DragonLordZ Posted February 21, 2013 Posted February 21, 2013 Another interesting part of that combo video is that ALL of his FRKZ activations were cancels rather than RC>OD for maximum FRKZ time, which might suggest that there isn't much point in RC stuff, then again we haven't got any FRKZ combo vids (or much in general) so I can't say for sure, plus the video calls itself "basic"(lol) so its all up in the air for now.
Dreiko Posted February 21, 2013 Posted February 21, 2013 (edited) Is Overdrive meter based on a certain range of health (example, a character's health ranged between 35% to 25% will have x amount of time) or specific amount ( 35% giving you x amount of time and 25% giving you y amount of time) and does it round up? Anyway, nice combos! Very open in options =D. Hoping the advance combos covers more on rapid (with command grab and 3C) and crouching combos (5D rapid or corner combo). I am amazed to see that a 5B starter of a basic BNB that ends with jD into daijunka did around 4k. http://youtu.be/QiCDUE-oJOk?t=6m27s Also, the capabilities of jD in combos are surprising... I am loving those grab options by the way >=D!~ OD is based on remaining HP alone but if you do an OD-cancel (which is what you do when you cancel a move with the OD activation instead of going into OD from neutral) then whatever time you have based on your HP gets halved. This is why the ODs where Bang had full life lasted like 2 seconds, it was the minimum duration, then it got halved cause he was cancelling his moves into the OD. 5B has godlike proration, it was always a great starter, these combos don't do more damage than 5B>2B>6C>JD>2B>Daifunka does in Extend...but they're of course still good. Another interesting part of that combo video is that ALL of his FRKZ activations were cancels rather than RC>OD for maximum FRKZ time, which might suggest that there isn't much point in RC stuff, then again we haven't got any FRKZ combo vids (or much in general) so I can't say for sure, plus the video calls itself "basic"(lol) so its all up in the air for now. I'm not sure if the RC is worth it unless you have like full OD but some combos out there will be built around prolonged FRKZ. Typically those would be confirms off of stuff like heavier counter hits/fatals. Something like 5Cfc>jump>OD>stuff. It really depends on how much health you have left in the end I think. Edited February 21, 2013 by Dreiko
GreekAscendedDust Posted February 21, 2013 Posted February 21, 2013 I think after seeing this combo video, that I have my list of BnBs now... Now I gotta work on my IAD j4C stuff since i'm a bit crippled at it at the moment
Dreiko Posted February 21, 2013 Posted February 21, 2013 I think after seeing this combo video, that I have my list of BnBs now... Now I gotta work on my IAD j4C stuff since i'm a bit crippled at it at the moment It's gonna be IAD JC though, just practice doing something like J4C IAD JB and you should be fine. :p
GreekAscendedDust Posted February 21, 2013 Posted February 21, 2013 Yeah, but I can't do it going left. CP will be fun, I can already tell. I just say j4C out of habit
Dreiko Posted February 22, 2013 Posted February 22, 2013 5.1k and poison from a standing 5B is basically better than the damage we got in extend, the combo looks a little bit more difficult but not significantly so. When you take that and put it in the context of there being mainly damage nerfs for most of the rest of the cast (only ones who got buffed were like, Tsubaki and Makoto or something), I am more than happy with the numbers Bang is putting up. FRKZ being temporary is a small hit, I won't like, I enjoy running back entire matches when I was nearly perfected just cause I got a seal combo just as much as anyone but with this new FRKZ we are gonna be actually applying a hell of a lot more, in more varied situations and for more varied reasons (such as seal gain) so while it is a limitation, it does not come without it's share of options and plethora of paths for us to follow in return...and that is basically what Bang's thing is, so overall, I don't mind this change either. CP needs to come out on consoles already~
