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Everything posted by Errol
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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?
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What are jump startup numbers for the cast? I thought arakune had the slowest jump startup for that matter, altho he used to have the fastest I think
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Ah yeah, air throw range nerf in CP. Probably can't charge cancel > air throw due to range.
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I think air charge cancels are going to be mostly annoying to use. But, I think air charge cancel > throw when you meet in the air will be fun. As far as frame advantage, there are going to be all these weird heights with regards to charge canceling. You need to charge cancel at a height where you have enough time to get out an attack. There are heights where if you try to JC your attack won't come out. if you JB, your attack will come out but your frame advantage and combo potential will be gone by the time you land. (There's virtually no possibility to combo off JB after a charge cancel even at ultra-deep height). Then the fact that lots of times when you hit with a JC, you already have an airtight block string, or if not airtight, very plus even after you land.
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GGs to Solid_Legend
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I'm saying it's the same as ground charge cancels. +1 in this case doesn't mean you have an advantage. If they guess it or see it, they can hit you out of whatever you'd do next, just like ground charge charge cancels.
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+1 is obviously not very good since our fastest air normal is 8 frames. Leaves us in roughly the same boat as ground charge canceling. Except that if you are blocked after the charge cancel and land, you're probably going to be at a disadvantage.
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I think those numbers are off by usually 2. Charge cancels are like special cancels, which you can cancel on the first active frame, and not after the last active frame. The numbers come down to simply attack level. level 3 is -2, level 4 is +/- 0. Level 2 is -5 I believe and anything else than that is of course rather bad.
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Only Jumped once to do the throw, so you can still do another jump for rising sj.c oh wait.. :yaaay: