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Errol

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Everything posted by Errol

  1. 3cc had head invuln in CS1, lolllllllll. That page also shows JD recovery as 8f after button release. Dunno. probably still true. Ah, huh. For the record, charge cancel values in CS. 5b/5bb/5c/5cc +/- 0 2b/2bb -3
  2. Nah. Here are cs1 combos. http://www.nicovideo.jp/watch/sm12914284
  3. CS1 tsubaki had combos and did damage. Charging sucked and there were no whiff cancels.
  4. It's just dumb. There were major buffs to anti-airs in CP. Jin and Litchi both got AAs roughly on par with tsubaki's new 2c. Rachel's 6a remained the best AA in the game. Bullet and Amane have crazy AAs. Makoto and Platinum's AAs got buffed so that I think there's no question they're better. The one thing is, like everything else with Tsubaki in CP, is that reward is on a different scale. Potentially. You can do some nuts damage off a 2c now.
  5. the biggest thing to me is that 22b is a 14 frame startup which is slower than 22a was, but the reward is colossal in comparison. Rachel 6a, wolf b. Rachel's 6a is honestly a better version of tsubaki's 2c and it wasn't nerfed. wolf b is different because you don't have the same access to it though. For various reasons outside of the strict performance of the move as an anti-air, I like others and don't consider them really worse. e.g. Makoto's 6a, because while it was able to trade, it was invuln on frame 4 instead of frame 7. in CP makoto's 6a is invuln through all of the active frames and recovers as quickly. It hits on 11f instead of 13f which makes it harder to end up blocking, or double jump out of. No followup into 2cc to mess you up. Actually got blocked on the ground? no problem. So to me there's no question what I would prefer in CP when I was leaning towards it anyway. Pretty much most of the above applies to most character's 6as...
  6. I don't think so. I see a gap in that video. You can cancel the landing recovery by doing something on exactly the frame upon which you land. this is how combos like J214D>JD>JC>22D/236D/JC/623C etc work. 2c was good but there was better. New 2c is unquestionably average if not below average. There were some AA nerfs but there were also a bunch of aa buffs.
  7. JD recovery is the same as it has always been. It has landing recovery, 9 frames of it. 14f is how long it takes to recover from a tap of JD in the air. after you land, you've got 9f where you can be whacked. now, you can just-frame cancel the landing recovery of JD but that doesn't particularly have anything to do with this and doesn't have anything to do with barriering either. What I think has changed. a. Minimum height seems lower. b. Charge rate all around nerfed. c. can charge cancel air normals. Another note. I really don't think +8 is too much. Plenty of other characters have stuff like that. Valk 6b is +8 for example, and his 6c is +5. I would've preferred 22d to be +3 uncharged though, and ALSO +8 on full charge. Char is trash remember. old 2c 13 5 18 invuln 7f-14f new 2c 13 3 22 invuln 8f-14f Give me a break.
  8. and fwiw JD is just as ass in CP as EX. OD doesn't help the landing recovery.
  9. In theory both of these are the same. 214b and 214d have longer startups based on how far you are from the opponent. so if the startup is longer, the invuln should be longer too. But it also might mean that the invuln starts up later. Dunno. like if you charge 22b or 22d, it's not like the guard point changes, all that changes is when the guard point /projectile piercing happens. which is like, 1f before the hitbox comes out. Similarly 214b/d might be thought of as having invuln 10f before the move goes active, while 214b loses it the frame before the move goes active, and 214d stays invuln for 3 active frames.
  10. I think it was mentioned that recovery behaves like Ragna's HF now. Same static diff whether you hit instantly or late.
  11. I thought that was a joke when I saw spinoza say it but apparently the mook says that literally.
  12. 5bb attack level is nerfed, I'm pretty sure
  13. 623C active frames are supposed to be through the roof. why it's not punishable if someone blocks it high in the air.
  14. Noel is psyco's goddess. and you've got the hakumen there too. Born from Noel, ideologically
  15. GGs to psyco. PSN is not perfect but not bad.
  16. Click settings Click edit avatar (left vertical bar) Click use custom avatar in option 1 enter: http://www.dustloop.com/forums/attachment.php?attachmentid=2361&d=1364781243 then save changes if that doesn't work, right click -> save as the image, then use option and browse _. select the downloaded image.
  17. I did just what you said?
  18. psn is perhaps a bit funky right now. imo remove the jin ball from your sig.
  19. man I had to drop to a character I haven't played in 2 months b/c of your lag ggs anyway, ggs.. I should probably play some tsubaki before I go to japan anyway..
  20. GGs to moy, playing my "day 1" tsubaki
  21. it is funny watching, like they changed all her moves but they didn't charge her ai. like the comp constantly whiffing 2c after 214b, or pressing 5bb..
  22. d version always has, has no invuln though
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