Xtra_Zero Posted September 10, 2010 Posted September 10, 2010 Thats like saying ID should do 5k damage with 50 heat, you don't do chair unless you are sitting on 50 meter already imo, which makes it "safe" its still punishable on whiff, but so is every reversal move. Except cat char is a terrible move. It's guardpoint, which means you get stupid things like Tao's drive bouncing off of it, jumpcanceling out of it, grabbing it, and RCing after it, IIRC it doesn't beat airblock, it's slow as fuck (it's not actually a reversal), it has 0 invincibility, AND it actually costs resources (wind) to combo off of it.
-Ladon- Posted September 10, 2010 Posted September 10, 2010 comparing cat chair to ID is lolworthy, let's not confuse guard points with DPs now
ATGMantenbo Posted September 10, 2010 Posted September 10, 2010 quick question: Does Makoto's BBS still come out in two frames? dunno but Litchi's All Green is nerfed even more so I thought it would be very likely for them to nerf BBS
OmniSScythe Posted September 11, 2010 Posted September 11, 2010 quick question: Does Makoto's BBS still come out in two frames? dunno but Litchi's All Green is nerfed even more so I thought it would be very likely for them to nerf BBS lol what? Makoto's BBS comes out in 3 frames after a 8 frame start up, but to stay on point she hasn't been mess with outside of parry cancel being removed and 5B being jump cancelable.
Kuuhaku Posted September 11, 2010 Posted September 11, 2010 Though I am happy with Rachel changes (some are weird as hell, but hey it seems a hell of a lot better already- TD can go die if these changes stick), the number one change I want in BBCS 2 is to make matches SHORTER. You can run like 3-4 GG matches in the time it takes to do one CS match. Though CS Rachel mirror is the worst case scenario of this, one time when I was playing in one of these a guy from our scene went to 7-11 and got food... and by the time he got back we still weren't done. Please change this. It's annoying to have to wait in rotations for a million years because matches take so long.
xSagez Posted September 11, 2010 Posted September 11, 2010 ^ Thats all Rachels fault....and Hazama (he runs like a bitch)
Blade Posted September 11, 2010 Posted September 11, 2010 Now I know not to take your posts seriously after your short dashing comment. EVERYONE I play with took the time to learn to do them and does them consistently. Do you not slide with your normals by using the same method to extend some of the hitboxes? Listen, it's not like I don't know how to do them...I'm saying plain and simple, they are a PAIN in the ASS to do. Why does nobody appreciate this? I use pad. I know, shocking, isn't it...I tap forward twice when I run. In most neutral situations I've ever been in, there are far more damaging setups and combos with a lot less "skill" required to do them. I'm lazy, I don't bother with 5B>6A after Inferno Divider...I just use 6A>HJC, more often than not this saves me the pain that is to delay crap, and I've gotten more combo options as a result and decent meter, even if the damage isn't quite as high. Hell, I don't bother with dash-primed 6A after Carnage Scissors...I just do High Jump j.C>j.D>JC>j.C>j.D Inferno Divider. Oh sure, it does less damge...but more often than not it has won my fights...is that wrong? Does it bother people I don't do high damage combos when I could? I don't exploit Fatal Counter perfectly, I'm sure that sticks in people's craw too. I use combos I know work and that I myself know how to use and can use effectively...not the most damaging or tactical BnBs in the world...they don't always put me in ideal positions, and for the ones that don't I try to revise, but they don't require big heaping amounts of effort to do. Is my damage output severely hindered? Not sure, probably. Does that mean I can't win? Well, so far I win some and I lose some, not the end of the world. I just hate pain in the ass combos and like simple ones that don't take too much effort to do moderate damage...I prefer combos that aren't that hard to set up either. I am fucking lazy. And yet, somehow, I've won matches... Something must be very wrong. Oh yeah, and it doesn't matter what characters they are, I don't mind using or learning any of the cast, so long as the combos are at least learnable in an hour's time, bare minimum. That's just how I play.
smooshman Posted September 11, 2010 Posted September 11, 2010 ^ Thats all Rachels fault....and Hazama (he runs like a bitch) and litchi's. "hey guys mind if I combo you for an hour and a half? no? to. fucking. bad."
severin Posted September 11, 2010 Posted September 11, 2010 stuff The people who devote more time to learning their combos, and risk dropping the higher damage ones get a better reward. Seems fine to me.
ZONG_one Posted September 11, 2010 Posted September 11, 2010 Severin, PM me a how to so I can get into IRC #reloadonline or whatever.
Skye Posted September 11, 2010 Author Posted September 11, 2010 STUFF Remember when people say how piss easy BB combos are. Good times.
Blade Posted September 11, 2010 Posted September 11, 2010 The people who devote more time to learning their combos, and risk dropping the higher damage ones get a better reward. Seems fine to me. My only gripe is, if ArcSys is going to give characters a special quote for combos, for example: Jin does 2k on Ragna, Ragna Techs: "It's not Over yet!" Jin does 3-4k on Ragna, Ragna Techs: "Brother..." Jin does 5+k on Ragna, Ragna Techs: "BROTHER!!" Give beginner to moderate players a reasonable opportunity to do at least 5k to enjoy that moment. With Lamda's damage output, you rarely hear her say "UNENDING CHAIN!" Risky Combos should be 6k upwards, IMO.
mundus Posted September 11, 2010 Posted September 11, 2010 @ Blade Funny you got Hakumen in your avatar with that attitude, if he is indeed your main, you are missing out. He is probably the character that gains the most for going for the hard combo. You can do more damage with 2 stars than doing a scrub combo with 5. He has some of the trickiest links in the game imo.
