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Errol

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Everything posted by Errol

  1. https://twitter.com/Errol1001/status/622623589444005889
  2. It sounds like same routes as CP do that 8k+. and starter was either 5c ch or 6c, with 5 charges - so, yknow, basically what we expect. in terms of 6c, the current routes that let you use 6C don't EXIST in CF, so we need to see when we will actually be able to do 6C multiple times, and how many times. 214D>CT>6C still works. but 22D is gone and new 22D doesn't lead into 6C. 5C>2C>236D should also be gone so that's another 6C route that doesn't work. J214D into 6C doesn't work. etc. but I'm sure we will end up being able to use it multiple times. It could have not much to do with mugen though, IF the main way to get another 6C in is by using CT. New 22D sounds hella awesome for pressure. can threaten an overhead after 5C, 5CC or 6C now. Although 6B is perhaps no longer +.
  3. it's easily the biggest thing any character has lost. Will have to rely on tweaks to probably lotus or the new move to make up for it.
  4. You're trying to get someone from the middle of the US to play with you over in the EU, Nu vs Hakumen. And in only FT3. I don't want mac to infract me again so that's all I'll say.
  5. It's hard to see us getting more out of 50 meter than we can get out of the 5CC>236C>RC>6C route already. I actually think blade super is too shitty right now. I want the pushback on it removed, like how pushback doesn't exist on all other similar projectile supers. Either that, or make it last significantly longer and keep the pushback... and use the super to get a solid bar of charge (already a good idea). Being able to put blade super into combos easier would be nice too. 10f faster startup, enough to make it connect off a throw - and do a nice chunk of damage while gaining charge before ending the combo.
  6. it might even be something like 623D and be active from frame 1
  7. you're talking about what may be literally the worst matchup in this game.
  8. I don't remember you playing safe very much ranger.
  9. optimal fc 5c is I believe 5C>frog > 8D> 2C> CT> stuff
  10. typical is 5CD>6C. you CAN do 5C>6C>5D. Wind has to be 5D and not 6D. that is all it is.
  11. actually, now that I think back, this depended on character, and it seemed random why it behaved differently for some characters. for tsubaki, 66 236 always resulted in a DP, and still results in a DP. The only thing that changed, I believe, was that 66 41236 forces 236x to come out. For tsubaki. I should check in game, tbh, but this is how I remember it.
  12. that doesn't sound right to me, considering 66 236 always resulted in a DP.
  13. well, it's not really delaying j.A, you don't want to delay j.A at all, or you'd increase the gap or make a gap where wasn't one (previous versions of BB). It's basically a slight delay of 2AD press so that wind doesn't end too early. frame data wise, JA comes out at the same time, but wind can come out during hitstop and such so if you do it at maximum speed wind will end a bit earlier during your fuzzy double jump. J.B is done as low as possible.
  14. What N-O does is to slightly delay jA and then delay jB as much as possible. YMMV.
  15. i said certain situations. AKA , situations where the opponent isn't going to use a low. Some characters you know are likely to use lows, and some characters you know are very likely to not use lows.
  16. 214D is invuln from frame 6, which makes it very strong for calling out some things. You can think of it as behaving, in some situations, like a 5 frame jab that goes halfway across the screen, and gives you an easy 3k? reward even if it is a short starter. (If it weren't a short starter it would be very dumb, yeah.)
  17. Lots of Nu players crumple as soon as you get in on them. To some degree, you can get away with it in this version of the game because of all the meter and time burned pressing D. But good defense will help quite a lot. You don't get many chances to practice your D as Nu though.
  18. seriously, there are tons of universal routes that work great in this version. taking some strange route that was found and seeing it doesn't work on all characters (read, 623C:J236A:j214A:6C), is not at all comparable to the mess in CP where the CORE combo routes were character specific in addition to all of the cool things people found ALSO being character specific. literally like 8/10 of the combos in challenge mode from CP1.0 were actually character specific combos that would drop on some characters or require different timing on other characters. The basic oki combo you would like to do in CP would have been something like 5BB5CC>BBB>5D>5C>2C>j236A, but 5c doesn't work on all characters. you can go into it off of 623C>J214A(whiff)>5A/5C>2C>BBB>5D>5C, but dp whiffs in CP1 were SUPER character specific too. Or you could look at the CT routes in CP1, which all really wanted you to use 5C after CT, which works on half the cast and not the other. then you go into 2CC>236C, which works on part of the cast and doesn't work on others without very weird delays. Then when you hit the 236C, on some characters you could 5C, on others you could 5a, on others 5a didn't work well but 2a worked well, on others 2a didn't work but 2a did work.... CP1 character specific stuff was garbage. There are simple, solid routes you can do for damage on every character in CP2, if you don't get into weird stuff, or the difficult JBJCC stuff. I could make a huge fucking chart with all the terrible character specific stuff in CP1. It was a large part of why I stopped playing tsubaki except to fuck around in CP1.
  19. they're not just slightly less so, they're much much less character specific in this game. they improved a ton of stuff. some unfortunate changes too but that's how it goes.
  20. it looks to me like the timing that is used to pick up into a combo, would allow a roll, and the timing used to beat rolls, would bluebeat and let them out for free. the usual ground ender has the advantage of giving you some space so you have extra time to catch rolls.
  21. looks like itd blue beat and let them out free
  22. tbh it's too much of a risk to do raw 623C in the situation. I guess the other would be delay 2CC and then 214B. but that's probably just the same as doing delay 623C. Annoying because it'd also be a wonderful place to do 5C>2C>214D>CT... but that's even more whiff prone than 214B.
  23. Unrelated, but I find it really annoying doing IAD JC (counter) > 5C>2C>214B and having it whiff. I'm really not a fan of JBJCC combos. I guess this calls for 5C>2C>delay 623C... I don't really like that either though. I am finding , by the way, aiming for blue beat combos where I know I can get a good ender off them, to be very helpful. You naturally end up using a mix of just normal enders and these, so the result turns out pretty good. A mix of good extra damage/carry, and neutral techs which you can have fun with.
  24. I agree. this character would improve a lot by making some adjustments like, 2b 13f->9f, 6a 26f->24f.
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