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Everything posted by Errol
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You can't frametrap with 5c.
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I take it the dash is to help it hit as high as possible? Think ther was no dash in the recipe I saw, although it worked without it but it seemed tight
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Hmm. Cool, Thanks. Still trying to figure out the 214A~D > 5CC pickup. There's tons of good info in this forum though.
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I was doing cripple matches and this was killing me. Also I was trying a combo out of the first post. good starter> 5d> 214acb> 5b>6a>2d.. etc. This isn't optimal?
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Anti-air? Against Tao?
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Started playing Makoto against DE last night. What is wrong with me? She's bottom tier in CP too
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I like you mac. Trolling other character forums is the kind of thing I would do myself. Off to Hakumen forums to post videos of counters whiffing and being blocked
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Yeah
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Not sure if I would use that. Against people that don't punish jump cancels, I might, but you have to be right on top of them too.. That's not fun. I guess it's this. There are frame traps. but I don't like them.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Errol replied to Tong's topic in Zepp Museum
Yeah, that art was terrible. -
I don't normally bother to post the negative stuff, but there it is above. I like posting cool new discoveries more than complaints about D moves not being useful. Another note is that Tsubaki actually has very few frame traps. (CSEX) There's 5a/2a>5b (LOL I WISH THIS WASN'T A FRAMETRAP) 5b>5bb (as above) 5b/5bb > 3c 5c> 5cc 5a/2a>2b 5cc>6b 6A/6C are too slow and will get stuffed by jabs. 5c>5cc is the only one that nets any damage, without being close to suicidal like using 3c after 5b/5bb.
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What.
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A common complaint about CP is that all of the D moves were nerfed, BTW. Their damage went up but they were all otherwise nerfed. Non D's too. 236X : Slower, when it CHs, tends to leave at a distance where stuff doesn't connect. 236D worse recovery, leaves you in front of them sometimes too. 214X : Invulnerability on this is kind of gimped. Other chars had some similar changes. No projectile invuln, and I think head invuln is gone. 22X : No more 22A CHs. 22B CH gives a lot more damage, but 22B is slow and as we have seen, it is never used in any videos probably because of that. 22D nerfs (obvious) J236X: Well, better in that you have the A projectile. but J236D is useless outside of combos with J214D. Both have insane recovery in comparison to things like Jin's ice blades. J236B/j236C for movement and for punching people in the face when they want to disrespect you after JCC are gone. J214X: Landing recovery is worse. Using this to get out of the corner, for example. 46X: D version is pretty pointless outside of following up with 236D. They could've made it a level 2 projectile. It uses a charge. Command grab: no D version. Normals: 5bb: This has a really nerfed hitbox/movement. It will whiff on crouching characters that aren't at point-blank range. From point black, if you have 2a>5b barriered, this will whiff. But damage potential is up. Just that the normals have some of the same problems they have always had. Tsubaki really has no answer against characters with strong low-profile moves besides just running in and 5a'ing. Chars like Lambda or Platinum have 2bs that are stronger pokes than our 5b in their own right, but also low profile 5b. Their disadvantage is that they don't hit jump outs as easily. 6A is slow as hell, and if you know what to look for is very distinctive and easy to block on top of being slow. No jump attack box that can crossup. There's a lot of problems. Konan is 9th dan by the way.
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Vesperia and Xillia are miles better than graces f go go official tales thread
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Where did this list come from. I don't see Jiyuna posting a tier list recently. and it's not a recent jbbs list. ???
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All said you can't argue with the 'this character is more boring than CP' thing. That is certainly true
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Jiyuna's lists are just from jbbs. Which have been showing Ragna at A for quite a while now. Altho recently they've just been talking about just basing the tier list off results. That is, the tier list based on the dan ranking of the top players. Which puts Ragna in S/A+ which is why some people are objecting to that method... ed: lol is there actually a new one? I'll have to look when I get home.. but there are so many of em it's jsut a matter of which one you post.
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Granted, you usually don't get hit if you're using it defensively, but you don't get rid of the landing recovery by doing stuff. The landing recovery is only "canceled" by doing J214D because J214D has more landing recovery anyway and overwrites it. Hopefully an iad back with a jb or something will leave you in a good enough position. But then your position is still gonna be 9f worse than it would've been otherwise. That might not be enough to get you hit but it might be enough to force you to block....
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They could at least reduce JD landing recovery a little bit. 9 frames of landing recovery is really pretty harsh. The landing recovery that people complain about getting on other characters, is like, oh, 3f on landing after doing an attack with a gigantic hit box. 5f and I would be satisfied.
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GGs DE
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Ask al lyou want, Just figured I should link it at the least.
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http://www.dustloop.com/wiki/index.php?title=Frame_Data_%28Tsubaki_BBCSE%29
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that's probably an artifact of using RC instead of JD don't you think?