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Everything posted by Errol
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the correct answer is that arc think she's a lot better than she is. Tsubaki players are pretty famous for whining about their character in Japan too. But it's also true, She's B in every tier list since CP hit except the ones where people put her at C (Though mostly that is the dan ranking aggregation based ones, cause the top 10 tsubaki players are low dan, with konan/kuresu sitting about 15 dan). And well, she got nerfs in this revision. So if people like her, as she is, play her. Don't expect buffs, cause that's just silly to think will actually happen at this point. I'm a Rachel main now and I'm happy for it. Hell I just got buffed.
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they could buff the characters with bad backdashes. but mostly nerfs, I agree. They could also make it so mu/nu can't backdash in rapid succession. or remove it from other characters. the biggest nerfs are probably coming to: Kokonoe, Taokaka, Azrael?, Valkenhayn, Relius, Noel, Tager?, Arakune? I'm not sure about Azrael, Arakune, Tager because their backdashes are very clearly special. Same kinda true of murakumo backdash. possibly buffs to Bang, Bullet, Hazama...
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beats me, just look at them relative to each other. how much impact he thinks they have.
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Azrael's backdash is likely to be nerfed... I think this doesn't include that. N-O's opinion on the 'strong characters'. (from twitter) Valk - Over Hakumen -5 to -20 depending on magatama change Jin - 5 to -20 depending on JC and 6A Hazama -5 to -20 Litchi - -5 to -10 depending on effect of 4B change Tao -1 to -3 Rachel - +3 Azrael - +10 Carl - +10-15
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kokonoe just had so much broken stuff that it makes me wonder if there won't be more charges that weren't mentioned. i think there will still be ways to get black hole out. and if you get black hole out, it should still be 5-6k if you pull it off. i remember seeing tsuji use black hole just during pressure a number of times. but if that doesn't work in the corner, it might not matter so much.
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Yeah, this is it. Also, these changes are just minor tweaks. They had a year to figure out characters were weak and buff them, and they didn't. So swap chars. I don't know who would've guessed Makoto would be nerfed. ha.
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the srk translation is correct. less active frames.
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IIRC, second hit would have 55% proration, so that should cut damage down from 10k to 6500, something like that. that alone could be enough. but maybe they'll make it so you don't have enough flex to go for a combo immediately after the 2nd hit and have to do something, another move, causing more proration, instead.
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who said it needs to be raw. you have 5a/2a to cancel from. you can use your oki to go for empty jump mixups. you can go for an overhead after a jump in instead of going into a block string. j2C doesn't knockdown so you can use j2C to go for a high/low after a blocked j.B still have very free gatlings and copious amounts of jump cancel. struggle. play makoto. please.
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there's hitstop that is applied to the opponent only. All CHs have varying degrees of hitstop. CH hitstop is why CH 5b> 6C is a combo. 6C had opponent only hitstop applied on guard. This is why 6C>JD>JA frame traps. This is why 6C>JD>JC beats a good chunk of the slower anti airs in the game (including our own). The patch notes specifically note the removal of hitstop on guard. Expand your vocabulary, I guess.
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hitstop that only applies on the opponent is close to, if not indistinguishable from blockstun. It's basically the loss of probably 3 or 4 frames of blockstun.
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that's a minor mistake among other minor mistakes. Projectile is probably nerfed, despite not having to deal with it randomly coming out. Projectile faster = won't be able to do anything with it, probably. Projectile faster = probably harder to set up projectile oki with it, maybe impossible.
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6C isn't buffed, 6c is all around nerfed. the removal of hitstop is basically the same as removal of blockstun. You will get hit out of JC easier. expect to get hit out of j.A too. Special canceling 6C on block is close to worthless, since if you wanted to special cancel you could anyway. Instead, now you can't do anything like input mugen to get an autoconfirm. being able to crush trigger after 6c would be potentially useful. but I don't think it is worth it.
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6B could be significant for midscreen and oki. e.g. 6aCH> 6B> CT, 6A> 6B>???. for oki it could be like CS2 arrow enders.
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JD knocks them all the way across the screen, you aren't going to get midscreen combos into OD with that. goro used that all the time.
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no, the recovery is increased. it is probably punishable on normal block.
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jB>J.D will probably work out to be almost the same as jB>jc>JD. but the jB>JB, JB> jc>OD, etc combos will probably be gone and I don't see how you couldn't consider that a significant nerf.
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it should make them less likely because there won't be a guardpoint to hold the attack in place until it can clash?
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I think they made it so that pumpkin doesn't move until active frames start. which is a buff in couple of ways, though probably also decreases the max horizontal range on it. might also make it worse if it makes it so that pumpkin doesn't lead as much during dashes, providing less cover against stuff. but, overall, I think this is probably good.
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having a 2a that takes 25 frames from start to recovery is certainly a negative on defense. they probably dropped it a good 7 or 8 frames total, that's pretty helpful.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
i'm guessing they probably reduced untech time by 4, and made it cancelable. which would mean the comboability is exactly the same from j.B to j.D, but everywhere else (JB> jc> OD, JB> JB, JB> jc > try to confirm) is nerfed. Well. Other characters are nerfed too. Chars with great backdashes likely had their backdashes nerfed, and makoto wasn't one of those. and the best chars were nerfed more significantly. relative to characters like Valk, she is probably better. But chars like izayoi, amane, kagura, terumi, arakune, platinum are buffed. so maybe she will be hands down the worst this time. tsubaki got a bunch of nerfs. Same single buff as Makoto - overhead will be reasonable to followup on air hit or roll etc. This is why I'm playing Rachel, who doesn't appear to be nerfed, probably overall stronger. Even I thought they wouldn't screw up a minor revision like this. But I was wrong. -
it won't be as good for doing after hitting someone with a j236A I believe, but it should be nice to do at the end of combos for midscreen oki and such. or if you have pumpkin, to use it. it's hard for me to tell exactly what the pumpkin change means. need to see it.
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hmm really old post but anyway. is it hard, or is it a matter of having to put in a lot of time? I guess what is called the learning curve. like ragna: learning curve: short combos: easy confirms: easy tsubaki: learning curve: short combos: hard confirms: medium/medium-hard rachel: learning curve: long combos: hard confirms: hard I don't feel that the 'learning how to move, etc' part of rachel is 'hard' so much as it is just... takes a long time to get used to and everything. what is tao like.
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if you're gonna play in public you're going to have to wear pants. don't get any ideas. please.
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honestly almost every combo in this game boils down to either as fast as possible or as late as possible at each spot. know that and you can figure out pretty much anything.