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Everything posted by TD
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Is there even a reason to play Liz anymore...? Character love or not, when something that is in every way better than the prototype, the prototype becomes obsolete. So, so sad. Liz could have had all of this. Instead all she got was a slap. A flipping slap.
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623c doesn't have a great horizontal hitbox I believe. It can whiff to well spaced attacks which WILL be a thing. Teleports should be fine because recovery is getting her a slight disadvantage neutral reset at best and combo'd at worst. I guess it depends on how she teleports. In the corner the teleport of choice will be painfully telegraphed. Reward of hit also needs stars. No stars and she's probably getting 2k mad in either mode. I'm not getting an OP vibe from her new DP, and there may be more changes and even hidden ones come game release. It will probably be edited a bit. She did need a meter less DP though. This is a nice way of making her more unique.
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Ah, the two characters I'm not fond of. What a surprise i forgot all about them. I included terumi though as the second haz. Thanks. Teru also has a rather long range one. He is a short range character for all intensive purposes and just as low as tsu, and his grab is a lot more scary than hers.
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Oh wow, that is new to me. I wasn't aware she couldn't late chain her dp options. Poor thing. @command grab. It is decent if not underwhelming. By the way, after the second time, doing the command grab with full heat gets you basically nothing. While tager can get DAMAGE, both haz's get meter and super cancel with one getting good corner carry, kagura gets a combo, Noel gets a combo, nirvana gets a combo, valk gets full resource and a combo in corner... Did I miss anyone? Tsu's doesn't even give her corner carry or any noteworthy damage. It can be rc'd but then you don't get the charges, and does it have a good starter and proration? The biggest problem with it is that it doesn't exactly solve her problem or even fit her play style. I mean, it could, but the high/low game is terrible, barrier> tsu, she can't really deal with mash or jump, how are you going to threaten people when they aren't scared? I remember getting hit by the grab three times in a row once. And my exact words were "ehh". It just isn't scary. It doesn't even frustrate. Tager and hazama have that covered better. Why does hazama even have a command grab.
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Most dps except kokonoe of course....ugh... are unsafe without heat. Not taking heat into account, Tsubaki has the option of using charges to whiff cancel her DP. After the initial dp she has three options, either j236d, j236d 214d, or just j214d to fall fast. It is something resembling of a mixup. Having a meter less second mixup off a DP is a good thing. It may not be the best option but a mixup is a mixup. It may cost her charges but it's not like they make her superman anyway. This and the general buff to her DP makes it good IMO if not decent. With charge, her dp is probably the most used on wakeup, next to kokonoe, Ragna and terumi. (Ok, this list is subjective, but tsu still has a highly used dp.)
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About the unblockable, can it be used while the foe is in blockstun? Can it be canceled from normals? I really really want to play this char already why did I come to work today qq On a serious note (pun) though, how many of her moves serve lockdown purposes!? It sounds like once she's in, she is in that ass for awhile...
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HMM I WONDER WHY KOKONOE IS HER REFERENCE PALETTE
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that's why its a knockoff lol. it can't be better than the original. td the iphone 5s and blade super is... 'cat'phone. wtf is a catphone you ask? exactly. oh wait, a better comparison would be cse litchi's daisharin. now that's terrible.
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if you always want double oki in the corner outside of s starter, you can always get it. it requires the pole, OR you can have another wind and go the 5b 6ad 5b route in the corner. it's a little more difficult and not entirely necessary because lol pumpkin oki, but if you really want that double oki for whatever reason... I would help but it seems you guys have everything covered here. oh well, until next time.. *disappears*
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yeah tsubaki is pretty terrible in the keeping pressure aspect. it is not easy for her at all and you really have to commit to hard reads with her. it is not at all the same as having a puppet, ganging up with the entourage, attacking from stupid ranges with a staff, or even your traditional rushdown. frankly, I don't know what it is with her. you kinda have to be a psychic and a scumbag, because everything with her is so unsafe on hit block or whiff. honestly her best three things to me are her dp and its relative safety (the scumbag part *coughkuresucough*), the 50 heat knockoff td she has, and her running speed... like different cast members have this stuff and so much more. whatever im not going to be here lamenting about her because shes not my char, but she is kinda bad. if her dp was still trash she'd still be low tier, that's how I feel.
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terumi is meant more to be annoying until he gets that meter and then he becomes dangerous. getting the first hit or misusing meter is where he is most vulnerable. without meter his best options is being in constant plus frames so you have to be kinda close, using 2a 5b and the like. 2d is a decent tool to have for him but its weaknesses are there and waiting to rear their ugly heads. even on block you arent guaranteed a pressure reset unless you are close, and the closer you are the easier it is to get mashed out of startup. you can do 5d from midrange onward I guess... otherwise you just sort of go back to neutral or still gamble a reset. the 5c mixup is indeed terumi's most potent. he has the orochi mixup, the empty jump mixup, good frametraps into high or low, a high that is plus on block, plenty of meter stealing and meter use tricks... in a sense he can be hard to play. more like, he can be a struggle to play because he is one of the easiest characters to understand and play in the game. so as a terumi you need to know all, and I mean all of his gimmicks. they are usually effective once or twice, and he has quite a few. he's a true hustler. defensive chars. hakumen?? tager I guess, he has no choice honestly. kokonoe because she can do everything, teleport gets her out of elephant poop every time. all the fore mentioned characters are defensive, agreed that most zoners minus mu and kokonoe are defensive. rachel is like hyper offensive but she can defend herself slightly with her tools and george. wouldnt put her in the defensive cat though.
