-
Posts
5,642 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Events
Everything posted by Errol
-
i'll play very soon, coming home from work
-
Good idea, I always have my best results against Moy when someone in his place is streaming.
-
Plat bat is some annoying stuff. But as I recall you D DP if you have 25 heat like 80%+ of the time. Well I lose a lot against Moy too. Plat is def annoying.
-
Aren't they making a VN for BB? what's it called. Anyway #4 is in reach.
-
hmm. too bad.
-
Forget? well, sort of. 2b is so ass, that if you try to do it after a jump it's the easiest thing ever to disrespect. most of the time I just want to safely get into pressure on the ground. and that can be kinda ambiguous with a 6 frame normal let alone a 13 frame normal. You're better off with a throw than with 2b most of the time IMO. Blades super. I think I've never seen it hit out of after super flash, and have seen it hit out of before super flash plenty. So, It's not a reversal super. there's probably like 10-15 frames before super flash where you can be hit? But it's good, we don't have to worry about people reacting to punish it, they have to guess at neutral. low altitude jump charge cancels.. I think JC is too slow, it can be mashed out. JB just seems like a better choice to me. There were some of these in the most recent videos. but what I Haven't seen any of is low altitude jump charges, like platinum tk swallow moon.. You can see from the 6C>JC>JD>5C combos that the JD minimum height restriction is gone, so why not? Maybe it's as suggested, the fact that you can't combo without charge, the fact that it's hard to confirm off JB, etc.
-
It's not as good as swallow moon. BUt that reminds me. They must have removed the minimum height on JD. But we still haven't seen any 5b> JD>JB attempts at breaking people down. Why? J214D still slides.
-
nah... there would definitely be landing recovery on that. I like how JB/JBB float less. JB/JBB/JC/jc/JC seems to be a good standard air combo. I whiff j214c too much in EX>
-
Max dmg will probably be high but it will probably require OD. But the usual story is that damage is universally nerfed. Except for the new top tier! But no point talking about it for another month I bet.
-
Oh really. I didn't notice this part. Sweet. Some other info. Charge cancels during OD recover quicker. JC>Charge cancel>JC should combo during OD. 5C charge canceled is plus. Airk you probably know the charge cancel numbers better than I do, but this probably means 5b, 5bb, and definitely 5cc are plus too? but 2b and 2bb probably aren't.
-
now that I look at it, the command throw motion is a convenient one. HCB. HCF would be annoying, RDP would be a little annoying too. Cool.
-
Are you talking about Lab's roll - spike crossup mixup? That seems totally ambiguous to me.
-
GGs. Yeah.. all true!
-
Ah, ok. I'm on Moy. I'll invite when I see you. CSEX. As much as I would like to play CS1 Tsubaki against you
-
hmm.. I could play a bit. Moy still playing games?
-
5b is 9 frames in CS. 10 frames in CS2. Just the recovery that sucks. although 5b 10 frames compared with ragna 8 frames does suck. Since you can jump clean out of 6a I don't know if it really is faster...
-
Blade super is 8 X 450, P1 60, P2 96. (per hit)
-
Yeah, mugen on paper looks weaker, but I dunno how it'll end up. The other diff is that D moves are just higher damage in CP, so being able to use more of them is kinda sorta relatively stronger? Except not really, because even if you don't mugen, you still have access to crush trigger, and at times you have access to blade super (blade super does hella damage. e.g. fully charged 22d> blade super -> 1200 -> 3256 -> you can combo afterwards. Kinda houtenjinish but with long startup.. worse p2). And you can 214b> max charge 22d so really shouldn't you be able to stick this into a lot of combos? I think.. But I guess fundamentally the gameplay looks like you do chargeless combos in midscreen (which can reach about 2700), and spend the charge elsewhere. neutral,corner combos, dp mash(lol so much dmg). mugens still got that nice 'combo anywhere' thing.
-
Mugen in CSEX boosts prorations of all D moves by 2-3%, and boosts damage of all D moves by about 100. It additionally has a 110% proration bonus on the special dive effect of the 3D series. Mugen in CP just gives a 110% proration bonus the first time you hit with a D move. that is all.
