TCSyd Posted March 2, 2012 Posted March 2, 2012 He's alright. The best things about this iteration are corner 214A oki, better 2B proration, and faster 623B. I would list 2D primer break, but it seems to have come at the cost of reduced frame advantage (i.e. I would much rather have the frame advantage). He really needs meterless 6A combos (or at least 25 Heat 6A combos), and I'm mystified that "3C > 214C" is still character specific.
Moy_X7 Posted March 2, 2012 Posted March 2, 2012 I hated him at first but he's grown on me. 6C > DC > j.C > 214A covers a lot of distance and gives quite a bit of damage from mid-screen to the corner. 214A oki is as strong as DP C oki and it's more easily available. He has his flaws which we have covered numerous times in the past. He's ok in my book. Not too strong, not too weak, just right. Speaking of 214A oki, does anyone have a link to the video where the guy makes the most out of j.2C ambiguous cross-up oki after 214A? I'm not doing much with oki other than the standard anti-roll 2A. If you don't have the link, could one of you explain to me just how to cross-up with j.2C after 214A?
TCSyd Posted March 2, 2012 Posted March 2, 2012 After "3C > 214A," you dash forward to cross-under. From there, you have a bunch of options. In the video, I think he was jumping back then jumping up; it's more ambiguous than superjumping back. However, superjumping back retains your second air option, so you could airdash for another cross. I usually go for "66 > 44 2A" for a double cross-under as they emergency tech, or safe superjump j2C (doubles as a roll punish).
Moy_X7 Posted March 2, 2012 Posted March 2, 2012 I sometimes go for the double cross-under option and safe jump j.2C if I feel they'll DP but never actually try to cross them up with j.2C. Thanks, I'll give it a test.
Iza Posted March 2, 2012 Posted March 2, 2012 I see, thanks for your input guys, got alot to read for when i start learning him xD
Jourdal Posted March 2, 2012 Posted March 2, 2012 I hated him at first but he's grown on me. 6C > DC > j.C > 214A covers a lot of distance and gives quite a bit of damage from mid-screen to the corner. 214A oki is as strong as DP C oki and it's more easily available. He has his flaws which we have covered numerous times in the past. He's ok in my book. Not too strong, not too weak, just right. Speaking of 214A oki, does anyone have a link to the video where the guy makes the most out of j.2C ambiguous cross-up oki after 214A? I'm not doing much with oki other than the standard anti-roll 2A. If you don't have the link, could one of you explain to me just how to cross-up with j.2C after 214A? Should be this http://www.youtube.com/watch?v=ff7RE2zd6GY#t=2m26s and I'm mystified that "3C > 214C" is still character specific. THIS THIS THIS THIS THIS THIS THIS.
Moy_X7 Posted March 2, 2012 Posted March 2, 2012 (edited) Am I crazy or does 214B generate 11 Heat as oppose to 6 Heat from before? I don't really mind 3C > 214C being character specific, it just means that they were lazy and didn't wanna mess around with the character hit-boxes. If that was the case then they should have at least enlarged Ice Car's hit-box just enough so that it just barely grazes the smallest juggled character hit-box. Also, 2D seems to freeze for a lesser amount of time, a couple of frames less. Just enough so that I botch the 66 6B from time to time. I never had a problem linking 2D with 66 6B in the past, even in lag but now I botch it even offline sometimes. Edit: Just compared the frame data and noticed that CSII 2D has a 24F hit-stop whereas EX 2D has a 22F hit-stop. I guess I'm not totally crazy but the freeze duration is the same. Edited March 2, 2012 by Moy_X7
xlolxlolx Posted March 2, 2012 Posted March 2, 2012 ice car's lulzbox hasnt changed since cs1 i think =/ j.b is a piece of trash unless its air to air now and fuck carl's stupid semi-unblockable/unblockable bullshit =[
Moy_X7 Posted March 2, 2012 Posted March 2, 2012 Yeah, j.B is fucking garbage as a jump-in now. The lower hit-box takes way too damn long to come out.