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Damn, somewhere in that Great Wall of china, I meant to say that beating dps are going to vary based on the character you are fighting and must be considered. So here it is. Beating dps ante going to vary bas- You know what, whatever.
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Barrier is fine the way it is. You have to think about those characters without a dp. This ain't unib, where you can die if you are knocked down, up or sideways even once. Why even have rolls if that were the case. Barrier, ib barrier, ib normal block and the rest of the defensive options have their places, strengths and weaknesses on this game. I am mainly saying this because the nerfing or buffing of barrier any more could potentially throw off game balance in its current state. Now, as for beating barrier. The options per character - or rather, terms - tend to be universal, with variations depending on spacing, timing, the player and character being played and how you choose to use your characters available options. To make this simple, most DPless characters can have their barrier beaten the same way: pressure resets, 5a/2a/throw pressure, utilizing plus frames. Because of the characters lack of dp you are only looking for them to jump, mash, back dash or one of the four blocks, which when out into perspective most of this can be beaten simultaneously with certain strings and option selects. So it is not too strong for them and is why you see amane players lose fast when caught slipping without heat or burst. When it comes to invul moves like Carl vivace or relius led ley these options still apply except the options now have to beat their move as well - not to hard, for most. This is still considered a variation. Once dps come into play, anything that is not gapless is at risk, and substantially increases the chances of the dp character escaping. You guys should see me play litchi. Sometimes on wakeup if my foe expects dp I can just wake right up and super jump with not much worry, because beating a real DP is the opposite of the other options. Unless you have like a pumpkin or ignis or nirvana or a kokonoe etc, there... just isn't much you can do unless your character can safe jump. So barrier along with other options become way more scary. In the end all it is is a guess factor between more options that increase your chances of failing a string while also increasing your chances for massive reward. Tsubaki tends to get the worst of everything. From not being able to see, to getting bodied by her lover, failing all of her missions, being the only girl to wear unflattering pants, to being low tier, she has been through it all. Can she beat barrier? It's hard, but yes. Literally everyone can at this stage of the game. You just have to be smart about it. Sometimes really smart depending on your character.
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Yo Margaret... She got the potential. The potential to be completely despised. Sign me up.
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It's a trope.
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eviolite made some pre evolved's good for a long time. chansey was better than blissey with this for example. zweilous had the highest attack in the game as a pre evolve a while ago. whether they are still good with the new generation, dunno. just how beginner friendly are they talking...
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she may have other knockdowns to compensate for having to hold the chocolate for a second. like dp or super. her tools do sound like a little of both rushdown and zoning, though im leaning more toward zoning since it sounds like she can riddle the screen with weather, chocolate, thunderclouds, eyeballs and cards. depending on how fast she is she can end up being really offensive. and she has traps, instant thumbs up.
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Oh nu's swords aren't projectiles? Let me go inform the tager players that they were doing it wrong all this time and sledge is completely free to her swords and all hope is lost.
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The amount of mind blowingness this mixup has... Being on the receiving end of this is definitely not fun.
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Burst is the only thing inconsistent I believe, since she can prioritize gaining meter over doing damage in matches. Once she has over 75 heat or enough health to convert into 125 heat, she can do the combo. I think damosu did this particular combo starting with 5a, so learning the combo should be the easy part. Burst of course is required. Looks like she can kill a shadow character every other round if she does it this way. That is potent stuff.
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well, he is. or does. whatever, the guy sends hate mail.
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Rather fight a kune than a koko. At least he can be zoned, doesn't have a DP without heat and so on. Yes he is really really dumb we get it BUT, his weaknesses are holding him back. Now it's up to your character to exploit them, obviously bang has much harder of a time that any zoner could, and no good anti air. These sort of things really help shut kune down. Now of you were playing haku you kinda have nobody to be mad at but yourself as he is both better than kune overall and shits out the same amount of damage, except he sneezes and you die, kune kinda has to set his up Play rachel, at least she can completely lame out his curse unlike any other char in the game... Except maybe koko
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What crawled up his ass, right? Apparently, bugs did.
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This. Wait, are you using shield?
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l care. some of these restrictions can screw a player over just for having fundamentals. charging isn't exactly the safest thing in the world, and the special perk gained seems almost too easy to lose in a heated match. it's already not easy, last thing any player wants is to execute it perfectly but still lose because they had to crouch earlier. it's so subtle. it's whatever right now, but good tactic or not l can see this being a problem in the future, or just situation specific, which would be ok l guess.