Errol Posted January 14, 2013 Posted January 14, 2013 Because damage is the be all and end all of character lol. I don't even see ragnas breaking 4k regularly w/o CT or an RC Actually I don't think I've ever seen Rag's CT yet... ha
cadacus_ater Posted January 14, 2013 Posted January 14, 2013 He needs 25 meter to hit 5K off 6C in the corner? Not so top tier-ish Looking hype though. By the way, Musou (1) has SMP right? I'd just assume that we can't end our corner combos with it because of that, but maybe it having a followup changes things? If Musou (2) works even after SMP kicks in, we could get better combos ending with 6D/j.D > normals > ender (resets yo), since, if it doesn't, we are forced to keep Sekka as an ender while it could be used as a filler into more damage if Musou (2) worked as an ender. I hope you guys get what I mean To be fair, I don't think many characters can do 5k without burning any meter or using an OD in CP. Arakune, Hazama, Bullet and Relius are the only ones I think could do that much. Perhaps Carl and maybe Tager too, but I'm not so sure about them. Jin's strength this time around seems to lie in his tools, ease of use, and high rewards for meter consumption. Being a jack-of-all-trades that is easy to use and with respectable damage goes a long way. Sekkajin and rehhyou are better for ending in terms of oki I think. Musou (2) is better for meter gain. Not sure about Hisangen oki...it looks like it could be good if spaced right, but I don't know how fast the opponent is allowed to get up from the knockdown. It's definitely good for damage though. That 8181 damage combo looks like you need at least 84 heat to start. 7k off of TK Hizangeki in the corner starting with 85 meter? I like it! Also, lol at 6C > OD > 6C and CH Hiyoku > Hiyoku.
eQualz Posted January 14, 2013 Posted January 14, 2013 I'm more shocked/amazed that 2D starter > OD stuff with 75 heat does 5k with no effort. And 2D is pretty much burst safe.
Jourdal Posted January 14, 2013 Posted January 14, 2013 Actually I don't think I've ever seen Rag's CT yet... ha It looks like a mini devoured claw comes out. You mostly see it in throw combos since its buffs corner throw damage from like...3.5 to 4k maybe? Maaaaan they gave us all these tools to work with, sekka D follow up is so good, whether its increasing midscreen damage to 3.4k or giving you an easy side swap. D musou makes almost any decent confirm into 4k and don't get me started on hizangeki lol. And i see Jins use CT more than other characters but some players would rather put that 25 elsewhere and i can respect that. I'm just glad his ex attacks feel like they're worth it now. Im sad there wasn't any D musou (1) whiff>2 stuff...or maybe there was and i missed it
Putin Posted January 14, 2013 Posted January 14, 2013 CH 6C > Musou A wiff > 5C was hype enough lol And I was joking about his damage, he gets decent to good damage consistently and can convert max-range 5Cs to 4K with 25 meter I was just expecting more out of 6C, meterless. Yeah Sekka ender looks strong, but I'm talking about stronger combos with reset potential. I would definitely use Musou ender combos often if it meant that I could choose not to end them and go for a reset whenever I want without sacrificing a lot of damage, pretty much like EX Jin. Going for an entirely different route when you feel like resetting would give it away, that's why I'm concerned about maximizing their damage potential.
Jourdal Posted January 14, 2013 Posted January 14, 2013 Man. CP Jin is so interesting. I'm glad people are catching on >w<
xHarukashii Posted January 14, 2013 Posted January 14, 2013 (edited) http://www.youtube.com/watch?v=pDDGhrAgfwk - this jin color... cant tell if they were trying to reference souji okita- http://www.youtube.com/watch?v=Z5fODV3VspE#t=1m44s if so thats sick Edited January 14, 2013 by xHarukashii
Jourdal Posted January 14, 2013 Posted January 14, 2013 I figured it was just a spin on the CT yellow color...but i do see it now.
