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BlazBlue: Chrono Phantasma
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Cpatko Offline
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Post: #131
RE: BlazBlue: Chrono Phantasma
ofak, to bo epsko...pa ker flyer, haha...cakamo zacetek streama icon_bowdown

No skill, no flow.
---Kilav Grunt
01-14-2014 04:31 PM
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Kekken Offline
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Post: #132
RE: BlazBlue: Chrono Phantasma
Evo, da malo poročam.

Kot prvo, opravičilo za stream, ki je bil pod nivojem, oz, definitivno pod tem, kar sem nameraval narediti. Skrbnik KIŠD-ja je prišel kasneje, kot sem planiral, tako da nisem imel časa setupati in preveriti zadev, kakor sem hotel. Pa še nek drug nepričakovan hardver bug je uletel, kar je povzročilo, da je stream štekaril in padal. Žal je to uplivalo tudi na posnetke, za katere ni nujno, da sploh bodo.

Dobra stvar:

za nekaj, dogovorjeno večer prej, nas je bilo za BB res ful:

World
Eli
Kekken
Marcel
Wardum
1muvwndr
FLOSKELIC
Champ
Mr.X

Naj začnem takoj z velikim respectom za Worlda, ki je prišel na obalo z zelo plemenitim namenom: malo potestirati, kako kaj stvari v offlineu. Jaz sem zadevo eskaliral v nekepski obračun USA vs RUSIJA for the hype of it, ampak ni, da smo se zdaj prišli moneymatchati za tisoče eurov.

Smo pa odigrali kar nekaj "kontroliranih, štetih serij".

Sam sem imel plan, da orenk nadoknadim razliko, ki se dogaja, ko igrava online in kjer dobivam batine nonstop, a roko na srce, ni šlo vedno vse po planu.

Začel sem z Azraelom, likom, s katerim naredim še največ, a ga ne igram, ker je online navaden goljuf, ki zastonj z minimalno truda zmaga kogarkoli, ki hoče sploh približno igrati pravilno in reagirati na stvari, na katere je treba reagirati in ne samo stiskati gumbe.

No, Azrael je kar opravil dosti suvereno in odločno prinesel domov šunko. Dejansko je to bil eden prvih setov in oba sva bila ruzna, World pa sploh, ker je moral nadoknaditi veliko v tajming in eksekuciji. Offline wins. No, dejstvo je tudi, da ker ga ne igram online, world ni mogel kaj preveč biti pripravljen nanj.

Nato se je World pomeril z Wardumom in Floskelicem in ju učinkovito ščistil s 5-1.

Floskelic je prepustil veliko dobrih prilik in komboti za jurja petstü niso bili glih v pomoč, Wardumova shaky, full-throttle-on-barrier obramba pa ni bila kos Wordovem napadu.

Nato je prišel zame clou match: moj nesrečni Amane. To je lik, ki postavi moj 1-10 v moj "od Worlda pušim online 1-10" haha in je imel največ za povedati. Roko na srce, je lik težek, pot do zmage mu je abstraktna in še veliko igre potrebujem, za ga ufurati prav. Vseeno pa se mi toliko že svita, da vem, da je online z njim nočna mora, ker je treba biti super on point s 6A, saj je to edini orodje, ki preprečuje, da bi nas nasprotnik povsem zbeastal, ko pride čez pl zaslona. Na netu to pač ne gre. Zato me je toliko bolj zanimalo, ali bo offline zdaj vse obrnil. No, je pa ni. Veliko bolje je bilo, jaz sem se prav zabaval, a World je dolgo serijo do deset zmagal v samem finišu zadnje igre. Epic. Dejansko sva ga oba dosti srala, a izid je bil fer in skupno so rezultati povedali, da je World vse prej kot le online warrior.

Lepa!

Potem je pokal še malo Azrael, pa še en drug freeplay. Vem, da se ga je lotil 1muv in na začetku jedel gowna, a nato se je verjetno kaj ufural, vsaj na osnovi tega, da je World imel veliko kislih za povedati čez kombote in tečnost lika. Upravičeno, ker je terumi fucking horrible king of trolls, z neverending komboti, ki so tudi mene velikokrat prepričali, da vržem burst po njegovih treh jabih, samo da ne gledam 20 sekund stompanja, haha.

Bo 1muv poročal, kaj se je dogajalo.

