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Everything posted by Errol
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214b> wait> 5c>2c>wait>2cc>iad>JC>wait>JCC>5C
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PS3/Arcade runs at 60 fps. Xbox runs at 61 or 62 or something.
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Just meaning to make it take an extra half second, or whatever amount of time, before wolf gauge starts recovering. Or decreasing the rate of recovery once he starts recovering. Either would potentially make it harder to end a combo with full wolf meter, or to replenish wolf meter in human form after playing in neutral as wolf without getting hit or getting in. His OD seems pretty plain. It'd be interesting if it buffed up his human/wolf moves to me.. more damage, or follow things up in different ways.
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i've seen plenty of suggestions for increasing the cooldown before wolf gauge comes back... the problem for a lot of people is ultimately the loop from retarded mixup into more of it till dead. you can try to reduce his mixup potential, or you can make him not able to do it as much. wolf meter use on hybrid moves is just a more flavorful way of doing it to me. it doesn't even have to consume much, it could just even stop recovery of wolf gauge. then you have to play a game when they wake up. instead of just putting them into the blender again.
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for whether you can block it, yeah, but for whether you can mash out or upback, it is rather different. he's still good, of course..
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it's not unexpected with these huge changes... 1month. Also kiba command throw is 2 charge flat. but honestly I don't want it to be like this. I would like raw charge speed to be quicker, maybe 20 or 25% quicker. but the truth is that what needs to change is not charge, but other stuff - like normals (13 frame low, 26 frame overhead), or like making the D specials more useful. D moves are barely better than C moves.
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CP 1.5 will hopefully give us the best of both worlds. Makoto is more interesting and fun in CP but ultimately she's just really simple. But I'm hearing the problem with Makoto was really just a matter of player skill. Oh well. Interested to see what they do next month. Things look to be like pretty small tweaks.. Meaning we might get a well balanced game since the way every char should go is quite obvious at this point.
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I dunno man. his 5C is jump cancelable, that must be the only place you can use it.
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He got a 19 frame overhead instead. noone seems to want to be creative in how they use it though.
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it could be worse he could have a 26 frame overhead like tsubaki
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I would say: Keep the pressure and instant overheads and such Make wolf hybrid moves eat wolf meter, so that he doesn't regenerate much if any wolf meter after he scores a hit. remove all invuln props from 5d. Then if he's S for the 6th game we'll give it another go.
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I think she'll get buffed. but I don't think she'll get a DP. When she had one in CS1, she was missing a lot of the stuff she has now. If the always-S roster which is particularly bad for her gets nerfed that would help a lot.
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if it'll impact your decision, watch for the tweaks in mid march. there are solid characters that will always be good if you want to just pick from them. Makoto and Tsubaki have tended to low tier. But Noel is usually mid or pretty good. Could change in a month though. GL.
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Because while it would help with her bad matchups, it'd push her good matchups into 7-3 or 8-2 'Fuck this game I'm quitting BB' territory.
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well, the stable way to have a good character in BB is to pick a character that has a broken drive. those are the perennial top tiers. If I understand you correctly though, Makoto or Noel might also be good characters for you. for Tsubaki, the character specific stuff basically goes like this. There are maybe 4 or 5 combo routes that don't work on about 1/3 of the cast (no pattern). A combo could use 0 to 2 or 3? of those different parts. The best thing to do would be to start a notebook, and have a different page for each character on which combos to use, or how to tweak combos for the character, along with other notes like neutral tools and such. I'm hoping they cut back on it in the coming patch.
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how about giving 2b a guard point from frames 3 to 15. then it couldn't be used as an anti-air.
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just nerf mu, cat chair is shit enough.
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Just saying complaining about amane having better defense is like saying you want calamity sword in both forms in exchange for getting a suck backdash.
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would you trade your backdash for having calamity sword in both forms?