Errol Posted February 22, 2013 Posted February 22, 2013 5.1k and poison from a standing 5B is basically better than the damage we got in extend, the combo looks a little bit more difficult but not significantly so. When you take that and put it in the context of there being mainly damage nerfs for most of the rest of the cast (only ones who got buffed were like, Tsubaki and Makoto or something), I am more than happy with the numbers Bang is putting up. FRKZ being temporary is a small hit, I won't like, I enjoy running back entire matches when I was nearly perfected just cause I got a seal combo just as much as anyone but with this new FRKZ we are gonna be actually applying a hell of a lot more, in more varied situations and for more varied reasons (such as seal gain) so while it is a limitation, it does not come without it's share of options and plethora of paths for us to follow in return...and that is basically what Bang's thing is, so overall, I don't mind this change either. CP needs to come out on consoles already~ Makoto damage is more stable(shit leads into corner combos) but it sure looks nerfed otherwise to me. Tsubaki has higher damage almost entirely but less off jabs. Just as a note. Not sure I've seen Makoto hit 5k without OD or a PF ender in CP
Dreiko Posted February 22, 2013 Posted February 22, 2013 Makoto damage is more stable(shit leads into corner combos) but it sure looks nerfed otherwise to me. Tsubaki has higher damage almost entirely but less off jabs. Just as a note. Not sure I've seen Makoto hit 5k without OD or a PF ender in CP I think Makoto can do some better stuff now like her 214a-D has wallstick and so does her comet cannon, she seems more able to link stuff after her other Ds too. Stuff such as 2C. She also has her old particle flare 2 part combo extension for some midscreen stuff. OD is like the cherry on top with stuff like bouncing DP followups and lvl 3 everything on particle flare...which has a hokuto hyakuretsuken segment in it now. XD
Errol Posted February 22, 2013 Posted February 22, 2013 I think the wall stick on star is the main thing. the rest of that was all already there really, like 2c after 5d or JD. Altho, didn't Hakumen also get his damage buffed (10k off almost any starter lolz). and Jin?
Dreiko Posted February 22, 2013 Posted February 22, 2013 I think the wall stick on star is the main thing. the rest of that was all already there really, like 2c after 5d or JD. Altho, didn't Hakumen also get his damage buffed (10k off almost any starter lolz). and Jin? Hakumen has some crazy meter intensive damage but his average combo off of similar starters for similar (not insane) meter use is a bit lower actually. Jin is another one who got buffed, yeah. He was right down there in EX, right after Makoto Tsubaki and Tager I think.
Errol Posted February 22, 2013 Posted February 22, 2013 "efficiency" is the jokes we heard when the hakumen forums were complaining about the doomsday that was CP. His meter gain is kinda dumb in CP so it's irrelevant.
GreekAscendedDust Posted February 22, 2013 Posted February 22, 2013 I think Bang became the Ragna of CP now, because if all the force stagger, damage from 5B and being overall dumb.
Dreiko Posted February 22, 2013 Posted February 22, 2013 "efficiency" is the jokes we heard when the hakumen forums were complaining about the doomsday that was CP. His meter gain is kinda dumb in CP so it's irrelevant. Right, if you play him conservatively he's nerfed while if you burn starts left and right he does, well, what he always could if you were to burn 6 stars on a combo. :p
GreekAscendedDust Posted February 22, 2013 Posted February 22, 2013 Right, if you play him conservatively he's nerfed while if you burn starts left and right he does, well, what he always could if you were to burn 6 stars on a combo. :p Hakumen's just changed completely, but this ain't our hakubro boards, soooo....... yeahhhhh
StarGazer Posted February 22, 2013 Posted February 22, 2013 I think Makoto can do some better stuff now like her 214a-D has wallstick and so does her comet cannon, she seems more able to link stuff after her other Ds too. Stuff such as 2C. She also has her old particle flare 2 part combo extension for some midscreen stuff. OD is like the cherry on top with stuff like bouncing DP followups and lvl 3 everything on particle flare...which has a hokuto hyakuretsuken segment in it now. XD Makoto Damage got nerfed actually. However, the new Shooting Star can turn most of her confirms into a corner combo now which dramatically increases her average damage. So, overall her damage got a little bit better. OD makes everyone does insane shit and Makoto isn't an exception here.