WakeUpDP Posted January 14, 2013 Posted January 14, 2013 (edited) The combos shown were hype. And the video doesn't even include the reset potentials Also interested now on how or if we can combo into astral (not including grab) and if it is easier than extend since some characters have easier to link astrals now. Edited January 15, 2013 by WakeUpDP
Moy_X7 Posted January 15, 2013 Posted January 15, 2013 So many combos lol It's good to see that 214B (no follow-up) works in OD combos as I imagined. Also, 5B to 5K with low OD meter and 50 Heat, me gusta.
cadacus_ater Posted January 16, 2013 Posted January 16, 2013 http://www.youtube.com/watch?v=zf-K17Pq2-U#t=39s This time based combo drop stuff is slightly irritating. It could be great for resets, but if you want to complete a combo with standard oki it seems you'd better know your stuff. That combo should have been around 23 proration (translating to -2 hitstun in CS:EX) when Goro blocked 5C, so unless they changed the hitstun decay, it seems time based drop is the culprit.
ShelledMenace Posted January 16, 2013 Posted January 16, 2013 I always thought time-based hitstun decay was always there, or at least I just did everything as fast as possible to be sure. Is it actually a thing now? lol
Putin Posted January 17, 2013 Posted January 17, 2013 I went to the shelf and took my CS copy for a little while... Holy shit Fubuki was so slow back then :8/: Also what were our corner combos lol I improvised and came up with a 3.5K combo off 5B, I don't even remember what was his damage potential in CS2
shtkn Posted January 17, 2013 Posted January 17, 2013 time based hitstun scaling existed back in CT and was removed in the CS series. I ugess it's back now? If so i think it's pretty stupid, but i guess we'll see what hte exact rules are when a mook comes out.
ShelledMenace Posted January 17, 2013 Posted January 17, 2013 Well it helps the notion that everything feels faster, whether you want it to or not? I guess..lol
mAc Chaos Posted January 17, 2013 Posted January 17, 2013 Why do so many people think it's stupid, when it's had such good results for CP? And everybody knows how much people hated how slow (super long combos) CS and on was.
Errol Posted January 17, 2013 Posted January 17, 2013 I guess we'll see how it turns out, but, This is looking like one of the dumbest combo systems I've seen. But that's mostly cause of all the SMP combos and loops
Ctrlaltwtf Posted January 17, 2013 Posted January 17, 2013 I'm all for SMP, I hate repetitive combos. I just wish the entire game had more variations/more special moves. I wish there were Special moves that could be gatling'd into other special moves/basic attacks.
Zeromus_X Posted January 17, 2013 Posted January 17, 2013 CP looks to be shaking things up a little bit with cancels - like Ragna's 22C dash/special cancel or Mu and Tsubaki's D cancel after some special moves, for example. But yeah, it would be nice if there was more variety than the typical gatling into special cancel stuff, lack of things like FRCs kind of limits BB in that aspect.
xlolxlolx Posted January 17, 2013 Posted January 17, 2013 im all for shorter combos, extend was fucking terrible with the minute long garbage
Skye Posted January 17, 2013 Posted January 17, 2013 I find it funny that people always find a reason to hate whatever previous version of BB relentlessly. I for one never minded the time based combo system, but I don't think it's the same as what CT had.
cadacus_ater Posted January 17, 2013 Posted January 17, 2013 I'm not hugely disliking the time based hitstun decay, but it is gonna take some getting used too. Might take more work than I thought optimizing my freestyles, lol. I agree that shorter combos are a plus. It helps with the pace of the game.
Jourdal Posted January 18, 2013 Posted January 18, 2013 (edited) Are they /really/ shorter. Bullet makes me wonder lol. I want to see Fenrichs jin so bad...he came out of nowhere and took the top ranking lol lack of things like FRCs kind of limits BB in that aspect. Not really. I thought everyone was loving CP but now there's something wrong? (even though everyone here hasn't come close to playing it). I just don't get it. I'm hearing TONS of people, even now say the slow combos and pace from CS turned them off, and that CP has them interested. Edited January 18, 2013 by Jourdal
Errol Posted January 18, 2013 Posted January 18, 2013 Are they /really/ shorter. Bullet makes me wonder lol. I want to see Fenrichs jin so bad...he came out of nowhere and took the top ranking lol It's really hard to tell. Don't we hear this every time there's a new version? Oh, They're making the combos shorter/oh they're making people do less damage. TBH I feel like neither of these ends up true, just people don't know everything at the start of the games. I'm liking the look of CP a lot. I wouldn't be surprised for some Jin players to have backlash against being the new destination for tierwhores tho
mAc Chaos Posted January 18, 2013 Posted January 18, 2013 I was thinking the same thing about Bullet too, watching those Ragna v Bullet videos. 24 hit combos.
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