Žal pa, kolikor vem, se World ni pomeril z Marcelom in Mr.Xom, kar je škoda, ker četudi oba zadnje čase nista preveč fokusirana na igranje, dosti ulaufana in bi bilo zanimivo videti izziv. Jaz sem osebno stavil na to, da bo Mr.X zrihtal, ker ima močne Jin footsije in zna dobro napadati, baitati in odpirati obrambo, spet pa, who knows. Bi pa bil fajt proti Marcelu zelo zanimiv.

Žal nisem mogel in nisem niti hotel nadzirati in organizirati vsega. Bila je že pozna ura in folk je že malo po svoje dogajal. Tudi prav, saj bomo vsaj imeli razlog, da se dobimo tako en masse še enkrat in opravimo, kar nismo.

Bilo je še polno robe. En kup iger z Elijem, kjer bogi še ni točno vedel, kaj naj dela z novo Rachel, a spet, ni da je bil povsem nebogljen. je pa drill pokal in je bilo super fun. Do naslednjič upam, da bo tudi on ufuran.

Pod črto, hud event. Dejansko, roko na srce, v BB-ju pri nas še nismo tam, da bi vsi sploh že znali dovolj, da bi rekli, da nam preostanejo le še tekmovanja. Treba se je dobivati pogosto na takih in igrati na polno in se uigrati, kot je treba. Potem pa akcija. Tri postaje, zdaj smo kar polni Peestrojk in tudi štiri jih primorci zrihtamo brez problema, dokler je folk, ki hoče igrati.

Moj cilj je začeti furat redne BB turnirje dol. Glede na to, kar je bilo včeraj, številke za nekaj rednega že skoraj imamo, a ljudje bi morali biti ravno še malo bolj uigrani, da bi sami imeli večjo željo potekmovanju, ne pa da je KIŠD edin plac, kjer sploh igrajo tu pa tam. Tako da no, bomo videli, kako se kaj razvije.

Hvala vsem za igre in da bo čimprej spet taka gužva. icon_rock

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01-15-2014 02:37 PM
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1muvwndr Offline
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Post: #133
RE: BlazBlue: Chrono Phantasma
Haha, king of trolls delivers... like 20-2 za ragno icon_biggrinicon_tepenicon_facepalm
Seriously, terumi ima samo take kombote, ni da jih jaz delam, ker so edini, ki jih znam. Se pa vidi, da World igro igra, jaz pa ne. Par gimmickov za par zmag in to je to, Sem pa pojedu po moje kakih 5 srkjev vse skupaj. Vsako rundo. icon_facepalm

Deal with it.
01-15-2014 09:15 PM
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Kekken Offline
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Post: #134
RE: BlazBlue: Chrono Phantasma
[Image: kokonoegoldentagerflyer.jpg]
http://shrani.si/f/34/ch/37hoseyw/kokono...rflyer.jpg

Tako. Več ali manj kot zadnjič za Worlda, le da uletava Rock iz Trsta. Top 4 iz zadnjega turnirja v Milanu je sicer zagrizel v BBCP šele dober teden nazaj in šele zdaj za priliko presedlal na stick, ampak vem, da nekaj zna, in da bo showdown zanimiv.

Vebljeni vsi! icon_bringiton

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(This post was last modified: 01-27-2014 11:10 PM by Kekken.)
01-27-2014 10:39 PM
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Kekken Offline
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Post: #135
RE: BlazBlue: Chrono Phantasma
Tu so posnetki z Rock VS everyone dneva.

Zakon je bilo. Cel dan igranja na polno. Rock se je iskazal že zdaj za zelo dobrega, ko pa bo še malo več igral in se tudi navadil sticka, ne bo lahka nikomur. icon_rock




http://www.youtube.com/watch?v=yc_E8ixy6BQ




http://www.youtube.com/watch?v=nBPjQT4dy9Q




http://www.youtube.com/watch?v=rcUdg1nrmyk




http://www.youtube.com/watch?v=M928jZRDZOk




http://www.youtube.com/watch?v=wK8il-_M1CQ

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01-30-2014 01:19 PM
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Kekken Offline
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Post: #136
RE: BlazBlue: Chrono Phantasma
Zanimiva tier lestvica s strani Dogure in N-otoka (dveh top GGXX in zdaj BB jaoponskih nindž).

