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Everything posted by Errol
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Who knows, but like... gotta be three or four of us who tested it and that's how it works.
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how? can't cancel into 22a on block, can you? so you're just using 22a from a negative position.. so it should lose to a lot of stuff.
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even on 236D>22d, it's so tight that you can't use 22d, charge for a little bit, and then release it if you think they're going to get trigger happy on you. You really have to call out mashing after your 236D.. 236D would also be better, given that it is negative on block and the followups have big gaps, if it placed you a little farther away so jabs and throws wouldn't ever hit.. well, of course I do raw 236Ds.. grumble I got punished for my first 236C last night. Didn't really hit home how nerfed that was until that happened. Not just loss of pressure, but punished. Need to test more crap...
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I just checked this, and while I found that I could throw out of 236D>214D, I couldn't throw out of 236D>22D. Very close, but couldn't be done. Also, fyi Airk, 2as hit out of 214D. This kinda ruins 236D>214D for me because it won't even counter mashing 2a, terrible. 236D>22D works... (in my testing). but 22d is crappy on normal hit compared to 214d. Which maybe doesn't matter as players get better and stop getting hit by that because it crosses up. 2 charge isn't cheap, I'm a little disappointed.
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there's no reason that mugen -> 214D should work against anyone that knows about it. You just wait for a time when you know you'll be able to burst, which is pretty quickly... seems too easy to burst out of to me. How much of a gap is there between 236d>214D? Can people throw you guaranteed if you try that?
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I want mugen to behave more like Hakumen mugen. Drain a whole lot slower if you aren't doing anything, drain extra when you use D moves. and prevent bursts during entire duration of mugen.
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well, it's not really that I think she's that far off from other characters, but that I'd rather have all characters more on par with Tsubaki than have all characters on par with Ragna.
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Tsubaki is fine, they just need to nerf the living hell out of all the other characters.
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He uses the '22d if tager jumps' trap several times in that video btw.
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Posting a video with all those C DPs and double IAD combos, now... That's really cruel.
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I guess it depends, but I think it isn't really if you have your spacing and timing right... Like if you do 6a>22d vs. tager, you can be 360d or 720d if your spacing is wrong, or possibly magnetized, but at max range you should be fine. I think he might be able to tag you with j.D as he's coming down. not sure.
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tager specific , but remember that if he jumps, it's pretty easy to time the unblockable to hit right about when he's landing.
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Similar to CS2 j.D>j.C>236D? The hard part being charge duration and where exactly you hit with the j.C.
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For landing 236236C or 6A, there were two different methods that I remember working (CS2 knowledge). a. Land it high, no charge, and you can follow up b. land it low, in other words, charge to the max, and you can follow up Go in between and you're screwed. I charge it though, I can't remember if it's more consistent or what.
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CS1 was not bad, stop complaining. . . . (jump cancelable 3c, 22d auto wall bounce, dp whiff combos, etc etc!)
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The other thing about 22x is that the 22x series has repeat proration. So, generally you're better off starting with a 22c in your combo, because it does more damage and you can follow it up without caring about the specific amount of untech time. Then you end with 22b, which lets you avoid the repeat proration, and yeah you can charge it longer too. Cuz, even if it is the final hit in the combo, if you incur that repeat proration, I think they'll tech faster (ed: well, this is my attempt to explain why it's so much easier to follow up 22b with 236236C.. the real thing is that 22b is easier to followup, not sure exactly why..). At any rate, alternate them, 22c then 22b, if you can. Might not be able to if you're doing something like a midscreen combo 22B>236C ender (rachel, valk, anyone else?)
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Sad stuff, Kuresu is now the flagbearer and before he was that guy who wasn't bad but Konan was king. Gomikuzu was always the jp tsu I felt I could relate to though. ha...
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Usual stuff with game revisions I guess. It's better than just stopping playing completely. Like.. konan plays but he doesn't seem to pop up nearly as much..
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
Tsubaki vs Lambda was a bad matchup in cs2, has to be even worse now. I think it's extremely hard to get against her, I don't really know a good way to do it. It seems kinda 50/50 - go high and dodge a 5d, or stay low and dodge a 6d.. have to read the opponent well I think. -
If anyone wants to play some sometime, send me a PM or leave me a message. I'm in NC.
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If you don't want to go stick you might consider a fightpad. It seems like a good option if you're going to bother using analog instead of the dpad.. the fightpad dpads are kinda like an analog with a shorter throw. Both are closer to stick anyway..
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Ragna forums are that way ------> Seriously, play gundam. That game is really good. Capcom so GDLK The way I like to look at Tsubaki being nerfed is that, they wanted to change the way the character played, and didn't intend for her to redefine T tier. Particularly braindead 236C spamming, of course, that doesn't explain all the other stuff. CSEX2 should be nice. Kiba, you really think mugen is too good? I forgot that BJ's 11k damage combo was with two gold bursts. 5 charge mugen into 6 or 7k damage doesn't even seem too good to me. Don't bloodkain combos hit that without any of the downsides...or some combos from other characters that use 2 DD/rapids?
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She can crawl under 2a, seriously? I guess 5c might whiff but 5cc should hit?
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only thing I can think of is, if you're actually getting all the inputs.. Too slow.. Or you're not hitting it during the cancel window.
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is that better than normal Ragna? Must be, unlimiteds also have a bunch of extra life right?