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Everything posted by Errol
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I imagine for airk it is kind of like how people from africa feel when they see the #firstworldproblems stuff.
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her hitbox is really big in some ways and small in others. makes some things really easy as tsubaki, but as rachel 6a still has a tendency to whiff where it won't on other characters. in short you'll need to test.
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followup options are really not great because, 5b is a crappy 10 frame move. if you go for 5a and get a counter hit you get almost nothing. if you go for 5c and they blocked, that kind of sucks too. basically if you don't input perfectly you're going to lose to ragna's mashing 5b, and the risk reward is all fucked up. >> Tsubaki it is pretty decent after 6c. I did not use command grab tho cause the person I was playing was jumping a lot. which ct catches pretty well.
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yeah, not as good as I thought, seem to be able to somewhat easily win with 8 frames. i think it is 9 frames for trading on normal block.
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my thought process is that if they are barriering, CT is a good way to safely continue pressure. Also, just cuz they are barrier'ing 6c doesn't mean they will barrier the CT. there is a relatively large gap (time wise) there, and sometimes people hold barrier and sometimes they don't. after 6c is also a place where they might be trying to do something. if you don't ct when they are barrier'ing, you have no safe route to continue doing anything. you gotta try to frame trap, RC, etc. if you can see they aren't barrier'ing, command grab has pretty high odds of working unless they start looking out for it. but if CT basically frame traps... Also, destroying barrier can also be a goal of using CT. if you know they can't barrier you can really mess people up in all kinds of ways.
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but noel 5a is 5f and noel 2a is 6f if 6f trades, that is really good. only way to do 6c>ct consistently in 1.0 was to buffer the jump before the first hit, so 6c(1)>CT was the only practical route imo. doesn't matter now.
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if the gap between ct is still only 7f that is usable. 7f meaning a 7f jab trades, or a 7f jab wins? Either way there is some stuff that can be done here. will generally be rather easy to confirm whether they are barriering the 6c or not. if they do barrier, it might be quite hard to mash out of ct. if they don't barrier, should be able to command grab a fair amount, and/or catch jumpouts a fair amount. there is a little bit of a bonus in that you can do some stuff after 1 hit of 6c and other stuff after all 6 hits, etc.
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this works but is character specific I think. I think it was kokonoe that 5cc>421D will not combo on no matter how fast you do it. 5bb>421D is easy to do now, but only gets you about 3800. i think dash 5c > 421D will be stable but that's obviously not a confirm. 5bb is stable but that's a bit harder too because 5bb has such small hitstun.
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not any reason you'd ever do that I think. better to do 214d22d after the D DP. canceling into 214d from 236d gains very little time. charging 22d loses a lot of time, and running up to 623d after loses even more time.
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i would rather take a ground ender and I imagine 6a>5c>2c>ender will work for that.
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instead of reducing blockstun on 3c, they should have added 15 frames of recovery.
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Yeah that looks super good. however I am 100% positive that you'll be able to jump out on ib barrier, and most likely you can jump out on normal barrier. it roughly doesn't matter if they can chicken block it, because blockstun will keep them grounded.
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bad in what way limey?
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i don't mind the mostly hard call outs, using projectile invuln moves or air grab. those are mostly not really "OS"s, and lots and lots of reversals are vulnerable to that kind of thing. no, the worst part imo was the invuln fading too quickly. ragna 5b pretty much always traded in ragna's favor, with it doing more dmg and keeping tsubaki in the corner. but even still it was ok. tsubaki's problems were much much more in other areas - which is why she is still a quite bad character in CP.
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yeah, I pretty much just block when it gets to this situation. if she has the life lead, you are pretty screwed. if she doesn't have the life lead, just sit there and block and wait. if you try to charge to be able to do 46d>236d or something, you are going to take damage, and she might get the life lead then. Even if you get the charge to 46d>236d, there is plenty of time for her to dp it on reaction. not to mention, most of the time you won't even get it out because you'll get hit before proj invuln goes active. mostly would not recommend trying to instant block either. you'll take damage. You don't see this a whole lot because it is a long, extended, boring situation on both ends. even if they have the life lead they'll usually go in on netplay if you just block. tournament play would probably be different. Dumb char.
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if you have 100 heat and have access to a reversal DD that you can RC or just a plain dp you can RC, then yeah, it is dumb, and yeah, it should probably work pretty rarely unless they messed up. all totally different with rachel, who has none of those things
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don't let it happen. End of Story. That is, unfortunately, how it is. more read here: http://www.dustloop.com/forums/index.php?/topic/5903-cp-%C2%B512-gameplay-discussion/page-43#entry802747
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it does let you do more stuff in combos. The problem is all of tsubaki's normals are shit proration/damage so doing a lot of them is immediately at odds with the idea of doing damage. though it is helpful to stretch out a combo as long as possible without using charge to get D DD guaranteed damage, but the truth is just that all of tsubaki's OD combos are pretty sketchy.
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for a lot of characters you can have better odds just returning to neutral. certainly with tsubaki, if you don't have charge, the risk:reward is not in your favor to do anything on hakumen's wakeup.
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good games to fiendish glance, and surf, and garbageday (apparently you have tons of posts on here, where did all those posts come from??)
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i think you overestimate how much hitboxes matter. the difference between a big disjoint hitbox and another one is usually not so much. no hitbox change is gonna make it so 6d won't connect from 5b, and wasn't talking about 6d anyway. changing the hitbox on val lanto wouldn't even matter, and I don't even care. I do think that the doll is a little braindead when it is out. He's basically designed that way though. I don't agree that 5b isn't so good, because you couldn't point out to me a better 5b than his. I also disagree that 5b is the only good normal he has. I think you think that way because his 5b is just that good. but his 2b, j.a, j.b, and j.c are all very good normals as well. Especially when combined with nigh-infinite ability to delay landing by using the doll (strong regardless of where or what the doll is doing..). As tsubaki you start the round with a conundrum. Get in before the doll is out? But he has a stronger neutral game even without the doll. I have an easier time capitalizing on the mistakes people make when the doll is out. That's really all I have to say about that.
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that fits into what I said. if you've got a shitty connection it won't fix it. I'm not spending any amount of time fighting 0 bars.
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if you've got a shitty connection waiting for an intro won't solve it. if you have a good connection, waiting for the intro just wastes a lot of time.
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I do have a distaste for relius players which will mostly go away when his backdash is fixed.
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ignis doesn't need to have hitboxes like that, all of relius' hitboxes are gorilla hitboxes too. not to mention you can control the hitboxes vertically too. the others are just along the ground.