[Image: DlH1ju6.jpg]

Zanimivo je to, da v višino gre dejanska moč/sposobnost lika, medtem ko je vodoravna uvrstitev mišljena kot to, koliko "fer" je lik - torej koliko za svoj rezultat računa na snvinarije in pristope, proti katerim nasprotnik enostavno nima fer šanse, četudi jih vidi prihajati. No ja, interpretacija izraza "fer" pač.

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02-16-2014 04:11 PM
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Kekken Offline
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Post: #137
RE: BlazBlue: Chrono Phantasma
Quote:System


Break Burst - Increased the active frames of the attack portion.
236 Commands - An 6236 input will give a 623 motion priority, but 641236 will give a 236 motion priority.
(Same goes for reverse inputs).
632146 Commands - Currently performable with a bare minimum of 6246, but now also performable with a bare minimum of 6316.
Post Round Actions - The time where you can move your character after a round ended has been shortened.
Jump Attacks - Jump attacks have generally increased P1 (Initial Proration).
Backstep - Full duration and invincibility have been adjusted.
Negative Penalty - Has been adjusted in accordance to character abilities.



Ragna

D Inferno Divider - Increased the speed at which he falls, decreased recovery.
Gauntlet Hades - Made it so it cannot whiff (and go over) crouching characters.
Overdrive Version Dead Spike - Will no longer travel offscreen in the corner.
Belial Edge - Decreased float height and untechable time for the last hit. When the last hit makes contact, it
can be canceled into a Distortion Drive.


Jin

Throw/Backthrow - Is now dash-cancelable when it hits.
Jump C/Jump 2C - Decreased hitstun on grounded opponents (no change to airborne opponents).
6A - Decreased recovery.
Hishouken - Decreased recovery. Charged version charges faster.
Hirentotsu (first hit), Musou Toshogeki - Decreased combo starter time.



Noel

Counter Assault - Improved hitbox of the attack portion.
Crash Trigger - Changed hit property to a ground bounce, can now be canceled into during Chain Revolver strings.
(During Chain Revolver) 6C - reduced the trajectory of the thrown gun, can now hit with all hits easier.
Type Nine: Muzzle Flitter - Damage, proration have been adjusted. When it hits raw, it deals more damage, but
during a combo, it deals less.
Type Zero: Fenrir - If the first hit hits an airborne opponent, it will force them to the ground and allow the super
to hit fully.


Rachel

2C - On a ground hit, it cannot be techable until the electricity has finished, also adjusted how far people are
blown away and the untechable time.
Impish Gypsophila - Can now only be moved four times. The hitbox now appears while the projectile is moving.
Barrel Lotus, Beelze Lotus - Slower to start up and move, but now lasts longer. Attack data has been adjusted.


Taokaka

All C Attacks - C Attacks will now stop charging if the button is released at any time.
3C - After the second hit, it can be canceled into Overdrive.
6C - Decreased active frames of the attack portion, increased the recovery.
Cat Person's Secret Art: Hexaedge - Overdrive version has been added.
Unison Cats! - The normal version now wall bounces the opponent (no change to the Overdrive version).



Tager

5A/2A - Decreased combo starter time.
3C - Decreased the startup of the attack.
2D - Decreased recovery, hitstun on a grounded opponent, and blockstun. It is now better on whiff, but no change
when it is blocked.
Jump 2C - When it counterhits an opponent, the bounce height has been adjusted so that it can be confirmed the
same way
Gadget Finger - Decreased Heat gain.



Litchi

Staff 4B - No longer moves forward during the animation. Increased recovery.
Overdrive D Attacks - Can no longer be moved during the an Overdrive Activation Motion.
Itsuu (C follow up) - Increased the startup of the attack, increased the recovery of the attack.
Kokushi Musou - Increased damage, decreased untechable time. Adjusted how the hit launches opponents,
making it easier to hit with all the hits.
Chinroutou - Increased the animation speed when it hits. Decreased the forward movement of the animation.



Arakune

Curse Gauge - When Arakune is taking damage or blocking, the gauge decreases faster. In any other situation,
the gauge decreases slower.
C Bug, D Bug - Decreased the amount of curse gauge that either bug costs.
A +/- B - Mist now comes out faster and is more effective at chasing. There is now a visual effect when
opponents have been slowed by this attack.



Bang

2C - Is now a level 4 attack.
6B - On air hit, it causes a ground bounce.
Bang Iron Storm - The input is now 632146B.
Shishigami Ultimate Hidden Art: Ultimate Ten Thousand Hurricane Explosion - The attack is now faster against
grounded opponents.



