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Everything posted by TD
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as soon as 5d hits midscreen, 2b (all hits) into standard combo. you have to end it fairly quickly though, probably because 5d doesn't have great proration. very similar to liz 5d, where liz has to do a slight delay 5a after the bite, margaret can hit 2b right after the punch. so are there any options against rolls? I was reading about hop cancel jc a page or two back, is this effective and are there any other setups? so far roll on wakeup has been very strong as well as random points in neutral when the foe thinks I am about to strike. seems like everything margaret has hits right in front of her..
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It's possible that they could be on niconico, or there just aren't any yet. I am not sure how to navigate nico, so I'm one of many at the mercy of kind uploaders. Whether they aren't being posted and such: I wouldn't know but somehow doubt that.
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Yeah I'm not a fan of 3c now but 4b takes its place nicely so it's ok. Old 236c is back, so windless fullscreen zoning. Makes sense with how wind acts now. Lotus lasts like 5 seconds now. A lotus still bad most likely 5cc looks very weird, very little hitstun. 4b low float on hit means 5cc must be immediate. Gaining wind during combos has gotten worse as a result. 3c can hit 3 times and still vacuums into a pole in combos so I guess this is a buff to wind regen in combos. 5b seemingly level 2, so IOH is likely not gapless anymore. Not too worried about this, gives charas with a dp a good chance of escaping without some summon support, but still a beast with basically anything on top of the opponent New windless pole combo in the corner but looks a bit unstable at the moment, may have to see it again before I say anything. Overall she looks the same and should be perfectly fine. I do not think she is better than cp1 but she could have been hit so, so much harder. And with everyone getting general nerfs I doubt she is going to be anywhere near weak in this game.
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Are there any characters that haven't been covered or seen yet in 2.0? Still waiting to see how kokonoe looks. The game right now looks quite different than this current, not in a bad way but it does seem a bit... Toned down if that makes sense. Hazama has some really nice looking combos in this game.
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See you in 2.0.
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My wall of text got deleted right before posting T-T I'll try again later. The point of my post was to say you have to be very cunning with Elizabeth. If nothing else, try this string: 2a 5a 2a 5b. Can use 5a to start as well. Any time before 5b can be a reset. After 5b dash cancel is a reset, 2[c] is good against rolls and some dp's, 5c is a frame trap, bufu outright beats air jump, etc. conditioning is key. At low meter/life or without awakening: stall, stall, stall. Get that free meter baby. Waste time doing endless pressure resets anticipate a counter attack (in general, the foe can only mash, jump, block/ib, DP, or roll) and do the hard counter or, if there is a safer route, take it but you may not be rewarded as well. With meter you can do a omc/not once mixup as well as actual mixups. Not exactly traditional, in fact very unorthodox. For the most part she requires a lot of predictions. Make sure your are checking both the foe and your own vitals; life, meter, awakening, status effects, persona cards so you can make more informative predictions. Match wins are also indicative of how the foe will act. There is a lot going on and once you get the technical aspect of the game, you then have to hone your knowledge of human behavior and apply it to video games.
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Dumb astral... Do they even die? Characters in this game take hits like that all the time. For loli's sake, getting sweet chin music'd into the heavens and back and slamming into the ground (or a knife) hurts more than this. Thumbs down.
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Really emphasizing duo combos it seems for damage, since it appears he has mid screen confirms only with ignis/ch/meter use. He has options still to corner carry or get damage, without ignis combos will likely be whatever into 236c for corner push, plus 6b can still be used for combos, probably lost one or two good confirms from 6b launch. I don't think its too bad, though 6b is an even worse combo fodder now and should be buffed utility wise to compensate, like actual invul. I guess this was to further balance the risk/reward of his already good pressure game. Not sure what else could have been needed, I saw 3c lost jump cancel but not special cancel, that's all I saw so far for his changes besides the new attack id stein. The new move might make the loss worthwhile.
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So never. I really want to see how much kokonoe got neutered.
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gcod probably won't be as bad as it looks right now. At the very least, whoever the top tiers end up being should be able to handle it. How far down the list will go, time will tell. Seems powerful enough to be important in 2.0. How strong, useful, impressive... Very soon, answers.
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Can someone translate these changes please. Not to rush especially if someone is already doing it. Hearing about amane and terumi makes me want to join in on the hype.
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You don't have to leave, your true love of the character is being tested. To be honest though, mu does sound a good deal worse. At least from what we have to go on. Not sure where she's headed.
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So marg came out tonight and I'll probably be playing her a lot. Was wondering where I should get started in terms of neutral, pressure, and combos. Especially neutral. Seems like she has plenty of mixup potential and combos seem fairly easy to understand, but neutral seems too easy to be...that easy, I guess. So any help would be appreciated. I already started watching kubo Margaret, any other good ones out there so far?
