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Everything posted by Errol
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Sure, but the best way I can put it is that top tier of a character like Ragna or Makoto feels like you are still playing the game, but you are losing on reward, or having worse pokes, that kind of thing. Top tier of various other characters, is, well, I don't need to spell it out do I? Other characters in CS1 felt much more bullshit than Makoto.
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izayoi's dps recover relatively fast. I mean, they are not dps. Ragna - 61F Izayoi - 41F - no hitstop on whiff at range 3c is going to take almost 30 frames to get there. not happening. it actually low profiles at the tip of izayoi 5b, and well, outranges. but if you dash 5b you'll hit 3c at roundstart for sure. (Results of testing). Sounds about right to me though. overall it is pretty even, maybe a bit of favor for tsubaki.
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you musta been slow on the draw that time.
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you're not gonna punish any whiffed dps with 3c. but pressing 3c when you expect they might do it. yeah. ? 5b will totally hit tsubaki out of 3c.
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point being to stop autopilot dp> teleport> dp again combo. which limits to what, teleport forward? works well if they try to do that at round start, in my experience
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There is no possible downside to mashing 5a that I can think of, and it makes life harder for them because they can't autopilot followups. it's like if you could only cancel 5b into 6c, you'd be screwed if someone just mashed 5a after blocking 5b.
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onebar's connection is very reasonable considering the distance and all. but susano is very sensitive to lag so consider it not meant to be
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If you block a DP in the air, mash, that is all.
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I agree with one concept, that just execution shouldn't be a reason to make characters better. Because that is something you can handle with practice. I do think, on the other hand, that if a character has a lot of difficulty in other ways, it'd be fair to make them better. For example, it's not just an 'execution' thing that some characters have autopilot confirms they can easily go into whether on ground hit, crouch hit, block, air hit, counter hit, etc, and other characters have harder confirms, where if you autopilot you'll drop (or even get punished) because it was an air hit (aka backdash, kokonoe mashing 5b), etc... No characters named to prevent anyone in particular being offended
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Makoto is the single most honest character in this game. Even top tier she wouldn't be as frustrating to play against as most of the cast let alone other 'traditional' top tiers.
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I just want to see a DIFFERENT top tier, so maybe we can see SOME of the other characters being used at the highest level of tournaments in japan. That means No; Valkenhayn Hakumen Hazama Valkenhayn Taokaka Litchi Valkenhayn and Yes to: Izayoi, Carl, Bang, Tsubaki, Makoto, Platinum
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j2C > frog combos have less use than j2C > anything else I would say. try j2c> 236B> JC> JC> BBL instead, or j2C > 2a (whiff)> 5C(w)C there is really not that much you can practice combo wise. you can practice pressure, and neutral movement.
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j2c combos are occasionally useful. standing confirms are useful. 6CD is useful. But the main thing to actually practice there is just j2c, so not much.
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that's just one of the factors that makes hakumen good. Not like say, Hazama, or Nu, don't have that going for them too.
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you would have to give more clear examples for me to understand what you are complaining about. for example. what would a typical round look like. you land a 5b starter and carry someone to the corner. how many more times do you have to mixup to kill. Using optimal combos.
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well, CP had I think, Mu, Nu, Izayoi untested. Kagura and Terumi are neither really bad or ridiculous. Then you had Valkenhyne and Makoto as ridiculous, but they stayed ridiculous even when they were tested in the next iteration. (Valk remains that way to this day) I don't see much of a correlation TBH. The coming changes aren't bringing any new chars in either.
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I guess we get to see just how much arcsys loketests matter.
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if hitstun were longer, you could use it as a strong combo part, or use it after hitstun has decayed for an unblockable, or slightly delay your 22d for an ambiguous combo vs unblockable setup, or whatever. i don't think it would be that bad anyway, because it'd just be a tech trap. it staggers so the combo doesn't reset unless they push a button. more of a problem would probably be j236A setups.
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no, 6c is a pretty tight combo, because you have to recover before you can do 6c. 22d is different because you can special cancel the recovery of 46>236D with 22d. math: 20f of blockstun, but move is only +6. so 14 frames after the last hit before you can do something. subtract 14 from 38 and you have 24. explanation of why 6c is a tight combo.
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I dont think I would mind either of those.. better than 46C for sure, to me.
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they're changing the ground fireball into a command move, no more charging. which is pretty awesome
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airk he said on hit, 46d236d has 38 frames of HITtstun, and 22d is like 39f startup
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I wouldn't mind them giving her the old gravity well back, from CS1. Not more than that though.
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i've heard it can drop inputs from the other player.
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and the person sitting next to you...