Jourdal Posted March 2, 2012 Posted March 2, 2012 fuck carl Yep. @Moy, okay so i wasn't going crazy..i noticed that too lol..when i was doing 2D>236D>cross under BS i noticed i had a bit less time to go into the 236D, and that my 6B messed up a few times
Moy_X7 Posted March 2, 2012 Posted March 2, 2012 @Moy, okay so i wasn't going crazy..i noticed that too lol..when i was doing 2D>236D>cross under BS i noticed i had a bit less time to go into the 236D, and that my 6B messed up a few times I'm telling you, I know my execution is not the best but I knew that something was definitely not right lol
eQualz Posted March 2, 2012 Posted March 2, 2012 @TCSyd - Question for that 214A super jump oki. You probably mentioned this dozens of time but I'm too lazy to dig it up, lol Do you do super jump 8 or 9? Maybe my timing is just off but if try sj.9 they can easily roll forward. And backdashing is no help either. On a sidenote: I had the awsome idea in mid match to do 236D after 214A oki... Whatever got in my mind, just don't do it.
Jyosua Posted March 2, 2012 Posted March 2, 2012 ice car's lulzbox hasnt changed since cs1 i think =/ j.b is a piece of trash unless its air to air now and fuck carl's stupid semi-unblockable/unblockable bullshit =[ Yeah, j.B is fucking garbage as a jump-in now. The lower hit-box takes way too damn long to come out. Lol, I agree, but I still sometimes do it because I forgot it's not CSII anymore. On that note, I'm not sure if this has always been like this, but I usually can confirm a hit with j.B into 5B>sekkajin.... however, I noticed I could NOT do this on Noel. Has anyone else noticed that?
cadacus_ater Posted March 2, 2012 Posted March 2, 2012 Against Noel, you can confirm j.B into 66 5B only if low enough to the ground; at some heights you have to go j.B > 5B immediately without dashing. If you are too high, you can't combo j.B into 5B at all. I just tested this in training mode against Noel.
Jyosua Posted March 2, 2012 Posted March 2, 2012 Against Noel, you can confirm j.B into 66 5B only if low enough to the ground; at some heights you have to go j.B > 5B immediately without dashing. If you are too high, you can't combo j.B into 5B at all. I just tested this in training mode against Noel. Yeah, that seems to be my issue. I was just too high when I hit with j.B - gah that's retarded. I probably should be using j.2C instead anyhow.... need to train myself to do that.
TCSyd Posted March 3, 2012 Posted March 3, 2012 @TCSyd - Question for that 214A super jump oki. You probably mentioned this dozens of time but I'm too lazy to dig it up, lol Do you do super jump 8 or 9? Maybe my timing is just off but if try sj.9 they can easily roll forward. And backdashing is no help either. Either should work, but you have to do it as fast as possible. It may not be possible off of "3C > 214A > 214A," but I'm not certain, since I rarely use double 214A ender anymore. If you catch them with j2C, you can go corner-to-corner, but it's a pretty finicky combo.
kirk Posted March 3, 2012 Posted March 3, 2012 Am I crazy or does 214B generate 11 Heat as oppose to 6 Heat from before? 6 heat was from CS1 afaik. been seeing over 10 since CS2.
Moy_X7 Posted March 3, 2012 Posted March 3, 2012 So I really am crazy after all, I'm 2 games behind lol
Jourdal Posted March 4, 2012 Posted March 4, 2012 Lol that reminds me..on characters that 3C>214C didnt work on...i wanted the meter gain and knockdown....so i would do something silly like 5B>5C>sekka>6C>2D>6B>214C
Jyosua Posted March 4, 2012 Posted March 4, 2012 (edited) That actually doesn't sound all that silly. How big of a cut in damage was it, when used as a replacement in combos where 3C>214C wouldn't work? Edited March 4, 2012 by Jyosua
Jourdal Posted March 4, 2012 Posted March 4, 2012 That actually doesn't sound all that silly. How big of a cut in damage was it, when used as a replacement in combos where 3C>214C wouldn't work? Not that big of one iirc... @xlolxlolx Omg..that sounds silly and dirty....i want to do that so bad to someone lol
Jyosua Posted March 4, 2012 Posted March 4, 2012 Not that big of one iirc... Sweet, I'ma try that out in training mode the next time I get a chance. 2d>6b>214c>rc>j.d ghetto crossup ftw You're gonna have to change your name to xtrololololx if you pull shit like that on people. XD
xlolxlolx Posted March 4, 2012 Posted March 4, 2012 no respect niggas, wake up sekka, IAD backwards ex ice swords, other faggotry
Recommended Posts