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Koko is still one of her worst matchups of not for the simple fact that she can compete with rachel in neutral and can even zone her at points, has an easier time escaping pressure than other characters especially with 50 heat, and can outpoke among other small tidbits. Like rachel, there isn't a space that koko cannot get to. She can kill George easily and can invalidate pumpkin fairly quickly. Can ride momentum to victory once she catches rachel. Still has blackhole, etc etc. it's still tons better than cp1 but still a bit difficult. I think, like N-O apparently, that the difficulty of the matchup is a little more difficult than litchi, who has very similar strengths when fighting rachel. And definitely agree with hazama. This matchup is impossible to understand, it really is. Those chains... There are way too many variables. I guess N-O put him in a lower category because his nerfs really show in this version. Still, a ridiculously frustrating matchup. I guess he thinks bullet is Rachel's best matchup...? Lol not thinking about amane, I'd rank this one of her easiest.
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If you ask me 214d jc on block would be underwhelming. It would just generally make the move safe, that is it. Would be cool if it hit low or high, and then 22d hit low or high so she could have better mixup and options against backdashes and jumps.
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they definitely got a good whack at litchi with the nerfbat, but she is likely to be fine. only huge loss that will affect her alot is losing her staff if she is hit while it has launched. that is really going to hurt her neutral and defense, if the litchi is not adept at handling the matchup. so just like every other game named bb, litchi will be fine yet again, but no one will really play her, again.
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not exactly sure what you mean, but IOH is still in, and theoretically, we should be able to do it from any of her normals while in OD. there may be some exceptiones, I doubt 2c would be jump cancel, but if so, wow.
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ok guys, so cp 2.0 is like 2 days away apparently right. and we have some more info on the characters. a particularly interesting one for rachel is that she can jump cancel her normals in overdrive. scary, right? assuming it's true and stays it means more 50/50's (2b and 3c into ja/b) and more meterless damage (and loops; can't wait for 6a/5c jc 2d xn). lotus bats explode! well, more like they still behave like poles for 214c. not sure how useful tbh. plus beelze lotus is still bad. maybe beelze lotus explosion can be level 5 or something. lobelias get another hitbox after hitting a wall. this might have to be seen before anything is said on it.
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Extremely gimmicky and destined to fail unless used in a combo. Death combos are practical and useful. They are literally the only time Hama and mudo should be used by Liz in the entire game - well, there is one more time, not sure of it is still true but if akihiko does his fullscreen maziodyne, using hama on reaction will make all the Lightning whiff and she doesn't get mixed up. If there is another situation like this ifor could be useful. Do remember, both stay out for 8 plus seconds, will activate where they are, and the foe has to be in hitstun where the symbol is by the time it goes off. Not a moment after it is gone. She cannot hit or block anything or they will disappear, her combos will not necessarily keep them in the same area as the symbols, and she hasn't strong mixup in the miraculous event that the for is caught blocking them. It is best to just do death routes which guarantee they hit on shadows and force normal chars to burst and potentially be baited. Yukari has it way better than Liz when it comes to lockdown supers.
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Maybe he's a bit nerdy or uses magic or something. It does seem unfitting, he looks like he is going to be a big bruiser. It would be cool to not directly advere to stereotypes though.
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There will definitely be an GCOD tier list. Who gets the most damage or benefit great enough to support its use in dire situations, who can safely and consistently escape, who can do both, the rest. Whoever had the best over drives before are likely to be high on this list. New distortions are bound to shake things up a bit though. Here's to giving more characters free mixup opportunities. Anyway, hakumen is going to love what he is getting.
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this happened with my japanese version, the exact same issue. i'm not 'glad' it's happeneing to you guys at all, but I am glad I am not going crazy and this is an issue, even if it is the jp version and the na version. after trying it 16 times (thankfully only takes 2 hours to download for me), trying almost everything under the sun fromdownloading manually to background, to resetting the ps3 database and restoring the file system (seriously, at this point I was about to buy a new ps3, but doesn't seem like that will be necessary anymore), it -half- works. can literally only play one level os score attack mode or training on one specific stage. so the game is essentially a vegetable. the error code I got was 80010038. not sure what you guys got or if it is the same. internet tells me to repace the HDD. every other downloaded game still works. anyway, I wish you guys the best of luck, seriously. this is highly frustrating to pay for and it not work, but it is probably best to try to contact sony before anything else, considering my experience.
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It may raise their level of conscious. The extra button pressing could get them into the game a little more. There is plenty of barrier for this game, only over zealous use/ running away/amane eats barrier.
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Stops ib -> Aub attack/aub dp.
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liz seems like a good comparison to margaret. If I had to guess she would be a well rounded fighter with not so great tools for every situation. so while she can fight at every angle, there will likely be several weaknesses she has to overcome. her strong point though, seems to be her movement and properly utilizing the advantages of each of her ranged moves, so those would be the most prominent of her strengths, even if they aren't the most safe.