Airk Posted March 7, 2013 Posted March 7, 2013 Wouldnt the recovery of 22B be too much for a safe jump Based on your own numbers about how absurdly plus you are after 214A (+51?!) even WITHOUT cancelling the recovery into another move, and the fact that 22B is only like 47 frames long total, I think you can see why this would not be true.
Vosetri Posted March 7, 2013 Posted March 7, 2013 Almost a full second of frame advantage? Holy shit. I can't believe that.
Airk Posted March 7, 2013 Posted March 7, 2013 Almost a full second of frame advantage? Holy shit. I can't believe that. Well, they're still in the air when you recover, and then they have to land, and they can't emergency tech (I don't think), so they have to do some other tech option, all of which take at least 20 frames, 30 if they don't quick tech... Pretty much anything that knocks down and doesn't allow emergency techs gives you a ton of frame advantage, things that do it in the air, even more.
TheGreatReptar Posted March 7, 2013 Posted March 7, 2013 Um...emergency tech is the same as a neutral tech. Emergency tech situations just remove your ability to roll.
Surf Posted March 7, 2013 Posted March 7, 2013 Based on your own numbers about how absurdly plus you are after 214A (+51?!) even WITHOUT cancelling the recovery into another move, and the fact that 22B is only like 47 frames long total, I think you can see why this would not be true. Actually I guess it was a derp for me. When I saw 214B > 22B(w) I immediately thought you hold down the 22B and made it whiff, for some odd reason. An immediate or well timed 22B after 214B would probably have you be able to continue a combo with 5C. Um...emergency tech is the same as a neutral tech. Emergency tech situations just remove your ability to roll. Yea their the same. Even the amount of frames they are are the same. The +/- +51 is simply from 214A untech time + emergency tech frame duration - 214A recovery time
Airk Posted March 7, 2013 Posted March 7, 2013 Buh. Yeah. My bad on that. So basically they have the time to hit the ground, plus the time it takes them to tech.
Surf Posted March 12, 2013 Posted March 12, 2013 (edited) Yes. The setup is too good against scrubby players who tend to do everything imaginable on wakeup or knockdown instead of neutral tech and block. But you can't go into it off every average confirm which is the only problem about it. Edit: Knowing that 214B > 22B(w) in CP combos afterwards maybe we can go into an air ender on pretty much almost every confirm to keep the pressure on. 5A > 5BB > 5CC > 236B > 214B > 22B(w) > 5C > 2CC >j.CC > 214B Not sure if 5A combo time would allow it. Maybe omitting 236B would be better (not positive if 214B after 5CC will hit on standing opponents), but Im pretty sure you wouldn't be able to go into the DP whiff combo if you used 5A as a starter. Just need to get my hands on the game, to find every possible way to go into air ender from any practical starter. Continuing to establish katame takes paramount over charge, imo. 214B > 22B(w) safejump Good to know 46C is most likely + even when your still pretty close to them. EDIT: I now hate Hazama Your just now hating Hazama? Konan did a couple interesting things. But Mitsurugi kind of bodied him. We'll probably see more, probably. Edited March 13, 2013 by Kiba
Airk Posted March 12, 2013 Posted March 12, 2013 Your just now hating Hazama? Might be time for me to update my sig to something like "Hating Hazama since CS1" :P Does anyone know if the 22B whiffcombo he did in the first round of the first vid was some legit tech, or whether he just spazzed out? :P
Surf Posted March 12, 2013 Posted March 12, 2013 Its real tech, we've been talking about it for the past week. Or at least I have
Airk Posted March 12, 2013 Posted March 12, 2013 Not really? You were talking about 22B whiff in an oki context, and it was brought up as an "well, yeah, and you can combo after it" comment. Not precisely what I'd call "discussing" it's use mid combo. So what's it do? Couldn't he have just done 5C there?
Errol Posted March 12, 2013 Posted March 12, 2013 it is legit, it is a combo extender when it hits so high that 22b would whiff. I don't know exactly the reasons for it, but there is a lot of character specific bullshit in CP.
pktazn Posted March 13, 2013 Author Posted March 13, 2013 (edited) We'll probably see more, probably. Jourdal said Konan went against DAISUL and Mitsurugi in the winners finals and bodied them. He also mentioned that if it wasn't double-elim Konan would have a ticket to Arc Revo right now. Edited March 13, 2013 by pktazn
Lurrdoc Posted March 13, 2013 Posted March 13, 2013 Konan confirmed to be both shiny and legendary pokemon.