GreekAscendedDust Posted February 22, 2013 Posted February 22, 2013 Makoto Damage got nerfed actually. However, the new Shooting Star can turn most of her confirms into a corner combo now which dramatically increases her average damage. So, overall her damage got a little bit better. OD makes everyone does insane shit and Makoto isn't an exception here. I feel like we somehow got lost by walking straight...
Dreiko Posted February 22, 2013 Posted February 22, 2013 Makoto Damage got nerfed actually. However, the new Shooting Star can turn most of her confirms into a corner combo now which dramatically increases her average damage. So, overall her damage got a little bit better. OD makes everyone does insane shit and Makoto isn't an exception here. When I talk about damage I talk about overall damage. Rachel had 10k combos in CS1 too but you wouldn't call her a high damaging char because of that.
Errol Posted February 23, 2013 Posted February 23, 2013 How does Bang's look? I don't knwo enough about most character's damage to say one way or another. Once she's in the corner Makoto's damage seems to be anywhere from 1000 to 2000ish less than EX.
GreekAscendedDust Posted February 23, 2013 Posted February 23, 2013 How does Bang's look? I don't knwo enough about most character's damage to say one way or another. Once she's in the corner Makoto's damage seems to be anywhere from 1000 to 2000ish less than EX. Bang's standing average damage ranges from 2000 to 3000 midscreen. His crouching combo damage averaged at around 1500 to 2000. In the corner, his damage becomes around 3.5k to 4k, and in FRKZ, any touch leads to 5-7K combos ANYWHERE in CSE. But I don't know the CP numbers DX
Lucalibur Posted February 23, 2013 Posted February 23, 2013 In CP, I would say Bang's standing damage got buffed, crouching damage got nerfed, corner damage is mostly the same(Lower on bad starters, higher on good starters) and any combo with FRKZ is still high as fuck damage.
Dreiko Posted February 23, 2013 Posted February 23, 2013 FRKZ damage seems similar but due to OD duration you don't get full damage. All the combos seem to start out of FRKZ and then he turns mid-combo while in EX frkz combos actually started in FRKZ and usually from a heavy as hell starter like a JC. The damage of the mode seems about the same really. Off of 5A you'd get 5.3k in EX and the numbers are similar here when he has enough FRKZ to do the whole combo with.
GreekAscendedDust Posted February 24, 2013 Posted February 24, 2013 (edited) I'mma post some Dora BS here. Here is lesson 1 http://www.youtube.com/watch?v=hyM4PTJMaSg&feature=player_detailpage#t=521s Lesson 2, 3C is OP http://www.youtube.com/watch?v=hyM4PTJMaSg&feature=player_detailpage#t=688s Lesson 3, corner combos http://www.youtube.com/watch?v=LfZCeNY2ET8&feature=player_detailpage#t=746s Lesson 4, it looks funny enough to put in http://www.youtube.com/watch?v=VXPkBWkF-ME&feature=player_detailpage#t=140s Lesson 5, Astral says no to crush triggers. Hey, at least it answers one of my questions. http://www.youtube.com/watch?v=VXPkBWkF-ME&feature=player_detailpage#t=538s Edited February 24, 2013 by GreekAngel
Errol Posted February 24, 2013 Posted February 24, 2013 I think head invuln on Tsubaki's 3c is meaningful, but yeah that bang 3c doesn't seem like it gains as much out of it.
Seiki Posted February 24, 2013 Posted February 24, 2013 Bang's 3C might help slide underneath some character's standing normals. Tager's and Nu's 5D comes to mind. Maybe it's good enough to dodge spark bolt?!!!
GreekAscendedDust Posted February 24, 2013 Posted February 24, 2013 Bang's 3C might help slide underneath some character's standing normals. Tager's and Nu's 5D comes to mind. Maybe it's good enough to dodge spark bolt?!!! We could already guardpoint sparkbolt. It really doesn't seem like a problem.
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