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Everything posted by Errol
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no
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I can't wait to make you block Chie's sickle storm, er, 2DD on every knockdown
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Could be during mugen, dunno. only note on mugen is that it takes priority over overdrive. Which probably makes sense, cuz otherwise you would probably get a full mugen -> activate overdrive -> keep mugen for 5 seconds and restore bar back to 5 charges -> overdrive ends - > get full mugen again. heh. but it would be cool if they made it so mugen drains 50% slower during OD or something. They changed out the ROM, so everything found so far could have potentially been changed, FYI. Glad to provide any info for my friends here.
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623C> 236A is doable, but from the trajectory it doesn't look possible to make 236a whiff (j.236A) j.236A trajectory is more like j.236C from CSEX. charge cancel, 5d or 2d, recovers 1/4 of a bar. 22d max charge during mugen is still not unblockable. 5 charge 236236D is about 2800 damage (.. thought it only consumed 1 charge now) offering to Kiba: the rising jump combo is still doable, off of 5b instead of 5c. (5b remains jump cancellable). 2 loops completed, red until trying to do 5b/2c (so, end with 5c/2c should still be good).
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Yes, Airk. I don't expect that differences in frame advantage will be noticed. The one that would be noticed is + frames to - frames. but it probably won't really be noticed if 2b goes from -1 to -5. WHich, yea frame advantage changes are really big.. but even something like 6b going from +1 to -1, or +/- 0, someone could say they think it might no longer be positive and I wouldn't be sure. cause you can just be slow on your followup dash 5a. I'm curious about 6a because many characters have had their overheads nerfed in some way. Riskier, do less damage, etc. Tsubaki 6A was pretty bad in the first place in terms of reward, and in terms of speed, so it might be unchanged.
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2C info is the one I don't trust at all. 5b, 5c have been said to be pretty much the same (minus 5c jump cancel). If there were big changes with 5bb , 2b, 2bb, 5cc, 5a, 2a, I think there'd have been info about it. MIght still be possible that other moves lost jump cancels, or gatlings are gone... I'm particularly curious about 6a.
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Not gonna get much harder for most of that. Reality of location tests. Another note. In general, it seems like overheads have been nerfed. So the availability of a command grab seems particularly nice. Wonder if 6A was nerfed though.
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There's a good amount of info about her normals in here so far. I mean, relatively, considering there isn't hard info on stuff like invincibility frames on C DP etc. Altho one more report of 'seems to have invuln'. I expect more hard info soon.. if people follow through on what they say they are going to do.
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Yeah, it's just one factor. The better player is the player who wins. Sometimes combos make the difference. They're not close to all of it. OD activation seems to have invincibility; Hakumen 5c whiffed.
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What? I disagree. I agree that it's important to do the best you can. But Dp whiff combos in CS2 were vastly superior to other combos. It's a big factor. 'To the best of your ability' being all that is necessary is a good joke. Like you said, if you can play better than someone else, that is what counts. It turns out that being able to do dp whiff combos consistently makes you play better, i.e. you will win more. But then, you can just play the game to have fun. I recommend that. Take it as far as you enjoy it.
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5c is no longer jump cancellable on hit. and j.236a can't be cancelled into j.214d, it seems. maybe only on whiff? or maybe at all. or maybe just referring to the special effect. dunno
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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.