Carl

Doll Gauge Expenditure - The gauge no longer decreases during Nirvana's activation animation.
Doll Gauge Recovery - The gauge now starts to recover faster. During Overdrive, the gauge will recover during
Nirvana's activation animation.
Cantabile - On counter hit, it now launches the opponent high enough to combo.
Volante - Increased doll gauge cost.
Laetabilis Cantata - Increased the untechable time of the last hit and the greatly increased knockback of the attack.



Hakumen

Air Throw - Can no longer cancel the first hit into Overdrive. The second hit now ground bounces.
Magatama Gauge - Decreases the rate that the gauge increases while Hakumen is midair (includes during
Overdrive).
6D - Increased the forward movement greatly, now has less recovery when it misses.
Jump D - Can now be canceled into Agito immediately with only the press of an A button.
Agito - Increased hitstop and recovery, is now worse on block.


Nu-13

Counter Assault - Improved the attack hitbox.
Spike Chaser, Crescent Saber - Dia Form and Luna Form versions are now treated as different moves.
Overdrive Version Calamity Sword - After the last hit, can no longer be Emergency Teched.
Astral Heat - Is now an strike attack instead of a throw.



Tsubaki

6A - Can no longer be Emergency Teched on hit.
6C - Moved the additional hitstop from a blocking opponent, can no be canceled on block.
Judgement Technique: Darkness Piercing Light - Command is now 421A or 421D. The projectile speed of the A
version is now faster.
All Macto Maledictis D Attacks - Strengthened the Same Move Proration for all attacks.
Overdrive D Version Confutatis Maledictis - Now has a different animation after it hits and hits the opponent
forward.



Hazama

Overdrive Drive Attacks - Long range version hits now deal less damage, but short range versions now deal the
same damage as long range versions.
All Jump C Attacks - Decreased untechable time, adjusted the air knockback.
Serpent's Infernal Rapture - Decreased combo starter time.
Bloody Fangs - Decreased the time for follow ups after a successful throw.
Hungry Coils - During the hit animation, it can now be canceled into Eternal Coils of the Dragon Serpent.



Mu-12

Counter Assault - Improved the attack hitbox.
Jump 2C - Increased hurtbox size.
Sword of Decimation - Fully charged version now has the same recovery time as the normal version.
Sword of Infinity - Time it takes to cross over the opponent has decreased, making it easier to hit the opponent.
Origins - Is now invincible on startup, and has armor midway through as opposed to being fully armored.
Decreased knockback and untechable time.



Makoto

6B - Now groundbounces an opponent on air hit.
Crush Trigger - Decreased hitstun time on ground hit.
Jump B - Decreased untechable time. Can now be canceled directly into jump D.



Valkenhayn

Wolf Gauge - Anytime Valkenhayn transforms into a human, the time before the Wolf Gauge recovers has been
increased.
Wolf Jump A - Combo starter time has been decreased.
Wolf Jump B - Combo starter time has been decreased.
Ground Kunig Wolf - Decreased the startup time.
Sturm Wulf - Is now a catch attack instead of a full animation super. Increased speed of the animation portion.



Platinum

6A - Now causes float on counter hit.
Jump C - Now has more hitstun on grounded opponents.
Magical Bat, Magical Fry Pan (Including Miracle Jeanne versions) - No longer has same move proration.
Mystical Momo (Surprise Box, including Miracle Jeanne versions) - Now has a (Close/Mid) and (Mid/Far) set
versions.
Overdrive Cure Dot Typhoon - Increased the untechable time on hit. Decreased the recovery for Platinum.


Relius

Jump 6D, 2D, 8D - Increased P1 (Initial Proration).
Gado Leis - On air hit, it causes a ground bounce while pulling the opponent in.
Bel Lafino - Can now longer be emergency teched on counter hit.
Duo Bios - Decreased hit stop.


Izayoi

Gain Arts Air Dash - Can now be performed twice.
Gain Arts Ground Dash, Air Dash - Can now be directionally influenced while midair, by inputting up or down.
Gain Arts Air Backdash - Has the same animation as the ground version, but has no invincibility.
5B - Improved attack hitbox, reduced hurtbox.
Gain Arts 5C - Decreased knockback distance.
Normal Mode 3C - On hit it now floats higher. Increased P2 (Combo Proration).
D Sonic Saber - Now consumes 2 orbs when used. The ground version can be canceled into D Mirage Thruster.
D Mirage Thruster - Now only consumes 1 orbs when used.



