-
Posts
5,642 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Errol
-
because CS1. you answered your own question.
-
it didn't use 1 wind, it used all wind nm, I am wrong! But from CS1 to CS2, they literally bumped the damage on like every normal she has by a couple hundred points I think. You can watch some old CS1 vids of Rachel's playing against Bang? Lol. it is bad. Like, what, why would anyone ever play this character at all. Bad bad bad.
-
3c is combo ender
-
How long did guard libra last? How long did guard primers last? Gold bursts? Guard Bursts? How long has Ragna had a DP? How long has Rachel had wind? cat chair? How about magnetism? The systems change, and the systems benefit different characters more than others. You want to throw GDOC into a game, it is going to help some characters much more than others. Tager is one of them. Again, you're just angry because a system in the game does not benefit you as much as it benefits other people. I'm not angry that Ragna has much more use for rapid cancels. I'm not angry that Nu benefits from counter assaults so much. Whatever.
-
Characters are the baseline, not the system. any system you add on to the game is going to be more helpful to various characters. Or else people wouldn't freak out quite so much about GCOD. (Totally balanced mechanic by the way, it's the same for everyone!!!) Actually nothing about guard primers is the same across the board, since the way characters take guard primers is completely dependent on the character. Crush trigger is almost the same for all characters. I'm confused though, b/c on the one hand we've got someone complaining about crush trigger, being almost the same mechanic for all characters, and complaining about overdrives because they're a system unique to each character. In the end it's all about the overall balance.
-
I'm saying that claiming the old mechanics were balanced is bullshit. The new mechanics aren't completely balanced. They don't even try to be. They're a very unique thing for each character that can be tuned and balanced independently for each character. It is ok if some characters benefit more from their OD. It was ok that some characters benefited more from the guard primer system. Really you just are upset that your character isn't S.
-
This right here is jokes. Did you even play before CP? Lambda Tsubaki is a super fun example of just how much the old system favored Lambda. Lambda, a character with lots of ways of breaking primers. If you use a burst, you lose half your primers. Large parts of her combos are completely burst safe. Also very often able to apply pressure from outside of gold burst range. Lambda doesn't have a DP, so benefits a ton more from having a gold burst. And when she does land the gold burst, she gets what, 4-5k off it? Even if you land a gold burst with tsubaki you're looking at typically 2k. And Tsubaki has next to no ability to break primers. Oh right, you also lose a primer if you counter assault! A penalty that is extremely hard to take advantage of when you have no ability to break primers. The system also allows for Lambda to run away almost without limit, whereas if you backdash twice with tsubaki to try to get some charge, you're in negative penalty. not unbalanced at all? Yeah, Right. The old mechanics totally fucked my character over. OD is definitely not balanced so it provides the same benefit for everyone. Some characters get more benefit from their ODs than others. That is ok. The overall balance matters.
-
There's always gonna be 'worst characters' in the game.And the old mechanics were extremely unbalanced too. In the end that's just balance. OD is more unique and interesting, differentiates characters a bit better, which is their real goal anyway (with balance taking a backseat).
-
there's lots that can be said if you want to word things like that, so let's not go there.
-
i like not having to deal with the insane BS chars have in BB when I play UNI. Combos also feel a lot more stable to me in UNI. Granted Rachel and even tsubaki have probably some of the least stable combos in CP. You have to play such a huge level of precision with Rachel it is super tiring. BB pressure game and wakeup game feels a lot more random and gimmicky to me. there's no roll forward in UNI and no quick wakeup. not really any not tech and hope to get blue beat and get out for free shit either.
-
I see. so has anyone been able to put a number on how many frames you have before you need to return? e.g. holding 4, press 6b and return to 4 within 5 frames? etc
-
if you can truly see the overhead. how exactly does this work? can someone explain it?
-
if I recall correctly hazama is again putting out retarded damage as a result of the new version/ OD changes. 100 heat and OD leading to 9k I believe it was. We'll see though.
-
Ah, right. Yeah the most important thing, I think, is just to go with what you can get stable at first and go from there. you can lose 2k+ damage going for something that adds 100 damage.
