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Errol

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Everything posted by Errol

  1. CS1 was not bad, stop complaining. . . . (jump cancelable 3c, 22d auto wall bounce, dp whiff combos, etc etc!)
  2. 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?)
  3. 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...
  4. 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..
  5. 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.
  6. If anyone wants to play some sometime, send me a PM or leave me a message. I'm in NC.
  7. 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..
  8. 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?
  9. She can crawl under 2a, seriously? I guess 5c might whiff but 5cc should hit?
  10. 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.
  11. is that better than normal Ragna? Must be, unlimiteds also have a bunch of extra life right?
  12. My general reaction to D nails, if they are thrown out in neutral, is to high jump back.. Sometimes you just slip through the gap between them, but even blocking I'd rather block them in the air probably.
  13. Well, it really sucks when she can react to you charging a 22d and do a goldburst combo for what, 3000-3500? I thought your pressure was really good considering how much respect he gave you.. Only thing I thought was maybe use more kara throws. Like after 2b or maybe some charge cancels.
  14. These were good matches but he seems to respect your pressure a bit too much? didn't see any cat chairs or jabs when you reset pressure
  15. Hmm. I remembered the other nice thing about CS1. 623A CH combos.
  16. probably could've gotten him with followup 22d or 214D after you made him block a 236d too. Nice matches. Poor Hex.
  17. Is Makoto your main for extend?
  18. I thought I read that 5c->5d was 0f advantage on block, so I figured: In jab range? jab, outside jab range, 5b. I'll have to try when I get extend..
  19. I think this would be autoloss against characters with better pokes, charge cancel is the perfect visual cue for ragna to 5b, etc?
  20. Sure, just saying j236d etc is better notation
  21. Just a note, I'm not sure how many people here recognize the english names for the special moves, but I sure don't. I know all of the japanese shorthands but not this..
  22. I never found spacing 236A or 236B spacing to be effective anyway. 236C you obviously could get a hefty frame advantage off of, while the move still being very fast/effective at that spacing.. I never really found B or A to be effective. Anyone else?
  23. same as bb, mash every button. Offline scene that also plays gundam, I'm jealous
  24. Well, the changes in question here would be from CS to CS2. The big things I remember are: a. can follow up with D versions of moves even if whiffed or blocked b. 236C frame advantage, 22c frame advantage, 6b frame advantage (all except one is gone in csex, and 5b frame advantage and recovery is nerfed) c. General combo damage d. Charge rates e. gapless gatlings Man, cs2 was a nice change.
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