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Errol

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Everything posted by Errol

  1. no, it was some pages earlier. And that's not a tier list. That's more like an 'expectation' list. What they are looking forward to and why.
  2. GGs. I need to get more games in before I am off to japan next month. not playing since evo takes a toll.
  3. on top of being even in skill and matchup knowledge, that they are highly skilled and knowledgeable. I don't think they have much purpose anyway. Ranks have a purpose because they let people know what characters to pick or not pick. matchup numbers primarily serve as excuses.
  4. it could really go any way. we'll have to see. For ranking, the arcadia out today or yesterdayish or whatever had rankings from a west japan group and an east japan group. The tops of the rankings were very similar for both groups, and both of them had Valk near the top. Below the very top characters, near the top. Common pattern nowadays.
  5. I'd rather talk about matchups in terms of slight advantage, or advantage, maybe more importantly, how hard a matchup is. Some matchups are straightforward and easy to learn, others are not. for example, rather than makoto's matchup numbers being in the 7-3 categories, etc, they're mostly 5.5-4.5s with some 6-4s. Still, makoto has to learn how to deal with all of every other character's shit, whereas dealing with Makoto's stuff is pretty straight forward and simple. So she'll more often than not do worse than her matchup numbers would suggest.
  6. yeah, he is still getting ranked near the top. they didnt over do it at all.
  7. It does imply it, and it is true, against almost every character.
  8. you don't need to have something frame 1 invuln to punish meaty overheads. meaty overheads are a call out on how you are going to tech. if you predictably tech you can eat them. solution is to not predictably tech.
  9. if people are using meaty overheads on you and getting away with it, you're messing up.
  10. command grab cannot be used that much. command grabs are strong when either side of the mixup has good reward. the command grab reward is rather low - it's hard to inspire fear with the command grab. tsubaki is pretty weak against backdashing and upbacking and mashing and barriering, so it's hard to make people scared to use the things that beat the command grab. Hell of a lot of risk using command grab. Hard reads.
  11. No other projectile super like that has that kind of pushback.. TD and others specifically have no pushback.... I think if you just IB barrier it midscreen tsubaki just can't get in on you with any frame advantage. got 60f of startup you can just barrier block it. Worse you can just jump and mix between normal block and air barrier block, tsubaki will not be able to properly space her t-rex arm sized normals to hit you. It's even worse against characters with air options. Like Litchi's unlimited air options with/without the staff.
  12. personally I don't think blade super is good. It's just crazy how much people suicide into it; it's really not good. (People have this tendency to try to hit tsubaki when they see it, and they whiff a move through it and get hit by the super (Which only does 1600 ish damage and at times can be awkward to confirm) The startup is so long, and the block pushback from blades is so high that it doesn't really work out very well. It is best on the corner as oki, to try to get a single mixup out of it. in neutral it's very weak. tempest dahlia is much much better.
  13. This is the VITA thread right? The place where both players are guaranteed to be on wireless?
  14. Were you using Jin, Hakumen, Ragna, Noel, Bullet, Azrael, Platinum, Noel, Kagura, Terumi, Mu, or Noel?
  15. So the contents of the matches were fun in EX. But I'd lose because I hit hakumen/ragna/hazama five times and then he'd hit me for the second time and I'd be dead. In Cp it's kind of like if I hit 5 times I'll win but I'll still die if I get hit 3 times and shit ain't fun either.
  16. the funny thing is the ABC versions she STILL has were and are the LEAST unique ones she has. 236AB are and j214AB are combo only. J214C is the only one useful outside of a combo. 236C and 236D are both used but the difference is really minor. I used J236A for combos, J236B and J236C at different times in neutral/pressure. 214A was used in combos, 214D was used in neutral (very occasionally 214ABC outside of combos/neutral). I used 623A as a reversal, 623B to beat people using DPs on their wakeup (poor man's ID), 623C in combos. J214C RC was used all the time in neutral etc. A strong tool, doesn't matter who you are, and not gimmicky at all. J214A/B had no meaning, and still have no meaning except for choosing how to end your combo. 22A was used In neutral, for a quick poke to beat someone at a range. It was excellent for catching someone landing from a jump at a far range. And at round start, it would beat a lot of chars options, though the risk reward was usually off (typical tsubaki style). None of that is really true anymore. In EX, you could followup 236D on hit or on block with 22A to frame trap. Got lots of people mashing after 236D with that. in CP you have little choice but to block. 22C was a reasonable block string ender that also took a primer. but potentially punishable on IB, cause, you know, tsubaki. 22B was safer just on account of there being no gap from a normal. 22D was risky and worked less the higher up you went. but it sure was fun, almost everyone wants that back. Basically: If they want to remove moves because they aren't differentiated enough, that's fine. They could at least choose the correct ones? They could have taken 22A. They could have not nerfed the hell out of dives in neutral. They could have not nerfed shield rushes. They could have *LEFT* the J236B/C which were interesting tools (j236A was the useless combo fodder one anyway). They could have left either proj invuln or head invuln on 214B/D to make them have some type of use. Or they could have extended the invuln so they could be useful for something... or made the invuln startup quicker. anything at all. the dp they did a good job on. but that's all why I switched to Rachel when CP came out. Both weak & not fun. Time to play something else as a main.