Surf Posted March 14, 2013 Posted March 14, 2013 It hasnt really been brought up and its not happening in videos but, why are people still doing 6C > j.D > overhead attempt when j.D has a much lower height limit. I never see like 5A > 2A (bet you guys forgot 2A is jump cancel on block now) > j.D > j.B for example. That setup would probably be pretty hard to react to. Swallow Moonesque crap but not as good
Daedron Posted March 14, 2013 Posted March 14, 2013 It hasnt really been brought up and its not happening in videos but, why are people still doing 6C > j.D > overhead attempt when j.D has a much lower height limit. I never see like 5A > 2A (bet you guys forgot 2A is jump cancel on block now) > j.D > j.B for example. That setup would probably be pretty hard to react to. Swallow Moonesque crap but not as good Probably too hard to followup after the j.B hit with the stupid landing recovery of j.D. If it's one change I want to see in CP+ it's the landing recovery from j.D completely gone.
Surf Posted March 15, 2013 Posted March 15, 2013 Probably too hard to followup after the j.B hit j.B > j.214D > 6C > j.D~C > 5C > 2CC > 236C > 5A > 5C > 2C > BBB. 3088 DMG. 3725 with CT
Zoular Posted March 15, 2013 Posted March 15, 2013 Sorry if this was already posted. BlazBlue ChronoPhantasma Tsubaki Yayoi arcade mode Figured some of you may want to watch it, just in case it gets taken down.
Daedron Posted March 15, 2013 Posted March 15, 2013 j.B > j.214D > 6C > j.D~C > 5C > 2CC > 236C > 5A > 5C > 2C > BBB. 3088 DMG. 3725 with CT Good luck hitconfirming the j.B hit though lol. If you mess up and it gets blocked you're pretty much boned.
Kiba Posted March 15, 2013 Posted March 15, 2013 Sorry if this was already posted. BlazBlue ChronoPhantasma Tsubaki Yayoi arcade mode Figured some of you may want to watch it, just in case it gets taken down. Thanks. On a side note, OP has been edited with buffs and nerfs.
Daedron Posted March 15, 2013 Posted March 15, 2013 That reminds me, are we still really sure about this one: 214D lost its invincibility. ? Has there been any indication of it not having invincibility at all? The only thing I remember hearing is it lost it's head attribute invincibility so it doesn't work against air attacks. I also saw 214B still having body invincibility so it would be kind of odd for 214D to not have it. Then again, the mook that releases in 2 weeks will answer all our questions :V
Kiba Posted March 15, 2013 Posted March 15, 2013 (edited) There's been footage of Tsubaki getting hit out of 236X > 214D. Here for example. Edited March 15, 2013 by Kiba
Daedron Posted March 15, 2013 Posted March 15, 2013 (edited) I'll remain hopeful and say she got hit out of it before the invis frames kicked in. For all we know they could start later, or they end before the active frames or whatever. Meh. EDIT: in that example Hazama punished with a 2A, 2A is a low attribute attack so it beats out 214D no matter what. Let me see if I can find the match where a Tsubaki used 214B's invis to go through some attacks, sure it's not 214D but I would expect 214D to have the same attributes, just better. Edited March 15, 2013 by Daedron
Kiba Posted March 15, 2013 Posted March 15, 2013 Oh yea forgot that Hazama's 2A has foot attribute. I'll guess we'll wait and find out really.
Daedron Posted March 15, 2013 Posted March 15, 2013 Hmm, this doesn't seem to be mentioned but 3CC is now also a fatal, not just 3C. As seen here Though it doesn't really matter too much. 3CC is a slightly worse starter than 3C (higher base damage but lower P2). Still looking for the 214B going through 5B video ;_; EDIT: Unless that's what's meant with 3CC FC can now be followed up without rapid cancelling but I always thought this basically said 3C(FC)C.
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