KayEff Posted November 17, 2010 Posted November 17, 2010 Has Shinkada ever played against Litchi before?
Shinkada Posted November 17, 2010 Posted November 17, 2010 Rolling while you're actually IN the corner will get you killed if they predict it. It's pretty easy to read when someone is anticipating a roll, too. With good timing a roll can help get out of the corner, but more importantly it dramatically helps in not getting into the corner in the first place. No one of those tricks will get you out of the corner guaranteed but you have roughly twice as many options to help you get out/not get there in the first place than in GG, which leads to way less cases of near-guaranteed game over. I don't think it's stupid easy but I think that if you utilize everything at your disposal then you have a good shot at doing it, and a much fairer shot than GG. Why am I even telling you this? You're good and actually like BB, it's Cake who's shitting me off by reverting his 'BB sucks you're all scrubs' attitude just to keep up his 'everything you say is wrong because I'm such a goddamn millionaire' approach.
Remiri Posted November 17, 2010 Posted November 17, 2010 I would agree to a certain extent that getting out of the corner is 'easier' than other fighting games simply because rolls and double jumps exist, but its not free nor is it stupid easy. There are cases where in high-level play, a forward roll will work to get you out of the corner, but it is very high-risk.
CakeWasBannedd Posted November 17, 2010 Posted November 17, 2010 Rolling while you're actually IN the corner will get you killed if they predict it. It's pretty easy to read when someone is anticipating a roll, too. With good timing a roll can help get out of the corner, but more importantly it dramatically helps in not getting into the corner in the first place. No one of those tricks will get you out of the corner guaranteed but you have roughly twice as many options to help you get out/not get there in the first place than in GG, which leads to way less cases of near-guaranteed game over. I don't think it's stupid easy but I think that if you utilize everything at your disposal then you have a good shot at doing it, and a much fairer shot than GG. Why am I even telling you this? You're good and actually like BB, it's Cake who's shitting me off by reverting his 'BB sucks you're all scrubs' attitude just to keep up his 'everything you say is wrong because I'm such a goddamn millionaire' approach. >implying i'm not good at this game when you live in africa LOLOLOLO
KayEff Posted November 17, 2010 Posted November 17, 2010 More importantly it dramatically helps in not getting into the corner in the first place Correct me if I'm wrong, but don't most characters' combos push the opponent to the corner anyways? (note the most here) If so that's like saying you should avoid every possible way of getting hit.
A.X.I.S. Posted November 17, 2010 Posted November 17, 2010 Actually rolling in the corner can be beaten braindead with jin's 2A and tao's 5B for and everyone else can just beat it on reaction for example tager can just 360B it and then you just lost 3k health and you probably won't get the chance to roll. that's why in pro vids no one really rolls because that option sucks and only aids in getting you in the corner in the first place...god why do they have tech roll in this game? just remove it.
CakeWasBannedd Posted November 17, 2010 Posted November 17, 2010 k i'm done trolling this guy everyone shut up before i get banned
Jewdo Posted November 17, 2010 Posted November 17, 2010 ツバキD翼上段化 ライチ6Bはガードすると異様にヒットストップ長い、空中の敵に当たると通常でも壁バウンド ライチ前投げがきりもみヨロケに マコトの2Aが猫歩きにヒット バング大噴火硬直長く追撃いけなく μのツルギバウンドは画面端限定でJ2Cは受身取れませんでした、ごめんなさい マコト裏周り硬直減 マコトJ2Cのレベル減少 それでも強い マコトビッグバンの発生やや遅く それでも強い あと全キャラ攻撃系CAの隙が増えてて少し使い辛くなった Tsubaki: + D-wings hit high Litchi: + 6B has longer hitstop on guard for some bizarre reason, wall bounces airborne opponents even on normal hit. + Forward throw causes spin-down stagger Bang: - Daifunka's recovery is longer, can no longer be followed up. Mu: *Tsurugi wall bounces, not just in the corner. Also, they didn't make j.2C untechable. Apologies for the mistakes. Makoto: + Makoto 2A hits cat walk. + Makoto's backspin (I dunno Makoto, need English move name) recovery reduced. - j.2C's level has been reduced. Still a strong move though. - Makoto's Big Bang Smash startup is slower. Still a strong move. System: * All characters' Counter Assaults have a gap added into them, making them hard to use.
LunaKage Posted November 17, 2010 Posted November 17, 2010 I think Makoto's backspin may be her 6C, cant think of what else it could be.