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right, there are ways to nerf his damage without making it so that it people never want to spend extra orbs because the damage gain is too inefficient. it makes his specials outclass his normals for damage by a lot, even in combos. which makes sense. nerf his P1s and P2s so he does 7k in the end instead of 10k.. Or make his combos more drawn out. he pretty much totally ignores the proration system of CP, wouldn't be that way if more of his stuff were links after fully recovering, so it took more time to land those hits, or if stuff dropped if it was done too late. there's stuff that can be done, at any rate. he can pretty much go through a full OD combo off a 2a, you know. Feels like if he doesn't hit the 'instant tech' barrier he's good. Though I might be wrong about the above...
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i don't think ignoring combo rate is bad. what that does is it makes his specials valuable to use during combos. you could easily see a reverse side to it, where people barely use specials because the reward for expending more quickly drops off. would kind of be like tsubaki - using charge in combos for tsubaki is pretty iffy in a lot of cases which is unfortunate.
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you'd have 28f of blockstun, which is enough time for you confirm a block, but it's not enough time for you to confirm to an overhead without leaving a gap. if you wait a split second, you'll get hit by a dp before the orb, though if there wasn't a dp before orb you'll overhead them during blockstun. it was very strong but you could read your way out of it...the odds were certainly bad. you could counter assault out too. I'm just saying Litchi was a bitch. ed ; i haven't tried to put numbers to it before, but i think it is this at best if not worse. comet oki is only a tiny bit worse in CP than in CS2, but this is it how goes. it's great but there's still plenty of ways to disrespect it.
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that doesn't work though. if you wait a split second and attack, you'll get dped. you need to confirm that they blocked. the blockstun isn't long enough for you to confirm a block and overhead without a gap... which doesn't matter for rachel. that or you need to OS it so that you block a DP if it came out and only attack after the block point. Which is easier the quicker the DP is. not so easy on chars like Jin. there's no way to FORCE a high/low mixup with comet. it covered a lot. Litchi's covered all that, and forced 3-4 high/low mixups which led into the same oki. I found that far more frustrating than Makoto.
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the other problem would be that people don't actually know the difficulty of other characters. tsubaki is much harder than people think, and likely to remain that way. because people pick her up and say 'wow, this character is simple.. and really bad!' and then drop her because.. she's really bad. Tsubaki has a lot of those difficulty elements that you are not going to just easily overcome and which come into play all the time at the top level. she doesn't have weird execution to learn that is stable once it is learned. she just has combos that plain aren't stable. hard confirms, lots of stuff that only works well against one particular thing but not the other 2 or 3 things that are likely to happen. Rachel is hard all around, again, not just 'learning the execution' of the character, but random confirms, management of wind, proper pressure, proper oki, neutral movement (because you have to use wind to do things other chars do with normal movement). a different way of controlling, no, that doesn't count, in my mind, for making a character better...at a top level, what is needed to be competitive. if Ragna gets 100% of his confirms and 100% of his combos piece-of-cake, and the same isn't true at the top level for another char, there's gotta be some form of compensation or else you're just going to lose more. better neutral.. better defense..better damage.. it doesn't matter what in particular, but something. obviously, at the top level, valkenhayn is overcompensated. same is not true for carl or rachel. Not sure if CS1 makoto oki was as good as CS1 daisharin. she gained various setups into oki in CS2, but nonetheless it would've been good. but having to block what, 3 or 4 mixups instead of 1 is a big difference to me, at the least. typically you could dp out of comet oki if you knew they were going ot mix up either before or after the orb. if they bait a dp before the orb hits, then if they go to overhead there's a gap to DP. if they go straight for the overhead, orb doesn't provent the dp.
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taking 1 combo into makoto oki was just as bad as taking 1 combo into daisharin oki? Ok. Whatever you say Because what I'm talking about is not just execution difficulty, and if you give no compensation for something being genuinely hard, then the result is not balance, it's just bad. Not about complexity. If you have the idea that top level players always make the correct confirms even if they only have 15 frames to do so, that top players never mess up, just let me know now. I'm not saying you do. but there are difficulty factors that actually factor into gameplay, in the sense that top players will fail to do those things because of it. another note would be that watching stuff that takes no skill to do is not as exciting. Bad for esports.