toanenadiz Posted June 30, 2013 Posted June 30, 2013 For Mac, there is no difference. He netplays offline
BlackYakuzu94 Posted July 1, 2013 Posted July 1, 2013 macplay They should rename the Internet, the Macnet. 6B is hilarious online, because nobody knows how to neutral block...ever.
Lucalibur Posted July 1, 2013 Posted July 1, 2013 6B is hilarious online, because nobody knows how to neutral block...ever. Having gotten away with hitting people 3 times in a row with 6B, I can confirm this.
mAc Chaos Posted July 1, 2013 Posted July 1, 2013 lol netplay and offline are two different games thats because you guys play randoms and 0 bars, if the lag makes a difference then i bail out faster than a skydiver on a plane headed to iraq
dioxideUniversa Posted July 2, 2013 Posted July 2, 2013 (edited) most of the people i can play online with i have a gross connection with which makes me resort to tolerating some level of grossness when i do play and then rage quitting edit: also here with information this time Don't they both need CH to combo? But I guess everyone tries to mash out anyway, seeing as 6B is totally unblockable. Also, did I hear somewhere that AA 6B can be followed up? can confirm that i have seen 6B AA get comboed out of. also RC 6b also works and does respectable enough damage to make it viable in a star-surplus'd pinch Edited July 2, 2013 by dioxideUniversa
mAc Chaos Posted July 5, 2013 Posted July 5, 2013 arghhhh why did it have to be this week > have to move > got surgery > new job :( i would have strapped my 360 and an arcade stick to my back to take on all comers
Wander Posted July 9, 2013 Posted July 9, 2013 We can now use astral in a combo:lol: Forward Throw > astral > 3C http://www.nicovideo.jp/watch/sm21313033 @ 5.28?
Koopa_Klawz Posted July 9, 2013 Posted July 9, 2013 We can now use astral in a combo:lol: Forward Throw > astral > 3C http://www.nicovideo.jp/watch/sm21313033 @ 5.28? Forget those 9-12k combos. That's golden. :V
Sechs Posted July 9, 2013 Posted July 9, 2013 Is the purpose of the astral to limit the opponent's options* or just lulz? *heaven forbid you drop an overdrive combo
BlackYakuzu94 Posted July 9, 2013 Posted July 9, 2013 People try to mash, get Astralled. Don't, get 3C'd.
Saeor12 Posted July 9, 2013 Posted July 9, 2013 Why would you try to mash out of throw? Doesn't CP have the hold button to tech like P4A does?
dioxideUniversa Posted July 11, 2013 Posted July 11, 2013 (edited) @Spark: How execution heavy are some of CP's BnBs? I noticed you using a lot of abridged combos after looking through some of the Anime Expo footage (especially the j.2a > jc > falling j.2c > 5a juggles?) re astral: what is there even to mash, it's red beat and you can't burst throws Edited July 11, 2013 by dioxideUniversa
BladeOfJustice7 Posted July 11, 2013 Posted July 11, 2013 @dioxide, i have some questions too for Spark now that he's finally gotten his hands on the game.
mAc Chaos Posted July 11, 2013 Posted July 11, 2013 @Spark: How execution heavy are some of CP's BnBs? I noticed you using a lot of abridged combos after looking through some of the Anime Expo footage (especially the j.2a > jc > falling j.2c > 5a juggles?) re astral: what is there even to mash, it's red beat and you can't burst throws wheres the footage
mAc Chaos Posted July 11, 2013 Posted July 11, 2013 ok its obvious hes just using abridged combos since he wasnt used to the game
dioxideUniversa Posted July 11, 2013 Posted July 11, 2013 that's apparent but i assume he had some time to get some hands on in terms of the combo grind outside of the tourney they held, hence asking about his impressions of it maybe not tho, it wouldn't be out of the question as i'm sure it was a busy setting
Spark Posted July 11, 2013 Posted July 11, 2013 The j.2A > jc > j.2C > 5A feels really weird, but isn't too bad once you get the timing down. I kept forgetting to not delay the j.2A after 5A like it was an extend combo. It seems like that loop is the only hard thing about Hakumen's new combos. In the tournament I just did the basic combos without doing the loop at the end which seemed fine since the damage from the extra reps isn't huge. Also I kept getting RC or CT when trying to use OD cancel in combos I guess some of the stuff I was trying to OD cancel isn't cancelable. Random things I noticed: You have more recovery after air throwing someone, so you have to fall a bit before being able to do an attack. Can no longer cancel into enma super late into kishuu, which is really annoying for me. Hakumen j.B no longer hits Hakumen crouching as an instant overhead. You're at a disadvantage after a low blocked agito. 2B CH doesn't combo into 3C, which really threw me off. There's other stuff, but I can't remember off the top of my head right now. I'll be happy to answer any questions though.
dioxideUniversa Posted July 11, 2013 Posted July 11, 2013 (edited) ahh, shit. i use that late enma not infrequently :l I noticed you dropped Hotaru > j.C > 5c in the corner a lot, any thoughts on that? Did you feel how you had to operate in neutral due to some of the combo path changes was different? I haven't seen a lot of your matches but I got the impression that you were using a different strategy at neutral than in CS2 or CSE. Edited July 11, 2013 by dioxideUniversa
Spark Posted July 11, 2013 Posted July 11, 2013 Oh I kept forgetting that hotaru is air dash cancelable so I kept mistiming it. Plus I wasn't sure about the timing for j.c > 5c so that didn't help either. Poking out of pressure feels pretty different the reward for poking out with 2A/5A is way worse, but for 3C it's way up so I kept trying to 3C people during their pressure resets. Agito being body attribute was great for dealing with anti-airs, so it was a lot easier to approach from the air.
mAc Chaos Posted July 11, 2013 Posted July 11, 2013 lol its like CP is forcing everyone to play like me and they said i was crazy whos crazy now!
Goldchampion200 Posted July 11, 2013 Posted July 11, 2013 lol its like CP is forcing everyone to play like me and they said i was crazy whos crazy now! You are.
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