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Everything posted by Errol
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GGs. Rachel is a bad idea. Bullet is a good idea.
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Candy can swap you in whenever. I'll probably watch something instead.
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i will play a bit. invite
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if those invuln numbers on the dd overhead are correct, that's not going to do anything to prevent people from DP'ing out of it. they just nerfed the invuln actually? to super flash to 3 frames after superflash. no DP is going to go active that fast anyhow. and if people are dping before the super flash, they might still beat it out. kagura certainly would for example. Maybe the low version will really eat dps? o.w. it seems 100% useless against dp characters.
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I know. it's not full life OD. you need to take some damage to double OD lili. but you can't get much midscreen. and yeah you don't really want to burn a lot of wind for a bit of damage and then not be able to mix up afterwards..so it is just kill combos.
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fast characters get 4, slower/step characters get more. I wouldn't call Kagura a rush down character, and all the chars with 4s aren't zoners. Faster chars, especially Nu, can play a much better keep away game with their negative resistance because they can so easily side swap.
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really it's just about kokonoe having had too much, anyone else, I don't care.
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Feelings. Makoto deserves it. she should have good options during up close blockstrings... more than she has.
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Who said anything about getting oki off her instant over head, I know it wasn't you? The reason isn't the damage, like I said, but the oki situation, the wind situation, the corner carry situation. if she got 3k off her instant over head she would probably be burning all her wind to get it, and that wouldn't be good. hell part of the reason she does so little off of the IOH is to maintain a solid advantage and just get another hit. If we were to make up some fictional character, maybe it could be just like now except 5cc does 1500/2000 damage to bump the damage up to 3k, and teleports rachel and them to the corner kokonoe has 5b6a5b at the moment, and shouldn't
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Rachel is instant B tier if she doesn't have her IOH, but the reason she isn't S would be other stuff, not damage off the IOH. None of Rachel's moves move her forward so multiple gatlings is kind of different anyway. Makoto has 5b6a5b and should be the only character that has that..
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Lol at kokonoe backdash having 1-12f invuln Rachel's IOH is good but she doesn't really get corner carry off it, and even in the corner the wind recovery is just about neutral. midscreen it basically resets to neutral and setup to try to recover wind and do it again. you do have to guess against it, but depending on wind it can be over pretty quick, especially if you pay attention to her wind. in corner, oki is good, but rachel's pressure and combos are weak to CAs and bursts, and can leave her in a pretty bad situation, having blown wind but now being in neutral. She'll be S after the patch but it should be noted how much of a factor N-O is in that. Don't know/don't think that we'll see anyone else really showcasing that S capability.
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think of it like they swapped jin's jC with platinum's jC
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N-O posted some matchup numbers for Jin. For characters he has enough experience with to write about. Number of matches taken in a best of 10 set, individual matches best of 5 Rachel 5~6 Noel 5~6 Taokaka 5 Relius 7~8 Hakumen 5 Hazama 3~4 Valk 5 Litchi 4~5 Carl 5~6 Makoto 8~9 Bullet 8~9 even among these chars though, some he has more experience and some less experience with, and depends on how far he's progressed in each matchup
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Jin and Hakumen barely got touched. they will still be better than most characters in the game.
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I don't think attacks matter, just horizontal distance. Just saying it is SUPER lenient in CP. If I iad'd back into the corner from start positions in EX with tsubaki I had negative penalty, not warning, penalty. I never get it anymore. Besides a part of proper zoning includes attacking... and it doesn't take long running away before mu has no reason not to go in as it is.
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I get how much Mu players run away Shiro. But noone ever ever ever gets negative penalty in this game. you seriously have to be constantly iad'ing back to get it, even with lower resistance. I doubt this will change any playstyles. but if it does that is good. If it changes any GOOD playstyles, hey, that's good for me too. I don't think it will though. That's all. I would've rather seen something done to stein spam. That playstyle is too lame.
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dash 6a always works there is no trick, you need to get the timing down. Can't press the button before the direction is released. As simple as that, though it's not that simple if done after another move it's simpler because you the dash can be buffered during the recovery of whatever, effectively reducing how quickly you need to be between releasing the direction and pressing a button in order to get a frame perfect dash 5X
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Yeah. the gap between invuln and recovering should never be less than the recovery of a jab. It is worse against relius IMO. Fixed in the patch at least. sort of. with 20 invuln and 28 total duration, it could.. in theory.. still happen. though.. regardless of theory.. If you whiff 3 5as in a row... i wouldn't be surprised if you just don't press a button fast enough, or you press the wrong button (something slow like 5b) and get hit anyway. Was it 5a or 2a? I can't remember
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or poking with 6a. not that uncommon
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Even with 4 neg penalty you're going to have to run away really hard for that to kick in. CP is not EX, neg penalty is not even a factor for tsubaki currently and she's got the worst neg penalty combined with wanting to play a defensive game to get charge. It was a real problem in EX for tsubaki, but in CP even with terrible negative penalty resistance it's kinda hard to get it. It might be slightly harder to safe jump than other dps but probably most safe jumps will work fine.. if you tried to safe jump a dp with startup at 9, if your hitbox wasn't gone by 8 anyway I'm pretty sure you would get hit. Just shouldn't be easier to safe jump than other dps because of the guard point. 2a>4b os to beat it will be super super easy though. I doubt it will change in neutral? The new dp untech time is the same as the better counter assaults... on normal hit, air tech, IAD will probably put them right back on you.
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Won't matter...4 is plenty for any character. As Nu, if you get neg penalty after this, you're most likely playing wrong anyway.... I don't think people realize how hard it is to get negative penalty in this game.
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shouldn't be worried. big buffs here.
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super fraud, that's for sure. On the flip side, it will be easily OS'd now, which typical DPs at 10 frames are not, so I am looking forward to that.
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neg pen changes are unlikely to matter for anyone really at all, except maybe the characters that had no negative penalty resistance. frankly I never got neg pen in CP even playing a defensive game trying to get charge with tsubaki, with her 2 resistance. I did get it, very easily, in EX. The Dp nerf is going to be pretty big.
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same way I play it but I do a worse job. j236a is very useful if used properly.