GenoWhirl Posted September 11, 2010 Posted September 11, 2010 Why would you nerf one of the worst chars WHY
LordSpectreX Posted September 11, 2010 Posted September 11, 2010 I mean, of course this is the first locktest. But the fact that ASW thinks that what they've done is even worth play testing with makes me worried.
caelk Posted September 11, 2010 Posted September 11, 2010 First, a tidbit: j214x are all mid hits. Personally, I think they're just trying to answer some questions with this loketest. Is her only problem that she can't get charge? Does she really need special moves that are just rekkas? (j236x not comboing) If she could get charge easily, how much can we mess with her and still make her viable? Stuff like that. Poster's opinions (from post linked in news thread) Congrats! j214's mid hit is... well, tough to land at times, but the return suits the risk. I can roll with this. It looks like people are jumping the gun and charging in thinking Tsubaki gets charge so easily, they don't want let her get any. Shutting that down's become easier, and it looks like high-level play might just be how well you can bait them out. They'll want to stick to you like glue, I shut them down with 236D. I can pick up 2 to 3 charges per combo with ease. Against Arakune and Tager? Five. Easy. ... Although I suppose she still might be low.
logichole Posted September 11, 2010 Posted September 11, 2010 What is a rekka? I've been doing google searches and not found a good answer.
caelk Posted September 11, 2010 Posted September 11, 2010 From Fei Long's Rekkaken. 236P 236P 236P chains. I used it here because... well, 214x is only used in combos, I'm just so used to only using it after 236A... well, and throw, when I think about it. It seems rather rekka-like. 236A 214A 22C 623A j236A j214C I think it was discussed before, she has some moves that are mostly used as filler.
STenSatsu Posted September 11, 2010 Posted September 11, 2010 Wow, 2-3 charges per combo? That does sound like it would require D move comboability nerfs. Faith restored. Also overhead dive is hot, especially if it includes the D version.
caelk Posted September 11, 2010 Posted September 11, 2010 Well, here's the actual Japanese, in case it looks suspect. I could be wrong. そっからのコンボで2~3は余裕でした アラクネテイガー相手には5ゲージ余裕でした In the first statement, he just says that he easily has 2 or 3 for combos. He doesn't say 2 or 3 of what, but I assume he's not saying he can fit in two or three combos. For the last, he specifically says 5 gauge and uses the same sentence structure (it ends the same way), though, so I filled in some blanks and assumed that's what he was talking about in the first sentence. I'm having trouble imagining what else he could have 2 or 3 of, or do twice or thrice over, and given the context, Charge is what I feel he's referring to.
GenoWhirl Posted September 11, 2010 Posted September 11, 2010 So basically you guys got a new overhead, super charging and completely new combos? I can roll with it. Also ツバキ2Cガードjc可能らしいねー ?
LordSpectreX Posted September 11, 2010 Posted September 11, 2010 So basically you guys got a new overhead, Guh?
Tokkan Posted September 11, 2010 Posted September 11, 2010 ツバキ2Cガードjc可能らしいねー ? Um... "Looks like Tsubaki's 2C is jump-cancelable on block" or something. I think.
Slayer Alucard Posted September 11, 2010 Posted September 11, 2010 j.214 hits like an overhead now right? I thought it said j.214x was a mid, not a high. And it would be amazing if you could jump cancel 2C. Shit takes a little too long to start up anyways as an AA.
GenoWhirl Posted September 11, 2010 Posted September 11, 2010 I think in japan that means Overhead, as it hitting mid would change absolutely nothing and wouldn't warrant all the "YAYZ" from the translator
Slayer Alucard Posted September 11, 2010 Posted September 11, 2010 That would make a lot more sense lol TK j.214D for instant overhead? =D
LordSpectreX Posted September 11, 2010 Posted September 11, 2010 Would look pretty obvious though wouldn't it? Plus, you can't really combo off it with no charge. And if you're in the air, people will be standing blocking anyway.
GenoWhirl Posted September 11, 2010 Posted September 11, 2010 Would look pretty obvious though wouldn't it? Plus, you can't really combo off it with no charge. And if you're in the air, people will be standing blocking anyway. If we always have 2~3 charges ... And the guy said it was risky but totally worth it. I wonder what he means
Slayer Alucard Posted September 11, 2010 Posted September 11, 2010 You don't need meter to combo off j.214D And that's not true. j.214x is fast, it hits more than you think provided you throw it out sporadically. I'm sure 2149D TK is usable anyways.
LordSpectreX Posted September 11, 2010 Posted September 11, 2010 You don't need meter to combo off j.214D. I thought the only thing that goes off j.214D is 236D?
Slayer Alucard Posted September 11, 2010 Posted September 11, 2010 No, it puts them in that slide animation like the other j.214s on CH, so you can run forward and then 2B>2CC>air combo
LordSpectreX Posted September 11, 2010 Posted September 11, 2010 Oh right. Yes. I suppose TK214 would be pretty good then.
Taylor Posted September 11, 2010 Posted September 11, 2010 Very good, it's faster than TK Gauntlet Hades afaik.
STenSatsu Posted September 11, 2010 Posted September 11, 2010 tk 214d is like 13 frame overhead if you can do it asap. Others are ~19 which is the about as fast as bang's 5c.
GenoWhirl Posted September 11, 2010 Posted September 11, 2010 http://www.youtube.com/watch?v=NCuv1U96Kqw You guys mightl ike this
caelk Posted September 11, 2010 Posted September 11, 2010 Cookie time. Personal opinions in brackets. 6BB reaches further. [translator: Maybe I'll actually use this now.] 2CC doesn't float much. Just from my gut feeling playing CS so much, 2CC > 5CC would be techable past the first 5C. jCC > j236D > j214D: The light orb from j236D will hit. [translator: Kinda cool.] 2C can be jc'ed on guard. 214x has increased untechable time? 2A > 5BB > 2BB > 5CC > 214A > 22C > 3C is a Red Beat. Air throw bounds the opponent, you can follow up pretty easily. 236C236C has more invincibility. [translator: Whoa.] 3C is ground techable. 22D wallbounces on CH. http://www.youtube.com/watch?v=NCuv1U96Kqw 1:40 - Oh man, the charge! THE CHARGE!!!
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