unsanctifier Posted November 16, 2010 Posted November 16, 2010 Dude, that's such a downer. I liked j.2c being an overhead.
MisterBadguy Posted November 16, 2010 Posted November 16, 2010 (edited) Assuming it hasn't undergone an attack level change in th lokes (read:highly unlikely) j.2c3d,5b should be just as good as it was in CT, overhead or no. I'd do the math myself, but calculating frame advantage for air moves is A) a pain in the ass, B) pretty damn unnessasary in a case such as this. EDIT:For the lulz, It looks something like... Lvl1 j.2c = level 5 attack = 20 frames of blockstun on a grounded opponent. IB = -5 frames of blockstun = 15 frames. 5b becomes active on frame 9 So... If j.2c is normal cancelable on first landing frame, Rachel would have to fall an additional 6 frames to eat a reversal that has first frame invincibility (ID, 720, Houtenjin ect.) Alright, so Houtenjin still kills you (maybe). Meh, it kills everyone. Theoretically, you could still kara-barrier to save your ass, but then we just get into theory fighting, and no one wants that. And my god, if someone's better at this than me, please don't hesitate to correct me. Edited November 16, 2010 by MisterBadguy
GenoWhirl Posted November 16, 2010 Author Posted November 16, 2010 I am okay with j.2C changes All I wanted was for it to be safe again
MisterBadguy Posted November 16, 2010 Posted November 16, 2010 I am okay with j.2C changes All I wanted was for it to be safe again Agreed, and I'm glad it is again :3
unsanctifier Posted November 16, 2010 Posted November 16, 2010 I am okay with j.2C changes All I wanted was for it to be safe again Safe is good, but jeez, you'd taking a drill and falling (usually at extreme speeds/height) right on to someone. It should be high D: < At least its not cs1 Rachel.
FR05tB1t3 BOB Posted November 16, 2010 Posted November 16, 2010 im so happy they made j.2c safe again im gonna have fun with her now
kirbster Posted November 16, 2010 Posted November 16, 2010 Yeah, I kind of figured that's what it was trying to say. I mean, it makes sense for j.A to become an overhead again, and j.2C becoming mid was their way of not making it abuse-able. And like Polka said, it'll still make a fine cross-up. And more to my personal liking, you can now fish for level 2 hits and NOT be vulnerable if it's blocked. When you put it that way... yeah. Still, I feel like it's quite a loss, especially in the corner. Bah, must remain positive!
TD Posted November 16, 2010 Posted November 16, 2010 So j.2c is like Jin's 6b on a basic level. l lost an overhead, but this isn't bad to be honest. l could dig it. j.a being an overhead again is extremely sex. j.a alone makes Rachel extremely dangerous on oki. Pumpkin got buffed right? How? l must know.
mAc Chaos Posted November 16, 2010 Posted November 16, 2010 I still try to block against Rachel like she has her CT overheads
tofurr Posted November 16, 2010 Posted November 16, 2010 So j.2c is like Jin's 6b on a basic level. l lost an overhead, but this isn't bad to be honest. l could dig it. j.a being an overhead again is extremely sex. j.a alone makes Rachel extremely dangerous on oki. Pumpkin got buffed right? How? l must know.A couple loketests ago, apparently it's super fast and can get to the other side of the screen in an instant. @mAc: You shall be prepared then. I noticed that good Tagers do that too.
mAc Chaos Posted November 16, 2010 Posted November 16, 2010 It's not on purpose... it's just reflex... so they can still do mixup like I'm blocking overheads, lool. Wait, is it a mid in CS too? I don't even know anymore. #_# I always thought it was a mid in CS. On another note they should make Noel's 2D an overhead again, it just doesn't make sense not being one.
tofurr Posted November 16, 2010 Posted November 16, 2010 Overhead in CT, mid in CS, back to overhead in CSII. Also, some more nerfs have been found, waiting for a translation.
TD Posted November 16, 2010 Posted November 16, 2010 Fast pumpkin? Well that's ok but... well, it needs to have a little more +frames and not have it's hitbox gone if rachel gets hit while it's active, but... well, she's looking pretty solid l suppose...
tofurr Posted November 16, 2010 Posted November 16, 2010 Oh, I don't know if this makes much of a huge difference, but it's attack level was increased too.
Jason D. Posted November 16, 2010 Posted November 16, 2010 Nah, as much as I'd like it not to, the pumpkin really does need to disappear when Rachel is hit. You'd have to be a pretty dumb character to have fireballs that'll hit an opponent in the back while they're attacking you.
tofurr Posted November 16, 2010 Posted November 16, 2010 + j.C will connect without wind after a 2C (I assume that mean 2C CH?). - Actually harder to get damage now with the 5CC change. - George has less life. - j2C Lv2 bounces higher.
Kuuhaku Posted November 16, 2010 Posted November 16, 2010 Oh, I don't know if this makes much of a huge difference, but it's attack level was increased too. For pumpkin? *hopes you mean pumpkin* If so, that makes it CT strong. Also, yeaaaah. I was wondering with the 5CC change how Rachel would get damage since people would be pushed back so far. Outside of the corner she practically has no follow up if she has to use C cannon + 3D to combo after 5CC...
tofurr Posted November 16, 2010 Posted November 16, 2010 Yes pumpkin. :3 Rachel has always shined in the corner, seems like they're trying to emphasize that now.
Kuuhaku Posted November 16, 2010 Posted November 16, 2010 Well... there's some things that make it easier for her to put people in the corner. 6A is now better and 6B combos into 6C now (and forces them to stand). So... probably her main game play now will just be to carry people to the corner and rape them there. I can deal. It's better than CS1 gameplay of spamming seeds and hoping you never get hit.
tofurr Posted November 16, 2010 Posted November 16, 2010 I was thinking the same thing. She has tools again, and it's oh so very lovely.
Kuuhaku Posted November 16, 2010 Posted November 16, 2010 Just curious, but source on pumpkin's level being changed? XD; I don't want to get my hopes up that pumpkin is now godly again.
tofurr Posted November 16, 2010 Posted November 16, 2010 (edited) I believe it was the third loketest. I've been trying to keep a good tab on what the changes have been. I'll try and find the post if the thread wasn't deleted. EDIT: It's not on any of the front page changes for any of the loketest threads, but I'm sure I saw someone mention it... I guess we can scratch that for now until the original post is found. EDIT again: Found it! Stunedge said it seems like it's attack level has increased, so it's not a definitive change I guess. my impressions against characters i saw today lots character's B and C moves are air-unblockable now more like GG normals Ragna: not bad, at least Ragna players should try harder before they complain Jin: decent changes, not bad Rachel: it seems like pumpkin's attack level is increased, 2D>JA and J3AD works as overhead but requires at least 2 winds for combo after JA, 6A has a bigger and longer guardpoint Lambda: though gravity OTG does not make opponent float, it has a long hit stun so she can do dash 4B after normal hit and it combos, 236A looks like forward act pulsar in CT Carl: no more combos after 3C, 8D is air-barrier blockable, Anima is still very good Hazama: didn't change much from last loketest, waiting for new combos Bang: still pretty good in CS2 Tsubaki: requires more charge level to do combo but its much easier to get the level and combo actually does big damage Makoto, Valkenhayn: nerf in combo damage Platinum: TK air-floating move looks very dangerous (as fast overhead and corner mix-up) Edited November 16, 2010 by tofurr
killionaire Posted November 16, 2010 Posted November 16, 2010 I wonder how our midscreen damage is gonna be now.. You think it's gonna turn out crappy?
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