  17. Nah. I also fit into the category that enjoyed EX more. I think she's a bit better in CP, but not that much. But I think she's much less fun. Pressure was much much stronger in EX because barrier wasn't the big fuck you tsubaki tool that it is now. combo flexibility was a lot better. Combos were much more stable. Her specials were generally more useful. New stuff is better in combos/better reward, that's it. mostly not applicable/really legit for 95% of situations?.... go watch konan play in EX. It's a different game.
  18. they nerfed her normals again in CP but they improved the followup timings. 5bb 2bb 5cc all had gaps on IB in EX, 5bb had a gap even without IB. none of them have gaps even on IB now. but her normals were nerfed in other ways, and barrier change affects her a lot, more than other characters. Good typical example is that if you barrier 5a5bb, then even if overhead barely manages to hit, the 5c afterwards will whiff.
  19. Only part of this is true, really. Here are the things i have to say: 1. Very little done to differentiate Normal version and Drive versions. Despite costing a charge, 623D is usually worse than using 623C. D air fireball has no use. D ground fireball has some but it's very similar to the chargeless one. J214D has no use. 214D has no use (214B doesn't either). 236D is ok, though kind of "eh" compared to just using 236C and doing a D followup. 22D since it is no longer unblockable is still used occasionally, but 40 frame startup for +8 that pushes you halfway across the screen is very obviously blah (people can usually manage to jump out or even hit you if you they barrier it) In comparison, D move differentiation was better in EX. 236D was quicker startup, but that got nerfed in CP. 22D was unblockable. 214D had significantly more invulnerability and could be useful for going through projectiles (214b/d in CP are useful for nothing). J236D had a projectile, and the normals didn't (was not worth using the projectile for the most part, but for some setups, unblockable setups, etc). 2. Actually besides the DP, Tsubaki's specials were all around nerfed in CP. She gained the fireball, but she lost a lot. reward was increased, but in other ways stuff was nerfed. a. 236X startups slowed, and travel significantly less far/slower, but higher reward. b. raw 214X is 100% useless without the ability to go through projectiles or invuln thru air moves. followup 214D is a bit more useful overall. c. J214X had startups all significantly increased, and landing recovery greatly increased. It was a good use of meter to RC these in EX. in CP, reward is higher, but risk is greatly increased, because j214c is much slower and if it doesn't hit you're DEAD. Also significant nerf when you are not even trying to hit with it - i.e. j214C out of the corner after a double jump, or if you tech in the air. d. J236X. the new fireball is nice, but the old j236B/C had significant uses (in neutral/pressure, not combos) and were totally removed. e. 22X. 22A had a lot lower reward than 22B in CP, but 22B in CP is just too slow. 22A in EX was a fast, far reaching move that was useful in neutral. 22D was the unblockable. these have been mostly removed from my gameplay.
  20. you know in the loketest, they nerfed the char really hard, but you know what they did not get rid of, or even nerf? rachel j.a midscreen she gets 1400 damage and pushes you fullscreen. virtually zero corner carry. even in the corner, wind regen is 1 bar. if you get hit by it immediately, it's neutral on wind for rachel. if you block some stuff beforehand... And you need to remember that rachel has no moves that move her forward. to move forward you need to use wind. she can already only IOH you from a point blank 5b. If she goes low, you can push her out so far with barrier that she can't get back in without leaving a gap for you to do something in. if you wanted her to use 4b, then that's a slow overhead which immediately ends pressure and which gets very poor reward too because 4b is one of her smp combo parts. her offense really isn't strong without the IOH. she doesn't have good frame traps, she has very low reward with which to try to scare you from doing anything. She can't threaten overhead past a basic 2a5b, so the places you can be mixed up are extremely restricted and still use wind. CT is -8. It could be removed but there would need to be a lot of compensation for that.
  21. Fuck that - truth is people like to pretend that they would be able to react if stuff were a bit slower, but they can't. What they can't do, is mash DPs and backsteps once they're in blockstun. I'm sorry you've gotta block. the term 50/50 wasn't invented in CT because of Rachel. Rachel doesn't get multiple mixup attempts while the opponent is blocking george. IF the opponent blocks george, which you don't have to. the only time you can really force blocking is by using pumpkin with wind, not george. The truth is that as the game stands, if you do block this character, you deserve what is coming. Rachel already has plenty of matchups where she is at the disadvantage, and the others are mostly pretty close too. Pretty much all of Rachel's game leads to the return she gets when she lands hits or gets you blocking. Rachel doesn't have a strong zoning game without it. She'll straight lose on risk reward.
  22. j.A not being an overhead kills fuzzies too. it cuts her mixup in well less than in half. if your mixup is cut that much, you might as well play a character like litchi or azrael and do 2-3x as much damage when you land a combo. Rachel's mixup being strong is why she gets so little damage off most of her stuff. Kind of like if arakune didn't get more damage than ragna during curse. I thought it would be fine before I played Rachel too.
  23. I do remember mori saying it was ok for hard characters to be strong, IIRC. All said I think people at the same time underestimate and overestimate the significance of Rachel's j.A being an overhead.
  24. Yup. She's not unreasonable even with it. Well you could try to compensate in some other way, but looking at rachels in CS using their 28 frame overhead in pressure is kind of funny. But yeah if she got 4k and corner carry off 4b and jB then she would probably be fine.
  25. no jokes, it's not a coincidence she was trash in the only game she didn't have it, and has been A (not S) ever since
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