chzchan Posted May 12, 2014 Posted May 12, 2014 Probably should have tested it in training mode first, huh. Neutral air tech into block has happened at least 80% of the time online, so I never experienced a forward air tech after doing it. Does 2C > fireball leave them high enough in the air to allow for air teching? I'd turn on the PS3 right now to check myself, but my roommate is sleeping.
Kiba Posted May 12, 2014 Posted May 12, 2014 Yeah. Here: https://www.youtube.com/watch?v=6xrJa5uIKy4&t=2m27s
Airk Posted May 12, 2014 Posted May 12, 2014 I honestly wonder why people don't forward air tech more in the corner. It gets you out of so much stuff that people do. x.x
Kiba Posted May 12, 2014 Posted May 12, 2014 They may not know that, especially if they're playing against a character who they're kinda ignorant to. Anyway as you guys know Tsubaki's combos don't (or barely) change in 1.1 so I won't be making a new combo thread as it's pointless. Eventually I'll move the combo movies in the new video thread since the combos still work outside of double [4]6D > 236D stuff. I'll make a note.
BatousaiJ Posted May 12, 2014 Posted May 12, 2014 Hopefully we'll dig up some new and exciting combos with the new patch but I'm not expecting much. A lot of the damage numbers will have to be updated since it'll be changed universally, however.
chzchan Posted May 12, 2014 Posted May 12, 2014 Yeah. Here: https://www.youtube.com/watch?v=6xrJa5uIKy4&t=2m27s Oh man, I remember watching this as well. Usually have a bunch of Tsubaki videos in pinned tabs that open whenever I open my browser and this is one of them that I have kept open for the longest time. I could have just watched the video again. Hopefully we'll dig up some new and exciting combos with the new patch but I'm not expecting much. A lot of the damage numbers will have to be updated since it'll be changed universally, however. I really hope that the 6A change will turn into something that is combo efficient, but I really doubt it. Is that because of the jumping attack proration changes?
Kiba Posted May 12, 2014 Posted May 12, 2014 A lot of the damage numbers will have to be updated since it'll be changed universally, however. Please don't remind me lol. It's at this point one can regret having so many combos haha. I really hope that the 6A change will turn into something that is combo efficient, but I really doubt it. Is that because of the jumping attack proration changes? Yeah. Also, some mugen combos got nerfed since double psycho crusher is not allowed. Who's ready for easier confirms into [4]6D > 236D?!
Airk Posted May 12, 2014 Posted May 12, 2014 Yeah. Also, some mugen combos got nerfed since double psycho crusher is not allowed. Who's ready for easier confirms into [4]6D > 236D?! I'm ready for the rest of the cast to have less stuff they can abuse. Because that's really the biggest buff we've gotten in this patch.
BatousaiJ Posted May 12, 2014 Posted May 12, 2014 Who's ready for easier confirms into [4]6D > 236D?! Just gonna do 5CC confirms into 46D > 236D all day, everyday.
chzchan Posted May 12, 2014 Posted May 12, 2014 Just gonna do 5CC confirms into 46D > 236D all day, everyday. Is it really because of the easier execution that this will be more possible? Did they make the D projectile faster like the regular projectile?
Kiba Posted May 12, 2014 Posted May 12, 2014 Is it really because of the easier execution that this will be more possible? Pretty much, although with 5CC you may find yourself out of range sometimes lol. Did they make the D projectile faster like the regular projectile? Nah, It's the same
BatousaiJ Posted May 12, 2014 Posted May 12, 2014 Is it really because of the easier execution that this will be more possible? Did they make the D projectile faster like the regular projectile? It doesn't require charging anymore so you can just buffer the moment the 5CC connects. Before, you'd have to 4CC and be really precise if you're going to land the 46D, there was too little time and too much push back to make it reliable.
chzchan Posted May 12, 2014 Posted May 12, 2014 Pretty much, although with 5CC you may find yourself out of range sometimes lol. Nah, It's the same It doesn't require charging anymore so you can just buffer the moment the 5CC connects. Before, you'd have to 4CC and be really precise if you're going to land the 46D, there was too little time and too much push back to make it reliable. So it's more like paths that had already been open but incredibly inconvenient will become easier to tread?
Zouf Posted May 13, 2014 Posted May 13, 2014 https://www.youtube.com/watch?v=BJuMxVuYw-I At 2:16, Kuresu uses 5CC > 214A > Dash 5C and Carl gets hit (probably in an attempt to jump out). Is this a legit frame trap? Could be really strong if it's the case.
Airk Posted May 13, 2014 Posted May 13, 2014 Don't think so. 214A is supposed to only be like 2 frames faster than the old [4]6C, so like 25 frames of startup.
Zouf Posted May 13, 2014 Posted May 13, 2014 5CC has a 18f blockstun. So it leaves a gap of 7f, meaning no 5B can punish this. 214A is supposed to be -2 on block at closest range, but seeing how far 5CC pushes away, it must be at +0 or more Not sure you can jump away in a 7f-10f gap. It's worth testing imo
Airk Posted May 13, 2014 Posted May 13, 2014 5CC has a 18f blockstun. So it leaves a gap of 7f, meaning no 5B can punish this. 214A is supposed to be -2 on block at closest range, but seeing how far 5CC pushes away, it must be at +0 or more Not sure you can jump away in a 7f-10f gap. It's worth testing imo Well, depending on the distance this is probably safe, but I'm still not sure it's useful. I'm pretty darn sure you can easily jump away in an 8+F gap. Certainly you can easily get airborne and chicken block. Heck, you don't even need to barrier the projectile. You can do this and it probably won't kill you, but it won't frametrap anything.
Kiba Posted May 13, 2014 Posted May 13, 2014 We're talking about the 421A right? I got confused at points lol. We wouldn't really know until the patch hits tomorrow, until then this is just all speculation. I don't think the opponent will be able to jump out, and even when done a little further you may be able to keep them in the corner with IAD stuff, but we'll see. Edit: Done changing my post.
Errol Posted May 13, 2014 Posted May 13, 2014 Yeah that looks super good. however I am 100% positive that you'll be able to jump out on ib barrier, and most likely you can jump out on normal barrier. it roughly doesn't matter if they can chicken block it, because blockstun will keep them grounded.
BatousaiJ Posted May 13, 2014 Posted May 13, 2014 Can't people jump out at 5CC > 6B already if they're holding up back? Or is that only with instant blocking.
Airk Posted May 13, 2014 Posted May 13, 2014 That'd be IB only. 5CC > 6B is only 3 frames and will hit them during jump startup.
Zouf Posted May 13, 2014 Posted May 13, 2014 IB on the 5CC and you'll have a 10f gap so yes it's even unsafe then (most 5B will hit you before 421 comes out) Anyway the motion change of the fireball is one of the biggest thing the patch brings in. I'm kinda happy with this.
Airk Posted May 14, 2014 Posted May 14, 2014 IB on the 5CC and you'll have a 10f gap so yes it's even unsafe then (most 5B will hit you before 421 comes out) Anyway the motion change of the fireball is one of the biggest thing the patch brings in. I'm kinda happy with this. The thing that excites me most about the motion change is the fact that I'm going to get WAY FEWER "Whoops, GDI, fireball!" events. x.x
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