pktazn Posted November 21, 2012 Author Posted November 21, 2012 (edited) From the story thread (yes I know this is weird but it's relevant), he should be going against Tsubaki at the 6th stage. Tager was the 3rd stage. EDIT: Unsurprisingly the Ragna bodied computer Tsubaki. I was able to see our 5C counter something though but I don't remember what (it's just as fast it seems) and basic BnB still works. Basically the only thing "new" was that our 5C is still ok lol. @Errol: I'll add it just in case since I think it did that in Extend as well like you said. If it's wrong we'll just change it :D Edited November 21, 2012 by pktazn
Errol Posted November 21, 2012 Posted November 21, 2012 I'm not sure about this, but it seems like 3c > 3cc might not correct when you cross under anymore. I mean, today is CP release date, but.. might just be complaining about gatling too fast? (Doesn't it sometimes do this if your timing is off?) Also J214x and 22X might be charge cancelable.
Daedron Posted November 21, 2012 Posted November 21, 2012 I just saw Tsubaki command grab some random Tao player but I didn't catch the amount of charge it gave nor the damage it did when it fully finished, I FAILED YOU ALL.
Errol Posted November 21, 2012 Posted November 21, 2012 I just saw Tsubaki command grab some random Tao player but I didn't catch the amount of charge it gave nor the damage it did when it fully finished, I FAILED YOU ALL. deadron :/
TheGreatReptar Posted November 21, 2012 Posted November 21, 2012 You couldn't see the charge gain because the CPU had like 1 health and popped Overdrive, so they already had 5 charges. I didn't quite see the damage, but it wasn't very high.
pktazn Posted November 21, 2012 Author Posted November 21, 2012 j.D is really fast. Like CS2 5D fast. Gained 3 charges from half health using OD. 2C is still good anti-air. 5B looks faster as well. General gameplay: Both players can go into OD at the same time. I dunno if that was ever stated before so apologizes if it was.
Errol Posted November 21, 2012 Posted November 21, 2012 Kuresu twitter info. Charge is hard to get. Hard to start without landing a command throw. JD charge rate seems like it is dependent on height or something? Barely get any charge from a high jump, but from a normal jump, you do.
pktazn Posted November 21, 2012 Author Posted November 21, 2012 Ah ok makes sense. The jump the CPU Tsu made was a normal jump. I'll add it.
Errol Posted November 21, 2012 Posted November 21, 2012 You can def charge cancel 22b also. Dunno 22x.
pktazn Posted November 21, 2012 Author Posted November 21, 2012 Just saw on stream. Command grab definitely gives two charges.
Velvien Posted November 21, 2012 Posted November 21, 2012 ...Unless I'm very much mistaken, I just saw Tsu cancel 6A into the projectile during 6A's start up.
BatousaiJ Posted November 21, 2012 Posted November 21, 2012 You can def charge cancel 22b also. Dunno 22x. Interesting. I wonder if we can charge cancel 236/214x series as well? That could make for some sexy mind games at full screen if we can. The j.D charge being height dependent seems interesting as well. Maybe the trigger for lesser gain is either high jump/double jump input? Probably an attempt to make getting charge at neutral more dangerous than before.
WolfCrimson Posted November 21, 2012 Posted November 21, 2012 Tsubaki gets exactly 2 charges from command grab.
Errol Posted November 21, 2012 Posted November 21, 2012 Interesting. I wonder if we can charge cancel 236/214x series as well? That could make for some sexy mind games at full screen if we can. The j.D charge being height dependent seems interesting as well. Maybe the trigger for lesser gain is either high jump/double jump input? Probably an attempt to make getting charge at neutral more dangerous than before. Possibly. I think the other part of the equation could be to make jump charge cancels more rewarding. Maybe the 6C>JD>JC combos are quite nice? THo not a charge cancel. I wonder if it's worth it to skip an ender and just charge cancel sometimes. e.g. 6C>JD>JC>JD. If a low altitude charge really gives a lot.
