 2009 02:15 GMT
#138
Do most of you guys play on PS3?

So I just checked TL an hour ago and remembered this game...
It was 7:30 PM already so I decided to to visit EB Games/Future Shop. Turns out Future Shop doesn't even have the game yet and EB Games was already closed.

Bah, I'll pick it up tomorrow, hopefully.

I don't know why I'm picking up all these fighting games, since I still couldn't get a stick.
So god damn hard to get "teh good ones" in Canada.
靈魂交響曲
red.venom
Profile Joined October 2002
United States4651 Posts
July 05 2009 12:02 GMT
#139
On July 05 2009 10:21 Ginseng wrote:
Show nested quote +
On July 05 2009 10:19 red.venom wrote:
On July 04 2009 10:16 Ginseng wrote:
BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.

This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB.


oh so the netplay is shit like SF4 then? Wow im getting tired of this. I ordered the game 100% on the idea that it would have good netplay lol. I knew i should have waited


On the bright side, I feel it's better than sf4 netplay haha.

I'm bored atm, up for a few games? haha.


Dont own the game yet. It will be here on tuesday. I shoudla just ran to the gamestop down the street, didnt think it would be a big deal and id get it in time for last weekend(Wouldnt really play during the week anyway)
Broom
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-07-05 22:14:02
July 05 2009 17:15 GMT
#140
+ Show Spoiler [shameless brag] +
I just won Ontario's first BlazBlue tournament. There were 10 entrants, 2 (incl. myself) who had played quite a bit on the arcade version, and 3 more who had some prior experience.

Sadly, I think I would have gotten only 2nd or 3rd with my main, Taokaka. The guy who got 2nd, a Rachel user, crushed my Taokaka in casuals, and the guy who got 4th had been playing for only a few days but was fighting on-par with me in Taokaka mirrors.

So I played to win by switching to Arakune and flowcharting:

[image loading]


My all-bees-no-combos Arakune lost just 1 game in the tournament.

(Of course, the thing about his flowchart is, it's not very specific, and it pretty much outlines his whole gameplan: curse opponent, then pwn. That's just how he's played: it's not like I won with a Ken flowchart or anything.)

Oh by the way, I got last place in SF4.

To be honest, I actually kind of like how Arakune's execution barrier is very low if you don't do any combos. You just have to play smart and have other good skills, like blocking and adapting.

He's still pretty bullshit, though.


Edit: match vids from the tournament can be found here:

http://www.youtube.com/view_play_list?p=EAF3096CB54896E5
Prev 1 5 6 7 8 9 24 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ROOTCatZ 122
CosmosSc2 29
PiGStarcraft3
JuggernautJason0
StarCraft: Brood War
Britney 9805
Artosis 666
Soma 297
Rush 181
LancerX 18
Sexy 16
Dota 2
syndereN404
canceldota114
capcasts89
Counter-Strike
taco 245
Super Smash Bros
C9.Mang0242
PPMD25
Other Games
tarik_tv5276
summit1g5217
Liquid`Hasu172
ViBE96
Chillindude8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• RyuSc2 111
• Hupsaiya 97
• musti20045 34
• Response 14
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21346
Other Games
• imaqtpie1089
• WagamamaTV373
Upcoming Events
OSC
1h 15m
RSL Revival
11h 15m
TriGGeR vs Cure
ByuN vs Rogue
Big Brain Bouts
17h 15m
Replay Cast
1d 1h
RSL Revival
1d 11h
Maru vs MaxPax
BSL
1d 20h
RSL Revival
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
Afreeca Starleague
3 days
[ Show More ]
Replay Cast
4 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.