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Everything posted by Errol
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Well, I don't actually make any claims that one way is better for the community or anything. Just, personally, I do want some change. Loss of 22D unblockable doesn't bother me. I'm excited by the proposition of having a command grab, getting a real projectile, as well as a real air projectile, and a real DD (one with use besides tacking on damage in a combo). I also enjoy, to some degree, learning new combos, so all is fine by me.
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Yeah. such non-news though, heh.
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I knew when I posted that, that you'd be here to post. But, to me, people whose characters haven't changed in 3 years are on the losing end. Although it happens to be that lots of characters ARE changing a lot. I don't look at other char's changes, mostly, but I do know that some definitely have some very big changes - like arakune losing all routes for 100% curse combos, various gatling losses for chars (no dash cancel for jin 6c, follow up from sekkajin costs 25% heat to do anything, etc).
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2 years of IAD is enough for me, I'm fine with learning new combos all around.
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623C 'appears' to have invincibility, but was tested as anti-air.. and not really sure. j.214D still able to be followed up with 5c-2cc or 3cc in the corner. command grab, didn't seem to be able to cancel with any moves. matches earlier reports of having to RC to follow up.
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so far as normals go, I've heard this: 5b/5c seem the same. i.e. 5b slow recovery, 5c fast startup remain 6b possibly no longer + on block, yet ch 6b still combos to 5c. take with grain of salt if you ask me 3c can't be jump cancelled, so rather I think thats no change. probably still jc on hit, but who does that anyway. 3cc seems to float higher 6cc seems to float less also, from the two combos routes I posted before, starting with a 5a netted 1500 and starting with 5b netted 1800. Not sure if that means a 5a p1 nerf or not. 2c seemed faster. 2cc seems to float higher, to make IAD combos difficult or maybe impossible
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I was wondering where Keebster was *hides* 236D on air hit, causes the opponent to bounce back similar to a 22x CH, but it doesn't have to be a CH. 5bb2bb5cc6bb236B doesn't connect, 236A does. Also questioning whether or 6bis still + on block. However, 6b CH will still combo in 5cc, etc. Something different about 22x(which?) or 236D - midscreen, 236D will not connect after a hit. 214D doesn't float as high. Also, Dark Tsubaki is still cute. STILL NO INFO ON 623C WTF?
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Would be nice. I wondered because when someone said they used at the beginning of a round and got back 3.5 charges, they specified that it was the 2nd round.
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Yeah, I think that's how it works. Not sure but I think you might not start the first round with a burst. Anyone know what it's like in P4A? I haven't watched that game at all, ha.. wonder if any stores will have any copies tomorrow
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An interesting thought is that Tsubaki's Overdrive seems like it would be good regardless of if you get to land a combo. Like, even if you use it and immediately get combo'd by your opponent, I think you'd still wake up with 3+ charges. Enough for a D Dp and other shenanigans.
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No idea. Would be cool if it did. But, j.236A releasing an orb by itself sounds like it'd be a lot of fun.
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There's good stuff there. j.236A also releases an orb. 2cc floats higher, feels as though it was to make it harder to do IAD combos. C projectile is 1hit, D projectile is 2 hits. If a D projectile hits a C projectile, the D projectile continues on. (tsub vs tsub) Seems like the command throw is a series of Tsubaki slicing them up with the 6C blades. There's lots of places you can RC, but there might only be one place you can RC and still gain charges. Hmm...
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Right. another note, I saw someone say that the throw sends them flying up. so I suppose after RC, it would probably be a 2cc or j.CC followup combo. Tho, no idea about proration. If you could get like 3k-4k off it, using the 2 charges it gives you, that'd be cool. That would be cool, Pk. Thanks
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Come here BJ, I'm going to give you a bear hug. more jbbs, think info comes from somewhere else originally. Not sure where else people talk about this stuff tbh. Besides twitter, and I don't know what twitters to follow. Command throw has a quick startup, CH 2a > throw is green. (Since command throws can't be teched I'm guessing this just means it isn't a pink throw. Also, That makes it seem slower rather than faster). Gives about 2 bars when you hit with it. If you RC, you can follow it up.
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more info. didn't see this one earlier. 623C214A(w) j.C seems impossible, but 5C will hit. similar to 623B whiff combo in EX. 5B's whiff recovery feels the same 2C is faster? Combos: 5A>5BB>2BB>5CC>236A>214B(floats)>22B (max charge) 1500 from 5B 1800 Walking forward is slow, initial dash speed is slow Back throw leaves them standing near you, similar to CS1 throw. Don't know about forward throws. Command throw whiff recovery seems short, maybe the same as a normal throw 2D and 5D are about equal to EX 5D. Start of round 2, an overdrive gave about 3.5 charges. Projectile is like Jin's C ice blade, starts slow and speeds up j.236D projectile's effect changed, kinda like an electric ball. maybe there's something with that? Def. no info on 623C having invuln on jbbs, it's all just speculation. I'll probably check again in 3-4 hours.
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This translates more like: If they got rid of 623A, then surely they added invincibility to 623C, surely.. scary... I haven't yet personally seen anything to indicate that 623C has invulnerability, fwiw. It would be logical.
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Yeah, the changes feel pretty nice to me. A command grab was one of the things I really wanted, honestly.
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Where are you seeing that? I haven't seen that, skimming through.
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214x floats on a raw hit, bounds in corner. (ie behaves like cs1) 5D and 2D feel like they have been switched around in terms of speed. Doesn't know if you can follow up on the command throw, but it's strong JD charge rate slowed down Release of C projectile feels slow. Also, projectile is not that fast. C projectile trajectory is straight forward. all off jbbs. I don't know the twitters of anyone or how to use twitter in general. screw 'server is busy'. I'm done
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236236D now uses 1 charge, period, not all (I think I read this somewhere) the other new move is a command throw. 22D is no longer unblockable
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the charge move is a projectile. the overdrive is automatic charge recovery while it is active. after j.214x you can pick up the opponent with 2b.
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Don't know if that's true. I didn't think so anyway. Rather, 90 is an "A", but that's meaningless because it's actually an A-, which is actually a 3.6 and not a 4.0. Still need 93/94+ to get a 4.0...
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invuln on frame 10 is bad. that's more vulnerable than just jumping. Or you could jab or 5c and hit jin before 214D would give invulnerability. I see no reason to do this. This situation is the same as it is for most characters. Except in some cases maybe you'd want to DP, an option not all chars have.
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IMO, More people should follow the approach of pressing buttons until someone tells forces them not to press buttons.
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Not sure why you would use 214D. Odds are pretty bad here for Jin, sometimes he'll tag you but he can eat a fat CH combo if he doesn't (most of the time). Jump or just attack. Shrug.