Amane

Crouching A - Now one hit instead of two.
5C - Decreased recovery time.
6D - Decreased gain of the Spiral Gauge when the attack does not hit.
Spinning Cloth Arts: Needle Storm - Now projectile invincible during the stance portion of the attack. Increased
the rate of gate for the Spiral Gauge during this move.
Evil Dragon Arts: Divine Beast Forged Spear - Increased damage, opponent stays close after hit.



Bullet

Heat Up Level 2 - The flickering aura has been adjusted, it now appears much darker.
5A, 2A - Improved attack hitbox.
5C - Can now be charged. The charge version performs as the current one does, the uncharged one is smaller in
movement
Jump B - Jump B can now be canceled into Jump A.
Crush Trigger - On ground hit, it causes stagger. On air hit, it causes a wall bounce.
Miquelet Capture - Increased damage. Until the attack ends, the attack is now projectile invincible.
Black Out - Activation now Requires Level 2 Heat Up instead of 50% Heat Gauge.



Azrael

Overdrive D Attacks - Can now be special-canceled.
Hornet Bunker - Decreased recovery, when it activates a weak point, the knockback is smaller.
Cobra Spike - Adjusted the knockback to make it easier to combo into Leopard Launcher.
Sentinel Dump - Input is now 214C.
Growler Field - Increased untechable time, now blows the opponent much higher.



Kagura

Counter Assault - Improved attack hitbox.
5C, 2C - Damage, recovery, blockstun, and hitstun have all been reduced.
3C - Now causes knockback.
6A - Can no longer be normal canceled, decreased recovery.
Ground Throw - Now wall bounces.
Toryu Renzan (C during 5D) - The second hit now has a better hitbox, the attack also moves forward slightly. The
untechable time during the Overdrive version has been increased.
Sairingeki (A during 2D) - When stance-canceled, it now cancels into the air stances isntead of grounded ones.
Ryusenken (B during 2D) - Now moves faster. The second hit is now a level 5 attack.
Ryujinsho ([2] then 8C) - Combo starter time has been decreased. Causes wall stick on counter hit in the corner.
Ryuo Zangaosho (28D during any stance) - Now has an Overdrive version. Both versions now autocorrect the
direction towards the opponent.


Kokonoe

Character Combo Rate - Changed from 80% to 70%.
6B - Can only be canceled to from 5A and 2A. Can now be canceled into 5C or 3C. The uncharged version now
forces crouching.
Jump C - Can now be blocked while crouching.
Jump 2C - Attack motion has changed. Kokonoe now moves upwards before attacking. On ground hit, it causes
hitstun instead of instant knockdown. Now has landing recovery. Removed same move proration.
Gravity Gauge - Gauge expenditure and recovery are now both faster.
Activate - Only has a hitbox during combos, when the opponent is already being hit.
Equipment Number 06: Teleporting Layer Haze Ver1.24 - No longer crosses up when the opponent has their back
to the corner. When teleporting to a far away Graviton, she appears in front of the Gravition. When teleporting to
a close Graviton, she teleports on top of the Graviton.
Equipment Number 03: Freezing Absolute Zero Ver4.32 - Deals less chip damage on block. On hit, the gatling gun
portion has less hits. If she has over 50% gauge it will automatically activate her new Distortion Drive Equipment
Number 08: Flying Heaven - Greed Climb.
Equipment Number 07: Gravity Jammer Dark Ver1.65 - When activated, it removes all Gravitons. No longer
recovers Gravity Gauge during use. When used too close to the corner, the attack will now appear offscreen.
Overdrive version added.
Equipment Number 08: Flying Heaven, Greed Climb - New Distortion Drive.


Terumi
Distortion Drive Cancel Windows - The following attacks can now be canceled from the stated point, and unless
otherwise stated, until the end of the move.
Jagaku - First hit until before the second hit, and after the third hit.
Gasensho - Right as the last hit connects.
Garengeki - After the first hit (not cancelable just before the last hit).
5D - Increased attack level. Increased attack active frames. Decreased recovery,
6B - Decreased attack startup. Increased attack active frames.
6C - Increased recovery, now counter hit state after active frames end. Decreased stagger time on counter hit.
Jagaku, Gasensho - Now absorb the opponent's Heat Gauge during Overdrive.
Garengeki - The max version now wall bounds even midscreen.
Ground Verison Jakyo Messenga - Now hits the opponent diagonally, making it easier to follow up.
A Version Orochi Burensen - New move. A low version of Orochi Burensen.
B Version Orochi Burensen - Is now invincible during the superflash. Only causes wall bound in the corner now.
214214D (Jarin Renshoga) - A new anti-air version of Jarin Renshoga.