Michi Posted November 17, 2010 Posted November 17, 2010 (edited) He has posted. Going to place here the new updates. :D ☆ボーナス補正削除? …ボーナス補正が消えてるキャラが多数いるようです カルルくんの2Dもおそらくないです ノエルはどうなんかな? ☆重力の影響が強め …Λの話じゃないです ID後や空ロベ後、相手が落ちてくるスピードも速くなってます スタイリッシュですね ☆CAのヒットストップが重く、隙がでかくなった …ガードされちゃったりかわされると余裕で反確乙なキャラばっか Ragna - ☆6Aからガトリングがない Tager + ☆スレッジ追加に途中からアーマー + ☆チャーキャンのお蔭で立ちジェネが簡単に - ☆2C>4D削除 - ☆JDの引き寄せが弱く Arakune + ☆5A→2A、2A、5Aのガトリング追加 + ☆鳥のjcがロケテからCSに戻った + ☆5Dも空中ガード不能対応技 Litchi + ☆棒6Dを空中の敵に当てると真っ直ぐ飛び、画面端に当たると壁バウンドするように + ☆棒6Bが空中の敵にヒットすると壁バウンドする。復帰はできるっぽ + ☆棒6Bをガードさせた時のヒットストップが大きい。重い + ☆棒6BCHで壁バウンドが戻ってきた + ☆前投げがきりもみヨロケになった - ☆棒6Aで崩れても地上のけぞりになる。これは強化?弱化 Carl + ☆Bヴィヴァーチェが頭体に加え脚属性も無敵が付加。実質投げ以外無敵のキチ技 Lambda + ☆シックルが空中の敵に当たっても地面何回もバウンドしてるのに赤ビで見てて面白い。ジャンプ狩れる Tsubaki - ☆2Cの頭無敵時間減少。出す前に潰されたりするがそれでも2Cは強い - ☆6Aの補正がかなり緩くなった - ☆D焔の無敵削除。出す前に紋章が出てチャージ全部消えてゲージも全部消えちゃった Makoto + ☆猫歩きに2Aが当たる + ☆Aアステロ裏周りの硬直が減った - ☆ビッグバンの発生が少し遅く - ☆J2Cのレベル減少。が、依然強い Valkenhayn + ☆JCの攻撃レベルが上がり、コンボがやりやすく If I'm missing some out, please add it in. Edit: Removed the ones that has already been translated in the previous posts. Edited November 17, 2010 by Michi
Silfer Posted November 17, 2010 Posted November 17, 2010 I'm probably asking too much but, regarding this: Mu: *Tsurugi wall bounces, not just in the corner. Also, they didn't make j.2C untechable. Apologies for the mistakes. Does anyone know if the wallbounce is applied to the normal hit? or just the charged version?
KayEff Posted November 17, 2010 Posted November 17, 2010 Also, Makoto's term for "uramawari" (裏周り) is not really a term just for her, but it's more like a term used to describe the cross-under when someone techs. You know, what Dacid does all dei every dei on opponent wakeup. Maybe this refers to her 3C? I don't really know, I just looked up this term on Google, so don't expect a lot of accuracy with this and Makoto's change.
Shinkada Posted November 17, 2010 Posted November 17, 2010 (edited) Now proceeding to ignore everything Cake ever says. re: AXIS, that only works if they predict the roll. If they're close enough to go for a 2A as soon as you roll then they're probably close enough for you to grab/super/dp them as they mash. Human reaction time is near half a second? Certainly not fast enough to outright react to a roll, they need to have somewhat expected it too. Roll is the same as everything else in this game, if you just throw it out a high-level player will see it coming a mile away and screw you up for it. Again, it's only when you add in all the other options that roll becomes a very viable if sometimes risky option. And I just disagree that you never see rolls in pro vids, it's the most common reaction to being grounded, even if it is much less common when being cornered. And again, while it can assist (very riskily) in getting out of the corner, its main use is not getting oki'd into the corner in the first place. C'mon man, don't take Cake's bait into flaming me, the one time I take on a tourneyfag opinion and say "huge corner damage is okay" no less. EDIT: System: * All characters' Counter Assaults have a gap added into them, making them hard to use. lol. Seriously, just lol. I should've known better than to say huge corner damage is okay, ArcSys inevitably heard me and will now proceed to nerf every defensive option. Edited November 17, 2010 by Shinkada
rei-Scarred Posted November 17, 2010 Posted November 17, 2010 This thread would be less than half as long if everyone ignored stupid posts. Fuck you cake.
Aginor Posted November 17, 2010 Posted November 17, 2010 re: AXIS, that only works if they predict the roll. OS jayoku houtenjin. Punish tech rolling out of the corner mindlessly. No need to predict the roll. lols
Blade Posted November 17, 2010 Posted November 17, 2010 Let's see here...combos next to nill mid-screen, counter-assault and other defensive options being nerfed, corner damage more heavily relied on... Please Arc...don't pull a Mortal Kombat on us, pretty please?
killionaire Posted November 17, 2010 Posted November 17, 2010 Let's see here...combos next to nill mid-screen, counter-assault and other defensive options being nerfed, corner damage more heavily relied on... Please Arc...don't pull a Mortal Kombat on us, pretty please? Would you care to explain why this would be a bad thing? Also, in regards to Cake, "It's what he does." And I'm pretty sure it does say "troll" on his uniform.
felipebwk Posted November 17, 2010 Posted November 17, 2010 Ragna - ☆6Aからガトリングがない Ragna - ☆ 6A from no Gatling (google translation)... no gatlings after 6A?...no 5C or 5D after 6A? is this right? or i'm wrong? this need be wrong! nothing after 6A is a huge Nerf! please, someone explain that nerf. to me
Shinkada Posted November 17, 2010 Posted November 17, 2010 Gunna reply to this before Blade makes people who disagree with other people look bad. Again. In a nutshell; not everyone thinks spacing and oki should be the end-all game decider.
