Moblin Posted March 7, 2014 Posted March 7, 2014 Will the 200 damage on the first hit of Airgrab affect the damage/proration of RC > OD airgrab? I'll reserve my judgement for the new Haku until we see the extent of the overall damage nerfs.
Errol Posted March 7, 2014 Posted March 7, 2014 What damage nerfs? They changed Combo time to short on the first hit, and they made the untech time 20. 1. RC> OD> Nothing will connect 2. Combo time is short instead of Normal even if you get something to connect 3. Proration unchanged. Free 200 damage.
mAc Chaos Posted March 7, 2014 Posted March 7, 2014 Wait, I thought you were supposed to be able to combo after RC OD? Or no?
Errol Posted March 7, 2014 Posted March 7, 2014 Wait, I thought you were supposed to be able to combo after RC OD? Or no? If you RC the first hit you get 20 untech time, 100 P1/P2, and 200 damage. OD takes like 17 frames. You won't connect anything if you do RC/OD. Cancel OD took like 7 frames. You can't OD cancel it anymore. You should be able to do stuff after the 2nd hit, but that comes with a 60 P2 hit. So you won't be getting 10k damage off that. As far as I can tell they haven't changed anything to make backthrow RC OD less broken, so that should still be 11k damage
Schneider-X Posted March 7, 2014 Posted March 7, 2014 If you RC the first hit you get 20 untech time, 100 P1/P2, and 200 damage. OD takes like 17 frames. You won't connect anything if you do RC/OD. Cancel OD took like 7 frames. You can't OD cancel it anymore. You should be able to do stuff after the 2nd hit, but that comes with a 60 P2 hit. So you won't be getting 10k damage off that. As far as I can tell they haven't changed anything to make backthrow RC OD less broken, so that should still be 11k damage Doesn't untech time mean once they've hit the ground? If you RC OD immediately they'll still be in the air while you recover and then you should be able to land j.B at minimum for a combo.
Schneider-X Posted March 7, 2014 Posted March 7, 2014 Oh, well that's unfortunate. I guess we'll have to special cancel air grab into Hotaru and go into OD from there.
Omex Posted March 8, 2014 Posted March 8, 2014 just as a heads up @ an earlier post in the thread - for agito, it's not '-2 on block + additional hitstop, so they have more time to blah blah', they listed the hitstop in the changenotes just to explain how they made it -2 on block. previously it dealt 7f hitstop and none to haku-now it deals 7 hitstop to haku and 12 to the opponent, which is basically 0/5 hitstop- in other words, 2 less than before, making it -2. in other words, the reason they specified was to let us know it'll be exactly the same as it is now on whiff, just different on block/hit.
Moblin Posted March 8, 2014 Posted March 8, 2014 That's interesting. I like that we can still whiff Agito. I often airdash towards them and momentum cancel with Agito to see what they do in neutral so it's good that it's still in. No more easy pressure from IAD Agito though, which definitely sucks. But it's more true to Haku's character design anyway
mAc Chaos Posted March 8, 2014 Posted March 8, 2014 It was probably meant to be more of a AA callout than a pressure tool. Wait does that -2 apply to hop Agito too?
Errol Posted March 8, 2014 Posted March 8, 2014 just as a heads up @ an earlier post in the thread - for agito, it's not '-2 on block + additional hitstop, so they have more time to blah blah', they listed the hitstop in the changenotes just to explain how they made it -2 on block. previously it dealt 7f hitstop and none to haku-now it deals 7 hitstop to haku and 12 to the opponent, which is basically 0/5 hitstop- in other words, 2 less than before, making it -2. in other words, the reason they specified was to let us know it'll be exactly the same as it is now on whiff, just different on block/hit. You can do math that way if you want to decide frame advantage. You can also remember that it doesn't matter on whiff. But whatever you do, you should also remember that you can't subtract numbers to make something disappear. Which is, the extra hitstop that occurs on block, which gives the opponent more time to react and get their -2 frame advantage. An extra 5 frames.
Omex Posted March 20, 2014 Posted March 20, 2014 You can do math that way if you want to decide frame advantage. You can also remember that it doesn't matter on whiff. But whatever you do, you should also remember that you can't subtract numbers to make something disappear. Which is, the extra hitstop that occurs on block, which gives the opponent more time to react and get their -2 frame advantage. An extra 5 frames. Uh... Yeah, I wasn't subtracting it to pretend it doesn't exist, I was doing it just to emphasize that's how they made it -2 on block. People don't really need an additional 5F of hitstop to react to blocking agito anyway, 36+7 duration was more than enough as it is.
Errol Posted March 20, 2014 Posted March 20, 2014 I don't really care to be honest, but there were plenty of examples of people getting hit out of stuff that should work from the frame data and I think that'll go down now, and not only from the 2 difference in static advantage
WolfCrimson Posted March 21, 2014 Posted March 21, 2014 OK, so now that Haku's meter gain is less, we're gonna have to try our hardest to keep our feet planted firmly on the ground for most meter gain (during combos of course). I say we should use 6A>6B in place of one rep of the j2A> falling jC loop, seems to do the roughly the same amount of damage.
BlackYakuzu94 Posted March 21, 2014 Posted March 21, 2014 I've actually seen videos of that....it seems wonky.
WolfCrimson Posted March 21, 2014 Posted March 21, 2014 Nah, it's possible to do it consistently, it ain't that hard.
BlackYakuzu94 Posted March 21, 2014 Posted March 21, 2014 I'll try it, as an ender instead of the normal 5A>5B>Jc J.B>J.2A>J.2C>Agito right?
mAc Chaos Posted March 22, 2014 Posted March 22, 2014 So we are going to need a new video thread. Who wants the honors.
BlackYakuzu94 Posted March 22, 2014 Posted March 22, 2014 I go through all of that trouble to post old vids too. Wait, can't we just edit the old video thread title?
mAc Chaos Posted March 22, 2014 Posted March 22, 2014 That could work. But then the OP would be loaded with videos from a previous version. Like if we just kept the EX video thread for CP.
WolfCrimson Posted March 22, 2014 Posted March 22, 2014 @blackyakuza: no not as an ender, it replaces the first rep of the j2A >JC > falling j2C loop
Spark Posted March 22, 2014 Posted March 22, 2014 Hmm putting the new videos in the old thread could get confusing. Since there's no easy way to tell which version of it the game it is.
ban1son Posted March 22, 2014 Posted March 22, 2014 @blackyakuza: no not as an ender, it replaces the first rep of the j2A >JC > falling j2C loop Dont get it. ive not seen it, can u write it out with the 6a>6b in it, is it CH only? cheers..
BlackYakuzu94 Posted March 22, 2014 Posted March 22, 2014 Dont get it. ive not seen it, can u write it out with the 6a>6b in it, is it CH only? cheers.. Its one of the Challenge mode combos, I know what he's referring to. I wish I had recording footage to show. And if no one is gonna do the video thread, guess I'l do the honors.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now