Na mestu spremembe za Azraela in Amaneja, za Tagerja je res kul skrajšanje 2D recoveryja - sicer upam, da za ful. Zdaj je res preslab proti pripravljenim igralcem. Tudi če ga razpolovijo, bo whiff-punisable as fuck. Sem pa upal, da izboljšajo midscreen collider followupe (samo malo bližje bi res moral pustiti, da sta 2D in 6C na vseh vedno garantirana). Char-specific komboti so še sprejemljivi, ampak situacije, kjer na enih lahko kombiramo, na drugih pa enostavno nimamo kombota, s slaba stvar.

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02-16-2014 04:26 PM
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Kekken Offline
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Post: #138
RE: BlazBlue: Chrono Phantasma
Ok, ker že en teden dobivam batine od vseh po spisku (za vikend Champ, včeraj vsi drugi, z Mr.Xom na čelu) sem šel gledati malo matchupe za kak tech in podobno.

Prvo sem naletel na frišen message made in Dogura (eden od top Azraelov):

[Image: dogura-azrael-matchups.jpg]

O..k... seems legit.. A spet... onkraj tega, da Champ vglavnem boljše od mene ve, kaj dela, se meni zdi Relius match grozno zahojen.

Potem začnem malo guglati po Tubi za matche, da vidim, kako najjači igralci zadevo hendlajo. Prvi match, v katerem se classhneta dober Azrael (Tahichi, za mnoge best in the business) in dober Relius... je ta:




http://www.youtube.com/watch?v=HF9yHq076...t=1h35m56s

FML!

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(This post was last modified: 02-19-2014 05:08 PM by Kekken.)
02-19-2014 05:07 PM
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Kekken Offline
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Post: #139
RE: BlazBlue: Chrono Phantasma



http://www.youtube.com/watch?v=0eb1TqTxGwA#t=1222

FT5 proti Marcelu včeraj. GGs! icon_china

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(This post was last modified: 02-26-2014 05:10 PM by Kekken.)
02-26-2014 01:17 PM
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Kekken Offline
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Post: #140
RE: BlazBlue: Chrono Phantasma
[Image: sss-bb.jpg]

Kar ne umre, se vrne.

Ne bom izgubljal preveč besed. Saj bi lahko poimenovali kako drugače, ali pa sploh ne poimenovali. Ampak nedelja je in zato why not.

To nedeljo (torej danes.. vsak čas, pravzaprav)

KIŠD Izola
Cankarjev Drevored 50, Izola, 6310

Dobi se nas večina slovenskih aktivnih igralcev BB-ja in še kak pasiven. Pa nekaj italijanov tudi.

Ne obljubljam nič, ampak zagotovo bo laufal vsaj osnoven stream in igralo se bo, če se bo le dalo:

- Free entry turnir (double elimination)
- Posamezne "first to X" predstave
- Kakšen kul ekipni dvoboj, če se uspe dva smiselna teama izbrati

Začnemo se nabirati ob cca 13:00, tekmovanja pa se pač začnejo, ko bo dovolj ljudi.

Stream na http://twitch.tv/pretep ali na glavni strani http://pretep.si. No ja, raje palite prvi, twitch nativni naslov, ker je tam tudi chat. Tokrat ga boste potrebovali, ker novi stream layout na polno vzpodbuja divje spammanje.

Pridite v Izolo! Če ne pa vsaj na stream.

Korajzni:

Kekken (Azrael)
Wardum (Lambda)
Mr.X (Jin)
Champ (Relius)
FLOSKELIC (Tager)
1muvwndr (Terumi)
ITA Fuji (Carl/Amane?)
ITA Uwye (Relius/Terumi)

? Marsello (Hakumen)
? ITA Soul Eater Rock (Kokonoe/Bullet)
?? Drobizzle (Hazama)
?? Xavier (Azrael)

Freeplay bo pokal na kar stirih BB postajah.

Friends don't let friends play online.
03-09-2014 07:15 AM
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