TITANIUM BEAST!!! Posted September 11, 2010 Posted September 11, 2010 shrug people play in the way that best suits them, let it go folks.
Blade Posted September 11, 2010 Posted September 11, 2010 Haha, I'm aware of that, but so far I've only been able to do decent damage and mixups when Haku has meter...just my old CT habits I'm trying to break.
STenSatsu Posted September 11, 2010 Posted September 11, 2010 Lol, Sev has a new quote for each day of the year from this thread. Not super happy about Tsubaki changes outside of the fact that they are giving her better charge gain. I'd like shorter matches but a lot of the reason GG matches are short is because Litchi damage is like the average for most characters. I'm pretty sure if everyone could consistently hit 4-5k+ in this game matches would be done pretty quick too. I'd rather see zoning characters get a slight nerf to their zoning and then a slight buff to their in close abilities if needed. I think 3k average damage for most characters would be good, along with maybe some 5-6k combos off hard setups/meter. The main thing I wanted nerfed in CS was just the meter gain of some characters because RC/daisharin makes that much meter gain stupid good.
TITANIUM BEAST!!! Posted September 11, 2010 Posted September 11, 2010 Overall it would be nice if combos were shorter and did good damage, though I think that's mostly an aesthetic preference. A lot of the super-long combos in CS are oversights.
Spirit Juice Posted September 11, 2010 Posted September 11, 2010 So SJ, you have any insight on the "Wind makes her airdash faster" stuff is? At first I was like duh that happens anyway (j.66D) but now I'm thinking her airdash speed will depend on how much wind she has stocked. This is the first time I have heard of this and have no idea what it means. Thats like saying ID should do 5k damage with 50 heat, you don't do chair unless you are sitting on 50 meter already imo, which makes it "safe" its still punishable on whiff, but so is every reversal move. Except 2C isn't a DP or even close to being one, nor is it even close to being as good as ID or any other true DP in the game. Cat chair is a terrible, risky "reversal" that offers very little return. If you even want to call it a reversal, it's hands down the worst one in the game (throwable, no GP on frame one, terrible range, needs precious 50 meter which is pretty god damn hard to get to make it safe, and you need 50 precious meter AND wind meter to even do ANY kind of respectable damage). So 5k for two wind meter and 50 heat sounds reasonable, but it will probably get nerfed anyways. I'm not even sure why people try to argue that 2C is even comparable to ID or even a DP. People should put down the crack pipes and actually study the god damn game.
AlterGenesis Posted September 11, 2010 Posted September 11, 2010 Yeah, but studying the game actually requires work.
Nobus3r1 Posted September 11, 2010 Posted September 11, 2010 Yeah, but studying the game actually requires work. And the forgoing of the crack isn't likely to happen either.
Jason D. Posted September 11, 2010 Posted September 11, 2010 That cat chair combo does just under 4.5k in CS1. It's always been good. And aside from taking 50 heat and 2 wind (really it's 3, unless you're a huge gambler), it also depends on the position your opponent is hit in. They have to be on, or really near, the ground or else they'll fly too high up, and they have to get hit at about the chair's max distance otherwise they'll cross over you. It's really not a big deal.
Varamathras Posted September 11, 2010 Posted September 11, 2010 Damage off cat chair shouldn't really be an issue to anyone. It's honestly a lot worse than Bang's guard points. He scores good damage off of them, the guard point activates quicker than cat chair and they are relatively safe on regular block. The simple fact that cat chair has such a greater risk to it should mean that she should be able to score some damage. Besides, a dp is still a far superior "get off me" move than guard points.
GenoWhirl Posted September 11, 2010 Posted September 11, 2010 That cat chair combo does just under 4.5k in CS1. It's always been good. And aside from taking 50 heat and 2 wind (really it's 3, unless you're a huge gambler), it also depends on the position your opponent is hit in. They have to be on, or really near, the ground or else they'll fly too high up, and they have to get hit at about the chair's max distance otherwise they'll cross over you. It's really not a big deal. Nufufuf That's why I created the j.2C alternative Ragna Carnage Scissors sends your opponent spinning away. Proration got worse, techable. Litchi 4D can be followed up with 2D > dash > 6C, but it's tight. 2C > 4D > ... > aerial finisher [see previous post] is a corner combo, at least. [translator: he specifically says it works in the corner, implications are that it may work midscreen, but he hasn't seen it] Bang 6B is ground techable. Lambda Using Gravity Field A [see previous post]. Maybe this is slower? Tsubaki j214x all hit mid. [translator: YAY!] Ground throw can be comboed in the corner with regular attacks or 6C. From midscreen, 236D. [translator: as before, clarifying ground throw only]
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