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Everything posted by Errol
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I just want to say that I'm looking forward to BJ's combo video. also the mook, whenever that comes out
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Do we actually know if 22D is + on block in csex?
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I can't see any reason to try to input all that, unless you're playing on 1 bar lag. Also I think RC'ing a 22d is a waste.
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Speaking of NSB, apparently they're closing up shop. No more videos of tsubaki from that source.
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because you can't special cancel a blocked 6c
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That was in CS2. of course, I've seen plenty of dps in the csex videos I've seen... I think? but that 5a beating the DP looked abusable to me, like you could easily do it, much like you can easily air throw it, etc. Also, I could've sworn I saw the same old -air throw out of dp- trick in csex..? the hitbox actually looks worse to me. Quicker or recovering faster is nice though. I'm sure it'll still get spammed a lot, but.. blah, I could've used some more positive news.
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WTF?
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beat clean? I thought our 623a currently always -at least- traded?
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True, really I still think it comes down to just knowing what your options are at any time, and which of your options beat which of their options. The important thing that I think has still been missed is that if you're going to do a frame trap.. there needs to be another option for the frame trap to be a trap. There has to be a reason that a good, knowledgeable player would want to put something out there. The noel one is a good example though, you do 5cc 22c to beat noel's 2d, which she tries to use to counter 6b, which is the other option you want to be using. for 5b, your next option that can be beat by mashing 2a is a. restart pressure, b. throw, c. overhead. Your option to beat 2a is a. 5bb, 2. 2b, 3. 6b, 4. 5c.. etc.....Their options to beat any of those are: dp.etc
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Yeah, the distinction is meaningless to me. You don't do 22c->22a at a range where you can be jabbed. You do 22c at the end of a block string to punish them for trying to stop you from resetting your block string. And then after 22c, you do 22a to punish almost everything that could hit you at that range, in that time.. 9 frames at 22c>22a range? I think there might be 1 or 2 moves in the whole game that beat that, besides DPs. and I can't remember - does it punish jump outs? (ed: not if they're holding up, but some people don't jump right away. eh.). But yeah, you're totally on the defensive if they block it. But by the time you get to 22a, there are at least 3 or 4 places you could've attempted to reset your pressure on already.
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That's true. and then when he's convinced that he can throw something else out is when you put out the 2a. I mean really, when you say 2a, all you mean is 'punishes jabbing'. 22c->22a is the same sort of thing, it punishes a whole variety of options that the opponent has.
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I'm getting a picture of you spamming frame traps over and over and wondering why no one ever gets hit by them. Serious, frame traps are your answer to them mashing when you want to do something else. That or you are just punishing someone for being bad (mashing for no reason). for that matter, I don't think there is any game where a +1 frame advantage is gonna let you reset your pressure. It's all traps.
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excelence's answers are good really. The fact that you have to delay 5bb to trap with it doesn't matter. Realllllllllllly simple: I want to do X, but opponents like to do Y to beat that. If I know they might do Y, I beat it by doing Z. A frame trap isn't a trap if you aren't tempting them to press a button. ed: note that in many cases Y is "restart pressure", but could also be "throw", "do unblockable", etc.
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You think that was bad wait until Kiba is playing CSEX valk.. Don't drop the soap.. er don't use 5d.
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Yeah, I'd like to see some KibaxBJ, but conn is probably too bad. I remember seeing some daedron vs kiba way back though...
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623d series has bonus proration too.
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possibly, but it's worth mentioning that you could 5c->6c and spend that heat on 214214d. naked 3cc rapid would lead into double iad tho. similar to cs2, probably want to do that instead if you can, and as I recall it's easier overall to punish with that than 6c was ...
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When I think about it, it's similar damage to CS2, but it takes 50 heat early on which can be easily burst out of and you can't add on more damage by tacking on the super at the end..
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damage should og even higher with an extra charge for the j236d>j214D series.. I don't think you need to do 623D to get the proration bonus.
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I opened my first copy today. Looks really good. I haven't played one of these since the seed games on the ps2 really, because it just won't get much play if it's on the psp for me. Can't wait till my gundam buds are in town.. Still need to get rid of my extra copy though, seriously..
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I got one of my copies through fedex this morning
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Nod, hence a buff that doesn't really change a thing. Somewhat agree on proration, even with similar prorations you're going to get a lot more damage off a 214d starter than a jab starter. Because one starts you off with 900 damage and the other starts you off with 150. So maybe you'll do the same damage.. minus that 750 difference, that is, which is a pretty large base amount. Higher the damage on a move is, the lower you should expect the proration to be really...
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85% repeat proration still means you don't want to repeat them. ie, that 92 p2 on 214D is essentially a 78 p2 if you repeat the move. But yeah, the prorations really just tell us why we see people doing the stuff they are doing in the arcade. 3cc rapids, and koromo(for kiba) combos into the DP chain. re: hazama, even if you burst out of his DD combos, you still take a large chunk of damage because it isn't safe to brust for a good bit of time. with tsubaki, you can just burst immediately after the DP. If they made it harder for people to safely burst during your combo, then it could work..
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star, search youtube for kof fundamentals, I saw a good one a while back. don't look for kof13, just kof in general. I think you'd find it that way anyway.
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lollllll.. hilarious