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Errol

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Everything posted by Errol

  1. Yeah. Though there is a buff in 2cc coming out faster after 2c. 2c>2cc used to be slow as molasses... now we have to input our own delays into combos to make things work.
  2. I don't think I said it did? I'm just saying that the amount you get is pretty close no matter when you do it, although you even get a bit less from max height than you would at a lower height. the conclusion is the same at any rate, don't ever double jump anymore if you want to get charge, and besides that, if you want charge, you can get a pretty good bit without exposing yourself much by charging at pretty low heights. and j236a charge cancel is pretty nice too. this is true from the j214x nerfs... landing recovery is too bad. while it was sometimes nice to super jump > double jump for charge in EX, it's really a bad idea now in many ways.. and the low to ground charge rate is pretty sweet anyway. you can iad back and charge and get enough charge to put out a j236D even, which is decent for stuffing people running at you. I finally went and tested it - oh shit 5b>5bb is gapless on IB 5c>5cc is gapless on IB 2b>2bb is gapless on IB 6c>6cc is not gapless on IB but you have to ib a later hit. auto ib for multihit moves only works for 5 frames, and 6c is 6 hits / 6 frames so if they ib the first hit they won't ib the last
  3. i've seen this a few times so I guess I'll say something. 2c and 2cc both had their untech time nerfed. It's right there in the frame data. 2c floats less which makes combos awkward, 2cc floats more which makes combos awkward. I'm not sure if there's anything good to these changes. I'm leaning towards no.
  4. ok, I invited you toan.
  5. someone please invite me to a 1 on 1 room.
  6. That's basically what I just said.
  7. That's actually a charge cancel, when you use j236a and hold D. Though if you fool around with j.D, you'll see that this time around they actually made the amount of charge you get kind of sort of the same at any height. You actually get a tiny bit more charge if you hold j.D until recovery from a normal jump than from a super jump > double jump. but it's almost like if you hold D at any point in the air you'll get almost 2 charge if you hold it till you land.
  8. 236A usually works even if 236B doesn't. there is a point where 236A doesn't even work because it's too far to hit. if you can tell that neither will work, either charge cancel 5cc and reset or 22b. for example, against terumi, people who autopilot the followup thing after 5d can be punished on ib. but the range they are at and the amount of disadvantage, you can only hit with a 5a. 5a>5bb>5cc>236B won't connect but 236A will.
  9. i know but it's like these westcoasters have no pride joining an EC lobby.
  10. no fucking kidding
  11. it would take 500 heat of RCs for tsubaki to put someone in guard bonus and it wouldn't happen if they IB'd anywhere and there'd be no mixup. lol.. not that that is very relevant to anything.. It sounds like the new characters are quite bad matchups for Rachel though. Terumi and Kagura. Kokonoe remains to be seen. I'll look for you tomorrow probably SWD>
  12. amane is a piece of cake to do 623c>j214a on. just as a note, good substitute in the corner.
  13. Tsubaki's combos are really hard because they're like, impossible to get really stable. I think other characters, like carl, might be hard in the area of getting your mind wrapped around the inputs but when you get them you're not going to drop them (based on what you say this is what I guess). I know makoto got way easier in this game but I don't know about other characters. I'd be curious to know what people are saying is hard with Nu / Bang. And why it is hard. If you just have to do things as fast as possible, then that can be easy once you have it down. Tsubaki's combos are hard not because you have to do something on the very first frame but because you have to do it on the very last frame... Additionally, even if we remove Carl from the group that it is not possible on, We should probably not just 'remove' him. Or we should do something to notate that some characters are really fucking hard to do something on, and it's not worth even attempting. It doesn't matter if something is technically possible if it's just not practical.
  14. i can confirm it works on litchi with 5a and not 5c. same with carl. Can't test Kagura, but nu and mu, does not work at all.
  15. i actually saw a noel player get guard bonus against NO the other day. Haven't seen that outside of furinkazan lol...
  16. Lol. just done bitching about it and I go look on jbbs and someone has started putting together an excel file to document this bullshit. Sigh.
  17. she is decent, but obviously she is going to take a lot of work. You know, everyone that has played all of the games (sorry ginseng) agrees this is her hardest version yet. You can't keep things simple really, the most basic combos are very finnicky in this game, all of the combo extension stuff has lots of minor details that are different on other characters. things like hitting someone low in the air with a charge and not being able to follow up with 214B. or the odd situation with a forward throw where it (seems like) half the time it'll drop if you use 236B and half the time it'll drop if you used 236C. the way how you have to recognize height when you want to follow someone up in the air even. like 2cc> JC ( whiff) because it wasn't a super jump. having to microdash after a 22b>5d>5c combo extender on some characters, not being able to go for j236a oki on some characters.. all the basic dp launchers having char specific restrictions and difficult timing. we used to have the best jab for combos in the game.. offset by tsubaki just sucking in general. But now we really can't get anything off a jab combo. They made the basic extenders so tight that if you go from a 5a, you can't really do anything. Shit, I think I've been barriered out of 5a>5b>6a before. life is hard. Oh well. The game is still fun. I just wish it didn't take so much work to be able to play against other people. I feel like I need to start a sheet of paper or a notepad that has all of the character restrictions I need to be aware of in combos, so I can remember that 623cj214a works on this character and not that character, that dp whiff is possible on this character but though it's possible on that character I shouldn't bother. And to just not do combos against Amane
  18. $60 would be fine. I'll be at WNB this wednesday. Darlos, I don't know who all is going this wednesday, that's really what it depends on. I will bring my monitor and ps3 in case no one else does, though it would be without sound. Same location.
  19. lobbies gah. I want to like them but everyone coming to the same lobby.. get to play some nice 0 and 1 bar matches without warning.
  20. if they just would've given us enough time to do a 2c we wouldn't have these problems. I think there aren't enough tsubaki players and they don't care enough to work on stuff like this for her. I dunno.
  21. not exactly, gaps are larger, pushback is worse, IB> DP works between almost anything she can do, and if you delay too much, you're even risking getting thrown between a gatling that's how big the gaps are. it's nothing good that's for sure.
  22. GGs to Zeke and Nosales Please go into the second from the bottom option in the options menu. This is the network menu. Turn everything off, it's related to automatically saving replays and uploading replays. cuts down on between match time a good amount. If afterwards you want to save a replay, you press triangle during the victory screen.
  23. in the interest of getting the best combos I like to try to convert as soon as I see a hit. but it's just hard to do that off 5bb now. 5bb is where I confirmed a lot of my combos in EX because that was the time when you could go into a jump loop combo, so that's another habit i have to break. need to press C before going for it. there are a lot of habits that need to be fixed going to this game. But I think I'm over the hump and I'm liking it now.
  24. the new 5bb is seriously a bitch. Besides the range issue, the reduced blockstun and hitstun really blows. You can't mixup / frame trap/ and reset pressure at the same time with 6b after 5bb anymore. since they can just mash 2a out of 5bb>6b piece of cake now. It's harder to connect from 5bb to other stuff. Sure, it doesn't usually matter, but since it's 1 frame tight from 5bb to 2b or 22b or 236a it'll drop if you aren't doing the followup at max speed, which makes it harder to hit confirm along with the reduced hitstop.
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