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Everything posted by Errol
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throw > blade super throw > 22d > blade super throw > 214d > blade super CH 214D > blade super all do not work 10% health OD recovers 4.2 charges from Memory 214D > 5C > 2CC > JB > JC > jc > JCC > 236A > 214C == ~2800 damage. didn't seem to be able to follow up after 214C. corner throw> 214D> 5C connects, but 2CC after doesn't connect. Charge cancel is the same, about 4 charge cancels for 1 bar. Confirmed Jump loop off of 5b for 1 rep, but don't know about the finisher D灯は中央で当てても、ノックバックで二段目スカる Mid screen: D Proj hits once, but due to knockback 2nd hit whiffs (? has 2 hits? didn't know this...) Might be usable for oki C Proj is slow to start, but if you can get it out, seems usable for neutral. During OD: Supers have the same damage, but don't know if there are any other effects. Tried to use command throw when it looked like he was going to be thrown, but got countered. Might have no invincibility 623C>j.236C>j.214C hit timing feels slower (before it was very fast, now feels longer between hits) Putting out 3cc feels subtly different? Doing it as fast as was possible before, it didn't come out AH : goddess statue behind Tsubaki during AH is black, regardless of your color j.236A: After a raw j.236A in neutral, can't do anything. Not even j.214D. 236X,214X: Still able to cancel into 22D on whiff. JC, JC: Charge cancellable. JB rising combo (i.e. the jump loop) impossible on ragna, possible on tager. 22d > 3c doesn't connect ( I think referring to when you hit close with the 22d, but not in the corner.) 22b is garbage. If you hit, it doesn't down, it doesn't even stagger, it just hits them (like a 5b). In spite of that, has large recovery. If you're at a range where 236A won't hit, there is no basic combo to do. JBBS writer said he was using C proj (which of course gets blocked, but that'll give frame adv). Blades super: Time from setting up the blades to shooting them is so long that it doesn't feel like you'd be able to stick it in any combos. 立ち回りで出しても中盤の刃発射くらいまで動けないので余裕でミズチとかいろいろ確る No idea what ミズチ refers to. J214D : In the corner, not enough time to connect with 6c, 3c, 5c(w)c. 2b connects, but followup 2c is blue. Didn't test JD charge cancel > JC, so there might be a chance there. 2C > 214B,D, does not connect. Don't know about on crouched opponents. 214B : SMP added. 2b>5b : gatling is gone. 2bb>5b works. 3c and 3cc are of course not jump cancellable Blade super is easier to use than I thought D刃D閃の強化タックルでラグる Blade super > 236D .. ラグる don't know what this means. Command grab is .. questionable. Certainly not a replacement for unblockable 22d. This might be my imagination, but 5b feels uncomfortable. Is it slower? Raw 22b not blowing back is rough. 6C jump cancel still there. 5Bch > 6C, 5Cch > 6C still work jump > JD recovered about 2 charges after landing. high jump> jump> JD recovered about 2.1. Seems like it is about equal to 5d until you hit 1 charge, then it slows down. Then it gets to 2 charges eventually and about stops.
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I think it was that it has long hitstun, maybe it's also a stagger state, but can't remember. It looks like there is a LOT more info on jbbs, that I will translate when I get home from work. Saw another note that jump loop combo didn't work on Ragna, but worked on Tager. I think it's the j.B part of it that broke. just skimmed. Of course, that and anything else that has cropped up since the info I posted last night will end up on here in probably 3 hours or so.
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nah. While being combo'd mugen doesn't decrease. During block should be normal... Followup 214xs move length is based on the preceding 236x. 236c214b moves a gross amount command throw does 960 damage, gives 2 charges. corner throw, 214D, 2CC, CCC ender does 3400 D projectile is as big as a spark bolt D projectile is not 2 hits, if it hits they stay there D proj > 236D releases an aura. stagger state, but 6c is too slow to hit throw > d proj > 236D projectile hits, and no aura comes out (due to projectile hitting) JC doesn't float. 6cc> JC>JC whiffs due to height forget about DP whiff. j.236A releases a projectile, but disappears partway FC 3c > 6c doesn't connect j.236D > j.214D, even diving through the projectile aura doesn't appear 22b CH causes stagger OD at start of round is ~2.3 charges jCC > j.214D > 236d doesn't connect (at 236D) Crush trigger range is about equal to 5c, startup is about equal to 22D, chargable but effect of that is unknown impressions: feels potential in neutral from the projectile, and damage seems to be pretty ok.
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8/24 C DP seems to have invincibility Jump loop combo seems to be gone (? might be referring to loss of 5c JC, still doable with 5b as previous test?) Mugen gauge does not lower while taking damage. AH's seem to be in the game this time. Tsubaki's looked almost the same (did not catch what she said)
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What chars don't care so much about their personas being broken/
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hi Final_round. what you're looking for is in the first post of the thread. Throw followups are limited.
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laggy mitsuru is the pits
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I guess that beam can punish about anything, including the beam itself? so no one wants to move.
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They are overheads. I haven't played anyone that made them hard to block though, mostly just at range and it's easy to see..
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I'll try those out. Thanks.
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at this point, the thing annoying me the most about combos is getting 5a after dash cancelling 5c. In combos like 5b>2b>236a>236a>236236a>5c>236b>236b>5c>5a>5c>214c>236236d. It's like, it can't be buffered and you've just got a couple frame window to hit.
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Tried to play some this weekend.. turns out my connection is total garbage.
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I find it infuriating for that reason. I mean, it seems like it has invulnerability for a really long time, I'm not even sure how much recovery it has. mostly attempts have been met with it being mashed again when I try to punish. Maybe jump straight up and punish after landing?
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how do you punish her FA anyway?
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Next Location test is from 8/24 to 8/26.
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Some supers are supposed to be different during overdrive, but didn't make it for this location test. Info died down on the end of the location test. There is supposed to be another one sometime this month I think. I'll be around to post the info that shows up then.
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Correct.
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yeah, makes sense. stupid internet
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I thought you had the' best poke in the game'. how do you reconcile those two things. 'hard neutral'?
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Kanji's reversal destroys Slab's oki game?
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Reports have been that 5b seems the same regarding the slow whiff recovery. There was another report of 6b not seeming to have frame advantage anymore. 236236D is reportedly between 4 and 5 charge 236236D from CSEX, but this doesn't tell us much anyway. Minimum damage is the important part and we have no info onthat. Maybe more for me to add here after work.
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Anyone want to play in 10m?
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very little info last few days. One thing of note is that 6b has changed. like, it floats a bit, and you can pick up afterwards with 5c.