alpha_helix Posted December 12, 2010 Posted December 12, 2010 (edited) and also, from what axis posted, 6A:溜めてから足元に煙エフェクトで上段アーマー成立,溜め中も吸う アーマー成立後,攻撃判定が出た時点でアーマー切れる 飛び道具判定はアーマーで防げないくさい this is just a confirmation that while charging 6A, during the smoke effect, it indeed has ssuper armour for upperbody. It also sucks people in when charging. upon attacking (releasing A button to attack), the super armour stops. (So the super armour lasts throughout the charging?!) im not very sure about the last line but i think it says, super armor cannot protect against projectiles (i hope i did not translate correctly cause i do not want this to be true -_-) Edit: @ 13:32 http://www.youtube.com/watch?v=Lsb7W_2jsH0 it shows 6A eating multiple projectiles!! so now i really do not know what does the last line mean. Edited December 12, 2010 by alpha_helix
Mike Z Posted December 12, 2010 Posted December 12, 2010 I'm guessing dl5C = delay 5C, so wait until they are low. Also, wow, j.C->j.D (or sj.B->C->D) ftw. Magnetism and reset opportunity! I'd suggest just editing your post if you understand something new. Anything helpful won't be considered spam, I can't read moonspeak. <3
alpha_helix Posted December 12, 2010 Posted December 12, 2010 Oh, yea... dl being delay makes sense, i guess, to delay so 2C wont hit the person too high to collide.
Lumination Posted December 12, 2010 Posted December 12, 2010 Bad news everyone, at 13:30, Tager charges his 6A, gets hit by Bang's nails and a normal, charges through it all, but takes damage for it! http://www.youtube.com/watch?v=Lsb7W_2jsH0
Edalborez Posted December 12, 2010 Posted December 12, 2010 That's what super armor is though. :x Different from guard point.
Lumination Posted December 12, 2010 Posted December 12, 2010 ...And it all makes sense now. I'm just be on my way, if you don't mind.
FlyingVe Posted December 12, 2010 Posted December 12, 2010 I just saw AirGrab>6B>AC>~ the total combo did over 3k.
DJ Koopa Posted December 12, 2010 Posted December 12, 2010 AirGrab>j.2D>xx>AC>xx>Gadget seems to do more, though. Like, over 3.5k.
Leo7 Posted December 12, 2010 Posted December 12, 2010 I just saw AirGrab>6B>AC>~ the total combo did over 3k. You could do this in CS1 BTW.
FlyingVe Posted December 12, 2010 Posted December 12, 2010 I didn't know that. Sorry for the stupid post.
Leo7 Posted December 12, 2010 Posted December 12, 2010 That's fine, I'm sure most people didn't know.
A.X.I.S. Posted December 12, 2010 Posted December 12, 2010 (edited) 2D actually keeps people close on hit. I seriously don't even know what to make of that. [MikeZ edit you don't mean 6:46] 5:46 of this: http://www.youtube.com/watch?v=WsvMgr0PnSM=sub#t=5m46s 720 recovery is reduced...rejoice. Edit: 720 has magnetic pull right before the flash same video end of round 1. Edited December 12, 2010 by Mike Z
FlyingVe Posted December 12, 2010 Posted December 12, 2010 Well, 2D is only -1 on block. With the IB nerf, maybe thing of it like ASledge? Where the possibility of you doing 360A opens up opportunities.
Mike Z Posted December 12, 2010 Posted December 12, 2010 720 has pull before the flash since CT, the pull on it just gets stronger each game. :^)
g0th1k4 Posted December 12, 2010 Posted December 12, 2010 very sexy to know 720 recovery is reduced again..although probably not on the level of CT but its okay on another note...is Tager's 5C still air unblockable? I know everyone got one or possibly 2 Not sure if anyone posted..but Tager's 5B is air unblockable @1:38 http://www.youtube.com/watch?v=Lsb7W_2jsH0&feature=sub The weirdest part is..who the heck uses 5b as an anti air lol
fragile Posted December 12, 2010 Posted December 12, 2010 on another note...is Tager's 5C still air unblockable? I know everyone got one or possibly 2 I saw in the Hazama vs Tager match that Tager did at the start of the match 5C and hit it with the blue exclamation mark
Edalborez Posted December 12, 2010 Posted December 12, 2010 Dunno about others opinions but tossing out a low is good for anti-jump tactics. Used 5B 3C previously like that. 5B being air-unblock makes this even cooler.
Silius Posted December 12, 2010 Posted December 12, 2010 The weirdest part is..who the heck uses 5b as an anti air lol It's to stop people from jumping out, not in, that many characters 5B and 5C have become air-unblockable.
Isorropia Posted December 13, 2010 Posted December 13, 2010 5B being air-unblock makes this even cooler. Not really. You hit the jumping opponent with a 5B and then....uh....yeah. It doesn't combo into anything. They airtech and you're back at normal. >.> (Unless some frames have changed somewhere in CS2)
Isorropia Posted December 13, 2010 Posted December 13, 2010 5B>5C>6A>AC. Easy. 5B doesn't combo into 5C. (Unless, as I've already made note of, frames have been changed on 5C startup or 5B hitstun etc etc.)
natearistata Posted December 13, 2010 Posted December 13, 2010 If you hit them and they air tech, you'll get an AC. If they don't tech, you should still get an AC.
Isorropia Posted December 13, 2010 Posted December 13, 2010 Aerial back tech escapes consistently unless tager is point blank or has magnetism. Aerial neutral tech isn't consistent - it only works when they're quite high when getting hit by the 5B, it is dependant on the point at which they tech and only works on some characters (read: most of the time if they air neutral tech they drop to the ground and CH your AC whiff). Air forward tech can be caught without magnetism if you time it right. Blue beat AC is legit though. But I can see it pretty easily losing to air neutral tech into CH combo or just, air-barrier the 5B then punish the AC whiff (unless you guys can like....hitconfirm an AC from a blue ! 5B anti-jumpout hit. I know I can't. >.>)
Hitage Posted December 13, 2010 Posted December 13, 2010 So does 6A now have the same super armor as voltic charge?
natearistata Posted December 13, 2010 Posted December 13, 2010 Similar, but you take the damage from the hits in 6A, they just don't stagger you. Same things will beat it clean though (throws or lows)
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