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Errol

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Everything posted by Errol

  1. Not so much, groups is where communities go to die. It's not dead but it's nothing like it used to be.
  2. You are such a tease Toan, you know I'm only going to have the chance to try to land it 2-3 times.
  3. Nah, I thought I would try something different and then I did realize I shouldn't, and just keep jabbing you on your wakeup. I'll take getting hit by a houtenjin once in a while. I win the other 9/10 times.
  4. hmm. anyone want to play a bit?
  5. 22D is a very strong starter. It fatal counters on max charge. It may or may not have frame advantage when charged. We'll have to see how things go. Damage has gone up some even without charge. The kuresu videos are a good watch for seeing some of what is diff, and what combos will likely be used.
  6. Mugen only. Also of note. I think kuresu got a 2kish combo off CH 22B. Another step up from CSEX. Also will work better in the corner than in CSEX. Tho I think it's slower than 22a unfortunately.
  7. I think every char has 100 p1 jabs now. well, p1s seem to be largely 100, except for lows, AAs, and overheads.
  8. To be specific, it guard breaks if the opponent doesn't barrier. And I think it doesn't eat barrier gauge either.
  9. I don't have recipes but I've heard you can reach 5k off the command throw. 3k with more modest resources (2crg, 75 heat)
  10. ツバキはコマ投げrc>3CC>5Cがつながって格好良かったです。おわり。 Command throw> RC> 3CC> 5C. Knew it. But whether it'll actually be good or not I don't know.
  11. Ah. He missed it because his double jump was vertical. But yeah I think you're right. Non D specials seem not nearly so bad this time around.
  12. The 5b punish combo you saw, wasn't that a grounded ender? maybe I missed it, I saw a 5b 6cc 214D IAD stuff > grounder ender combo.
  13. J214C has higher recovery - that's why people go for J214A/214b. 5A>2C followup is because 5C>2C doesn't seem to be stable. char based? I can't remember
  14. Strongest starter is without a doubt going to be charged 22d, especially on FC. But that is going to have issues with practicality too. Also 6bb might turn out to be a decent starter, since you can 46D>236D off of it (only on air hit, but CH 6b trips them so I think it could work..)
  15. cookie do you want to play again sometime?
  16. 6C prorates well. 6CC is just decent now. But will still get used just like 623C gets used. Bad dmg or not, you need to be abe to continue your combo.
  17. proration. But this has been what we've thought for months. RC for dmg, lose the charge, or take the charge. RC at the end, 5 charge D distortion is cool but really for simplicity, slow confirming, and for burst protection I think. You'd just do better dmg RC'ing earlier.
  18. See, I remember Tsubaki as being 70%, and thought somehow that that was the average. Hak is 60 Tager is 40. This place doesn't get many posts.
  19. I thought you could followup the grab by burning heat up state. Well, Not that I know anything about Bullet or have read anything. As you say, I've only seen it as a reversal, and I've only seen standard pressure from her. But I guess I would be surprised if she can't RC it for some real damage. ah wait, why RC when you have a GETB. I have no idea about this char I guess.
  20. I think it comes down to combo parts. Ideally you want to have you best moves all up front. move A, move B, move C. But you can't necessarily do that based on hit stun, untechable time, etc. The jigsaw puzzle comes together so that not being 6c first makes it easier to string things together. I still imagine the highest damage combos are going to come from 6c or 5c>6c, but people need to figure out how to fit them in.. Or maybe it won't. Almost like how 623C is a critical part in Tsubaki's corner combos in CSEX, even tho the dmg/proration is really not that good? I dunno. Similarly 6bb is looking like it is going to be a very important combo part in CP, the damage/proration are pretty decent, but more importantly, it's something else you can do the [4]6D>236D combo part off of.
  21. I almost miss not having done that, but then by all reports CT was a truly shitty game, so maybe not. Yknow what always gets me angry? This is what gets me angry. Gold burst -> Max damage combo 1800 without charge. Max damage combo with 2 charge and 50 heat -> 3300. Max damage combo with 2 charge and 100 heat -> 3800. I think other chars like valk get like 4k/5k/6k with 0/50/100 heat. This gets me because gold burst is a system mechanic. I don't think about dmg on other combos much lol.
  22. Yeah, Just different form of Oki. In particular, Air enders give oki now instead of being all the way across the screen at frame disadv. Well, I think you're really good at defense and it really screws me up. Also I get the feeling you combine neutral with offense because neutral is basically offense as Lamb. I only opened that room to check my game count actually.
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