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Errol

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Everything posted by Errol

  1. You can def charge cancel 22b also. Dunno 22x.
  2. Kuresu twitter info. Charge is hard to get. Hard to start without landing a command throw. JD charge rate seems like it is dependent on height or something? Barely get any charge from a high jump, but from a normal jump, you do.
  3. deadron :/
  4. I'm not sure about this, but it seems like 3c > 3cc might not correct when you cross under anymore. I mean, today is CP release date, but.. might just be complaining about gatling too fast? (Doesn't it sometimes do this if your timing is off?) Also J214x and 22X might be charge cancelable.
  5. cool stuff.
  6. Air hit of 6c downs the opponent... You can charge in the air while rising, and then connect with JC afterwards! Awesome! Wonder how much charge this can get? 5CC>623C>J236D>J214D>6C>JD>JC>5C2CC>JC>JCC>J214A > 4136 BBCC>BBD (max charge 22D)>dash>6C>JD>JC>5C2CC>aerial
  7. see, I could play now
  8. I will play you sometime, but I'm sorta busy with work right now
  9. Also I don't know what I was doing posting this here, it has nothing to do with gameplay, someone should move it...
  10. I'm just saying, sometimes I like to go look at videos from the best of the best, and that's Konan. Kuresu being somewhere behind, and everyone else being quite a bit below that. You can think of it the same way as why you would have sections for vs different characters. It's for studying. I just want to watch a bunch of konan's videos and see how he handles things, it doesn't even have to be against specific characters.
  11. You should have a separate section for Konan
  12. http://www.famitsu.com/images/000/024/585/50a916bad6db0.html
  13. Done. http://www.dustloop.com/forums/forumdisplay.php?267-Izayoi
  14. Ok, I'm going to start on that article.
  15. Tweet is about the famitsu article. The famitsu article covers two things: 1. Unveiling Izayoi 2. Other stuff a. customizing icons, plates, etc on your nesica b. Registering other players as rivals c. looking up move lists on your cell phone
  16. Sorry what?
  17. He's bitching about not being able to gatling into C moves on block. And then other stuff from other people is mostly about how Ragna players are babies, finally starting to feel like a ragna thread, etc.
  18. Some characters are worse offenders of this than others. Like Litchi. Also, SMP has been around for a while.. All we really know right now is they are trying to make it a more obvious mechanic, which makes sense and tries to solve one of the complaints with it. This isn't doomsday.
  19. I could play some matches GGs, got manhandled.
  20. Right.. I'm going to guess that it was mistranslated this time around, and it's what it was in CS2, and in line with the '+3' number. the CS2 line is - Opponent has 3F after superflash until commands can be inputted. So I think that would also mean they can't buffer anything to come out immediately, they'd have to do it directly on that frame. But, that doesn't tell me anything about stuff that is already in motion.
  21. CSEX: 2d , 96f -> 3 charges CP: 2d appears to be like 5 charges in 5 seconds. 300f. constant recovery rate
  22. The only change I know of for sure, is that the tech penalty when you do an SMP move kicks in immediately. I doubt they made all SMP moves cause instant tech. That or they'd have to completely get rid of SMP on Tsubaki's D moves during mugen. The biggest thing seems like for people that end combos by using an SMP move again.. Either for oki, or to let them land a super with guaranteed damage..
  23. Something else I've been wondering. I don't understand the frame data on mugen. It says frame adv is +3. and 'Opponent can perform actions 3F earlier than Tsubaki ' (sounds opposite of +3) total recovery 7F+0 Startup? Is there start up on it or not.. I try to use it as a reversal sometimes but if it doesn't work I just don't know if I was too slow on my D DP. lol...
  24. Yeah, I wouldn't be crazy about a super you can only use for pressure if you also have another 50 heat. It's not P4U where you can get heat from bursts or from going low on life so.. I'd still use it though Reports have been that it is too slow to stick in combos, and it doesn't have invulnerability, and slow startup/projectiles aren't guaranteed to come out, so it hasn't proved to be great. But there's gotta be something good about it. Or maybe it'll be buffed before the 21st.
  25. I'm also gonna assume that CH 22D is going to rape in CP. It's useful to have a yet another pressure extender move, that can come after pretty much anything, and punishes mashing hard.. like 6b>22d. I used to use 6b>22x a lot in CS2, because a CH 22x was pretty awesome then. (I still don't know why they nerfed it so much. I still use 22a in neutral sometimes, but other chars have similar moves that pay how 22x used to.) Plus 22b vs 22d is somewhat ambiguous to most people I think. I find if I do some 6bb>22c's (slight charge) on people, and then instead do a 6bb>22d, it usually works. Granted 22d won't be unblockable in CP so that last bit doesn't matter. But those are the lines I'm thinking along when I think about 22d being + on block. Besides it letting you turn 236x/214x into pressure extenders too. I also want to see, is the new super perhaps really good for oki? or just a ranged punish? what is it going to be good for? I'm looking forward to having an actually good super...hopefully.
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