-
adding a 2c at the beginning of a combo will not ever get you an extra 400 damage. I don't know the difference but yeah it is not that. those combos are interchangeable really based on what you like IMO.
-
Yeah, I appreciate your looking into it, because I am interested too. All I really know is that damage proration and untech proration are different beasts. Each move definitely has a different value for starter untech time. Counter hits seem to all around, like, set your starter untech time higher. You become capable of doing longer combos. But, it doesn't make everything equal. even on CH, Orie 2c4c doesn't lead to combos that go as far as 5c4c or 4c raw. OTOH, 2c has better *DAMAGE* proration than 5c or 4c (as you can see by doing 2c5c or 4c5c and comparing the damage of the 5c). each move has a different untech proration mid combo too, afaik. Each button seems to have at least some *damage* SMP. Even if a move has damage smp I don't think it is guaranteed to have untech SMP. I think eltnums little 66C>22B loops work because there is damage smp but probably not untech smp. orie's 623A definitely has untech SMP. Some other specials do too. I don't think Orie's j214B has untech SMP - though maybe it does. It probably has a bit of damage smp, since every move does AFAIK. but the 'damage smp' in this game seems usually pretty weak and only applies a bit to every hit after the 2nd hit. often does not affect the optimal combo route, though sometimes it does. if a move does a good chunk more damage than your other options, you gotta have like 5-6 + remaining moves to offset the one shot damage difference. So damage smp seems to mostly matter at the beginning of a combo. So I don't really know any for sure effect of counter hits, other than they can enable longer combos, and extra untech time mostly on specific moves.
-
> as well as change the properties of the first move so it doesn't suffer any SMP penalty to untech time when it is used again in the same combo. The latter case is most evident with Eltnum's 236B (3 hits) > 236C combo routes. this doesn't seem to be true with Orie's 623A. 623A CS combos die immediately if you 623A again.
-
that translation was off a bit and I fixed it. nothing about restoring individuality.
-
you can do j214D at minimum height. If you have dash momentum you can even do 5a>5b>j214D on someone that is barriering and hit them while frametrapping, which is of course also instant overhead speed. or raw, or after 5a, or after 5b, or whatever. Yeah I don't know what else to say.
-
i don't even want iad combo anymore really. time for something new. like j214a taking them to the ground slower and being able to pick up with 5c. 421D and especially J214D changes will be big. there are some nerfs but much less than some other characters. all standard chars seem to be looking good relatively.
-
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
2d2 into CT, 2d2 into avb, into space parry? 2d2 into BBS for maybe an easy combo followup after BBS? there's some pretty interesting things here. old parry had very serious flaws. I'm taking the new one to last for the entire strike. No more getting hit after you've parried the attack. it could even be a good way to hit a zoner from long range. could be a good version for makoto. like mentioned, other characters are taking big hits. -
she doesn't get a real combo off j.A, neutral is extremely nerfed because of wind, pressure is extremely nerfed because of wind, pressure is also escapable because of attack level nerfs, and oki? no oki because 3c pulls them forward and roll forward is guaranteed if you try to use pumpkin or frog. If you want to argue that rachel is better off than Relius just because you lost your 3c jump cancel, go ahead I guess. Nu doesn't have any mixup that anyone knows of in CP with her overhead and crescent cancels being gone. lots of characters got lots of nerfs.
-
Do you know how much rachel is crippled by having wind regen cut in less than half and being unable to get any oki off 3c at all? no pump, no frog, no summon supported oki maybe my point is starting to be a bit clearer now.
-
Rachel is hella nerfed in the loketest bro. Much more than anything I've heard of for Relius. Prior to Cp, they had a new release every single year. They skipped a year with CP. CS-CS2-EX is more like CP-CP1.1-CP2. and yeah things changed a lot from CS to EX. They are doing things a bit different , but yeah, IN GENERAL, revisions have reduced characters I believe.. the bullshit in CS1 was pretty nuts compared to EX. EX is much more tame.