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Errol

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Everything posted by Errol

  1. Now I'm just confused
  2. That's my main you're talking about
  3.  from kikuchiyo アルカディア曰くライチ棒4B無敵発生9F~19F 発生17F持続3F  んであのリーチと受け身不能時間でしょ そりゃつえーよ 素手の性能も気になるけど頭無敵があるのは間違いないから大体似たような性能なんだろう  素手4Bの受け身不能時間が気になる 対空した時は受け身取れないっぽ? 4b[e] is unarmed right. 4b[m], invincible from 9f to 19f. Startup 17f, 3 active frames. And that reach and untechable time? That's strong. I'm curious how it is without the staff too, but it definitely has head invincibility so it's probably very similar. Also the untechable time of it. As an anti-air it doesn't seem feel like they can tech? (I'm not sure on this part, I don't know the japanese terms for tech stuff. it's ukemi) and then speculation between galileo and kikuchiyo went like.. Galileo likes 4b[e] better, think it is faster and the head invuln is also probably faster, and the recovery is definitely less. Kiku likes the staff version because of the reach, and hasn't figured out combos off 4b[e] yet. then Galileo posted some combos from like 2250-2500 damage. Is there a 4b(1) or something? He said that a lot of matchups became easy because of it.
  4. sounds like JB/JC attack level is up.
  5. http://www.dustloop.com/guides/bbcse/hitbox/tsubaki/2C.html I noticed that she was in the last animation before the hitbox. But Mightfo's 7-9 estimate is probably right and that wouldn't have gotten hit in EX. Maybe it's not RIP-level but there you go. Been digging on twitter for numbers. Notes: Mu 2c does still have head invuln, but less. Has more active frames. Mu 6a is very good. Nu probably is too.. Tager 2c and atomic collider do still have head invuln, but less. Total invuln on 2c is apparently 2 frames though. Noel/Taokaka head invuln is unchanged. Tsubaki head invuln -> 8f. Active frames 5->2. I misinterpreted something earlier. It's not that you only have 2f to followup, it's that there ar eonly 2 active frames. Litchi head invuln on that new move -> 9f-19f. startup 17f. 3 active frames. Jins 2c -> buffed a lot. Don't know numbers. Bang 3c has head invincibility. 10f->21f Ragna 6a -> 4f izayoi 6c -> 9 or 10f Amane 6a > 5f
  6. http://www.youtube.com/watch?v=n8_dEzbr6t0&feature=youtu.be&t=11m53s #RIP
  7. Depends on where in your string they mash.
  8. PSN TD Vs Cookiehours* ft10! Saturday, Feb. 2 *Backup Akira-Shiro
  9. I think they did remove Head property from lots of moves. It was kind of silly if you think about it. there was no way to make a move immune to ground moves but not air moves basically. Of course the result isn't good for us or for Noel.
  10. I thought I said this before but no. 214X has no head invuln in CP, it only has body invuln.
  11. Yea, but the chances of that are close to zero since projectile invulnerability is most of the point of 46D>236D. and they removed projectile invuln from 214D. It's make no sense to put it on 236D. The onlyyyyy thing I could remotely see is if 236D has foot invulnerability... but no way. There's probably been a video to prove that wrong anyway.
  12. Does it have a hitbox at that point? I'm guessing not.
  13. Hmm. Damn. Well I am looking forward to this but I'm going to call this one for TD.
  14. if you want to play my terrible, terrible makoto some I could. but don't feel like you have to
  15. Mu also has 6a? I'm mad that characters like Jin and hazama are going to have equally functional anti-airs when we've only got the one and we've typically had better than those characters at least.
  16. Had fun playing with everyone. Looking forward to seeing you all again!
  17. I think they did tweak anti airs in this game. I've seen references to head invuln data being in the new arcadia, but no raw data.
  18. On the topic of shitty tsubaki followups, .. Latest arcadia says that 2c followup is 2 frames tight. and 2c head invuln nerf
  19. You could always, you know, open a room yourself.
  20. Could just be a bug in the system.
  21. I guess it depends if you have a good signal for the micro dash buffering, and how many frames of leeway you can get the 5cc/whatever down to. micro dashes during tsubaki's jump loops are easy because the timing for buffering the microdash is easy. but after 214X I find it annoying because I don't have a clear indicator when I should buffer it I guess. She kinda just stands there and then the recovery ends. with the jump loop, the recovery ends when she lands so you can clearly see it and buffer it..
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