Skye Posted November 17, 2010 Posted November 17, 2010 Ragna - ☆ 6A from no Gatling (google translation)... no gatlings after 6A?...no 5C or 5D after 6A? is this right? or i'm wrong? this need be wrong! nothing after 6A is a huge Nerf! please, someone explain that nerf. to me No, that's right. Considering the buffs done to 6a sounds pretty fair. It's a fast, practically free anti air, plus he has 5b for anti jump outs now.
KayEff Posted November 17, 2010 Posted November 17, 2010 (edited) Ragna - ☆6Aからガトリングがない - 6A cannot gatling into anything anymore Tager + ☆スレッジ追加に途中からアーマー + ☆チャーキャンのお蔭で立ちジェネが簡単に - ☆2C>4D削除 - ☆JDの引き寄せが弱く + Sledge has "super armor" added (lit. in the middle of doing, has armor) (OR it could be that 214A > 214A has super armor, probably the case. Thanks Lari) + Can easily sneak 720 from 421B (lit. charge cancel) - 2C > 4D gatling removed - j.D magnetism pull weaker Arakune + ☆5A→2A、2A、5Aのガトリング追加 + ☆鳥のjcがロケテからCSに戻った + ☆5Dも空中ガード不能対応技 + 5A > 2A > 2A > 5A gatling added + Bird jump cancels (probably 6A/B/C) went back to CS1 in loketest + 5D air unblockable? (someone else verify this) Litchi + ☆棒6Dを空中の敵に当てると真っ直ぐ飛び、画面端に当たると壁バウンドするように + ☆棒6Bが空中の敵にヒットすると壁バウンドする。復帰はできるっぽ + ☆棒6Bをガードさせた時のヒットストップが大きい。重い + ☆棒6BCHで壁バウンドが戻ってきた + ☆前投げがきりもみヨロケになった - ☆棒6Aで崩れても地上のけぞりになる。これは強化?弱化 + 6D[m] on aerial hit makes opponent fly straight (?), causes wallbounce in corner + 6B[m] on aerial hit causes wallbounce. Return possible (followup possible?) + 6B[m]'s hitstop on guard is large. Heavy. + CH 6B[m] causes wallbounce (doesn't matter if aerial, verify sentence) + Backthrow causes spin (someone verify this sentence) - (someone else translate, something about 6A being able to inflict both stagger and bend-back state? person calls it a nerf although it could be a buff) Carl + ☆Bヴィヴァーチェが頭体に加え脚属性も無敵が付加。実質投げ以外無敵のキチ技 + (someone else translate, but something about B Vivace having head and body attribute added, and invincible foot attribute. second part has something to do with his throw but I don't have enough time to figure it out) I don't have time to do everyone, so someone else should finish the job. And yes, Ragna's 6A can't be gatlinged into anything else anymore. *takes Rachel's wheelchair* Edited November 17, 2010 by KayEff
stunedge Posted November 17, 2010 Posted November 17, 2010 (edited) Translation from previous Arcadia saying about CS2 character concept: Ragna: Tuning proration of 2D and 22C so it does bigger damage when used in combos, DS will be buffed as well Jin: D moves changed and requires even more neat offense to play, this character will be focused on mid-range fight Noel: She had poor normal moves back in CS1 so this will be changed. Chain Revolvers are changed to be more useful for dodging moves Tager: "Pulling" factor when magnetized will become even more important, timings of pulling are changed so he should have more options now Taokaka: She had a very good running-away game in CS1, so rather than that, she will focus more on offensive play in CS2. Also, her moves will be easier to use this time. Rachel: Tempest Dalia is a better move now. She has more combo options and will do more damage Arakune: f.g is a much better move now especially useful for far-range zoning Bang: He will do more stuff in the corner this time, 6A is faster so there will be more combination around here Litchi: She is tuned to be more balanced about switching between 2 modes. No-stuff mode will be more important this time Carl: 3D will pull up (reset) opponent from down status so his offense will be buffed, Anima will become better as well in someway Hakumen: 623A is faster and easier to use in the offense, D moves do less damage but it gain additional meter for him Lambda: Still tuning, but she will be even more specialized in the spacing and zoning Tsubaki: She will be significantly better than CS1. She now has a sharp offense due to changes in charge and D moves Hazama: He can still move around freely and do whatever he wants, 214DA gives him advantage frames on block so it makes him easier to keep pressuring Mu: She will be focused on guard primer breaking, it will be easier for her to go Oki and set-play this time Makoto: Her moves' hitstops are changed, so her combo should feel more speedy now, go practice in the console training mode Valkenhyne: Will nerf some of his broken moves, he will have more options to play with in the corner Edited November 17, 2010 by stunedge
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