Iza Posted November 21, 2012 Posted November 21, 2012 dunno if anyone else was watching but anyone see 236C go through deadspike or am i seeing things
Kiba Posted November 21, 2012 Posted November 21, 2012 (edited) Y'know I must have missed you guys posting here LOL. Rednova if we're on the same page here it didn't go through deadspike, she got hit. http://www.twitch.tv/central804/b/341817071 57:35 - Tsubaki vs Ragna 1:24:20 - Tsubaki vs Arakune 1:35:35 - Ragna vs Tsubaki You see other stuff here like 3CC having m, 623C looks like it still maintains dat deadzone, etc. PK is probably gonna upload it to YT. On a side note that's a lot of interesting information you guys have there. You can def charge cancel 22b also. Dunno 22x. Woah where did you find this out? Edited November 21, 2012 by Kiba
Errol Posted November 21, 2012 Posted November 21, 2012 (edited) Woah where did you find this out? Twitter/jbbs. but actually not sure about this now. Someone else was saying it didn't feel like a charge cancel to them. There's something but what.. and there is probably more on jbbs/twitter now, but I'm at work now. Just took a bit of time to find osme videos before work.. Also is it just me or is 5bb hitbox nerfed? in some of those videos, it feels like it whiffs at REALLY close range.. like on crouchin ragna. Edited November 21, 2012 by Errol
Velvien Posted November 21, 2012 Posted November 21, 2012 Small note from the Arakune vid: 22B doesn't knockdown on standing opponents. Seriously wondering what she can do off a corner throw, too :/
Airk Posted November 21, 2012 Posted November 21, 2012 (edited) Also is it just me or is 5bb hitbox nerfed? in some of those videos, it feels like it whiffs at REALLY close range.. like on crouchin ragna. I was just coming in to comment on this - it looks like she doesn't "step forward" as much when she does it now, instead staying almost entirely in place, which means it's going to be even EASIER to whiff the dumb thing. We knew about 22b not knocking down from an earlier loktest, but this might actually work in our favor if it essentially ends the combo with us in "pressure" range and with frame advantage. OTOH, if it leaves us minus, that really sucks. Command throw does 960 damage in addition to the charges. 236-not-D (Not sure what button is used for this now) seems to have lost its "always goes through all the active frames" property - it looks like it behaves like Hell's Fang and Ice Car now where it goes into recovery as soon as it makes contact with the opponent, which means that spacing on this move for purposes of advantage/safety is irrelevant - you'll have the same (dis)advantage regardless of how far away you are. Edited November 21, 2012 by Airk
Velvien Posted November 21, 2012 Posted November 21, 2012 http://www.youtube.com/watch?v=v5Hi4YqVJF0&feature=player_detailpage#t=78s I thought 623C was reported not to have invincibility frames last loketest, but here it looks like it does
abadlime Posted November 21, 2012 Posted November 21, 2012 http://www.youtube.com/watch?v=v5Hi4YqVJF0&feature=player_detailpage#t=78s I thought 623C was reported not to have invincibility frames last loketest, but here it looks like it does Does Hazama's 6A usually trade off with her DP?
Surf Posted November 21, 2012 Posted November 21, 2012 If you do it a bit late it does. It seems like her 623C comes out extremely fast, dont know if its the sped up game or if its just really quick now. Seems to be the later. In any case, it seems like it has a lot of invul
Adam0812 Posted November 21, 2012 Posted November 21, 2012 If it leaves you in a counter state then you'd like to think it has some invul
Kiba Posted November 21, 2012 Posted November 21, 2012 (edited) 623C is faster, definately looks like it. Anyone notice that 6B trips on CH now? Looks like we'd have more combo opportunities from that, but we'll see I suppose. I also wanted to know if j.CC was charge cancellable but that was confirmed, thank you Mingosu. Btw, Projectile > 236D looks cool, and I don't think I will get tired of seeing Tsubaki's command grab. Also I'm really diggin' Tsubaki's j.214x enders midscreen. It leaves you in such an advantageous position to inflict further pressure. It definately has it's advantages over the 236C > 214B > 22B ender. Edited November 21, 2012 by Kiba
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