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Errol

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Everything posted by Errol

  1. well yeah, that's why I said traditional rekka gameplay.. or well, very similar.
  2. it's just at a disadvantage, it's still safe. backdash seems to be a common option. I'm sure I don't need to mention how it sucks that it's at such a disadvantage instead of a frame advantage.. mostly doesn't seem to be a safe way to get in with charge.. either you get a hit, or you're at a disadvantage. kinda seems like traditional rekka gameplay, because if you cancel into 214D or 22d, or both, you should be able to be punished because you're at extreme close range.
  3. he's not asking about that, he's asking about basic dp whiff. Yeah, it's immediately.
  4. there was no diff between charge canceling with 5d or 2d in cs2 either.
  5. wow, those tutorials are amazing. Thanks Kiba
  6. that jbbs rank thread was interesting. All talk about Ragna and Tsubaki. Lot of people talking about how she just got weakened too much, a couple people saying Makoto and Tsubaki aren't bad enough to get their own tier, and then someone posting a tier list with a T: Tsubaki tier. Amusing.
  7. could be because it'd take far more effort to bring those over..?
  8. Down and a button. Some uses of it are kind of gimmicky but also a check on whether your opponent actually knows what they're doing, I guess. Uh, is this game like kof13 in that there are soft and hard knockdowns that you can and can't do special techs from? I don't think so, it would seem like someone could use quick wakeups vs tsubaki trying to charge after a knockdown? Maybe I should play this game again.
  9. what's the bread and butter punish combo now that the 2cc->623c loop is gone?
  10. Guard breaking just isn't part of our game now, I guess. Unless they're down to 1-2 primers because of burst or CAs..
  11. re: 22c. Wonder if that's because you have less time to charge the 22c, for extra untechable time, than you have for 22b? In cs2, I used 22b for enders mainly because I might have already done 22c and there's repeat proration on them.
  12. Yeah, seriously... Does anyone have an educated guess, or actually know?
  13. how about 2c in blockstrings now?it seems like, on paper, that it'd be a really strong option now..
  14. Step down from the ledge..
  15. with 2c hitting crouchers, I though 5a->2c might be a decent frame trap, whether it combos or not?
  16. Lemme know, I don't have the game!
  17. have you tried any combos with 5a->2c->5cc stuff?
  18. nice vid BJ. I was surprised how simple the 11k combo was. 1 charge mugens are nice too.
  19. I can't wait for pktazn to show us that Tsubaki can still get 3000 damage off of most of her hit confirms, on SRK!* *someone named Bj may be involved
  20. A bird in the hand is worth two in the bush. Thanks for the video Daedron! You win this round.
  21. funny how even with all the bonus proration, the super at the end still does jack. First person to post a double mugen combo wins..
  22. Sounds pretty blah. Waiting for my SolarXLunar video.
  23. active frames meaning when the hitbox comes out. Like playing against ragna, his 5b has a whopping 8 active frames. So if he does that on your wake up, it's most likely going to trade (basically even trade). IIRC he also recovers faster than you, so if you did this in the corner, you didn't even get him off you... and you took the same damage as him.. And I just want to say, those are some nice phallic images you made pk.
  24. You're not really looking for damage on a DP, but at least in cs2, Tsubaki's DP does like 600 damage. Litchi's does like 1700. frankly, Looking at that other video, I'm kinda curious. Because I'm thinking that you might be able ot totally disrespect tsubaki's DP on wakeup just by running at her.. provided she isn't in the corner, which is a bad enough situation anyway.
  25. if anything, dp hit box looks worse to me. *shrug*
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