-
Yea, 22d > 236d clearly connected. but.. it might be proration based? twitters and blogs of kuresu and others def mention it as a sad point. The videos we see of it are all 5b >22d>236d. 5bb5cc route might not work. proration or time. since there seems to be some kind of time component in combos now...
-
i might play if anyone ends up looking for matches.. maybe
-
Complete prorations. 5A / 300/100/ 75 5B / 520/100/ 84 5BB/ 400/100/ 80 5C / 640/100/ 89 5CC/ 620/100/ 87 2A / 300/100/ 75 2B / 400/ 90/ 80 2BB/ 480/ 90/ 80 2C / 660/ 90/ 87 2CC/ 680/100/ 87 6A / 620/ 80/ 89 6B / 480/ 90/ 92 6BB/ 560/ 90/ 92 6C /250*6/100/94 6CC/300*3/100/84 3C / 720/ 95/ 94 3CC/ 980/ 95/ 84 JA / 300/ 90/ 77 JB / 420/ 90/ 80 JBB/ 570/ 90/ 84 JC / 530/ 90/ 84 JCC/ 680/ 90/ 87 6 Throw /0,1400/100/60 4 Throw /0,1400/100/60 Air Throw/0,1400/100/60 CT /1000/ 80/100 ※Ignores character combo rate 236A/ 600/ 80/ 67 236B/ 700/ 80/ 72 236C/ 800/ 80/ 82 236D/1100/ 80/ 89 Tackle aura/280*7/ 80/ 99*7 214B/ 750/ 75/ 75 214D/1100/ 75/ 87 22B/ 600/100/ 84 22D/ 900/100/ 87 22B(Charged)/ 900/100/ 87 22D(Charged)/1200/100/ 94 623C/ 800/ 60/ 84 623D/550*3/ 70/ 82 J236A/ 800/100/ 89 A Proj/ 300/ 75/ 90 J236D/ 950/100/ 92 D Proj/ 450/ 75/100 J214A/ 500/ 90/ 67 J214B/ 650/ 90/ 72 J214C/ 800/ 90/ 82 J214D/1000/ 90/ 92 Followup ABC Dive/1000/xxx/ 82 Dive aura /240*9/ 90/ 99*9 46C/ 300/ 75/ 90 46D/ 450/ 75/100 Command throw / 0,0,80*12/ 90/100,80,64,80*11 ※960 guaranteed damage 236236C/300,700*3/100/ 92*4 ※Guaranteed 60,140*3 D0-236236D/300,2000/100/ 92*2 ※Guaranteed 60,600 D1-236236D/300,2250/100/ 92*2 ※Guaranteed 60,675 D2-236236D/300,2630/100/ 92*2 ※Guaranteed 60,789 D3-236236D/300,3150/100/ 92*2 ※Guaranteed 60,945 D4-236236D/300,900*5/100/ 92*6 ※Guaranteed 60,270*5 D5-236236D/300,690*9/100/ 92*10 ※Guaranteed 60,207*9 D0-236236D(OD)/300,620*4/100/ 92*5 ※Guaranteed 60,155*4 D1-236236D(OD)/300,750*4/100/ 92*5 ※Guaranteed 60,187*4 D2-236236D(OD)/300,590*7/100/ 92*8 ※Guaranteed 60,147*7 D3-236236D(OD)/300,720*7/100/ 92*8 ※Guaranteed 60,180*7 D4-236236D(OD)/300,680*10/100/ 92*11 ※Guaranteed 60,170*10 D5-236236D(OD)/300,810*10/100/ 92*11 ※Guaranteed 60,202*10 Also - Mugen provides a 110% proration bonus the first time any D special hits.
-
125% heat, OD, 7700 dmg. Uses 25% off the bat (CT), then easily gains the extra needed. In reality probably needs about 90% Heat. With minimum height crescent(s) should be able to hit 8k.
-
Oddly Hazama is a matchup I've always felt pretty good about. So is Ragna. But then matches like Plat or Lambda.. aaaahhhhhhh
-
yeah, if you look at the end of those combos, you will see that you can gain nearly 2 charge afterwards, giving up oki but not neutral. J214X has something with charge too but we haven't seen it in videos, Dunno. Also, just the command throw is going to turn out to be better than the unblockable IMO.