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Everything posted by Errol
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GGs Toan but when's CP? I really have to tolerate this character for TWO MORE MONTHS?
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I opened up my stick and cleaned all of the buttons and stuff, no more free wins for people anymore.
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i read that SB Dia recovers quick enough to not be punished off sweep->SB Dia, IIRC.
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that's wrong, it has landing recovery i always felt the pause after j.C in the jump-loop combo was a little weird, it's because of j.BB landing recovery
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i wonder if jBB still has landing recovery in CP.
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ok moy.
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I don't think the note is saying that she can literally PRESS 2c DURING blockstun. It's just that she can press it even during a 1f gap in blockstun. Same as trying to pressure curse arakune in BB. He can't put bugs out during blockstun, but if there's even a 1f gap, he can put out a bug and it won't be stopped just because he blocks a frame later. i don't think the same applies because of having to hold d to block for asterius, but it does seem to apply on wakeup. but.. w/e. we're talking about a loketest.
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i thought it was referring to the uppercut, which keeps going during block and the there on wakeup thing meaning that they can't do anything to stop you from pressing the uppercut, because you always can press it the first frame you wakeup. even if they meaty that doesn't mean you can't have pressed the button (ala dp). but the wiki says only while underground, I don't know how quickly it goes underground.
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This is gold. GGs. Sure, no problem. Guys let XBL enjoy their final days.
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GGs suzy. you're in trouble if you don't IB it. of course if you're midscreen remember that backdash and just mash that. you weren't upbacking as much as I remembered. GGs to stardemon, why only two games. I really did want to play you.
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i am the least salty I have ever been Mac. I played terrifically today. I mashed everything resembling a DP I had today except the ones that have real invulnerability and it worked i pressed buttons with the enemy all the way across the screen and I feel great about it everything i ever learned about playing solid was wrong the less random i played the more I lost let's play moy
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Nemesis, please don't bring the hostile community spirit over from XBox Live Ok? We are poverty over here but we are a tightly knit bunch. the c button sticking is making me play better i broke toan's guard 3 or 4 times with 22c today because of it
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my c button is sticking
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absolutely
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i know he's going to jump, I'll just 5cc... Fuck! UK Lag!
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Who are you and what have you done with psycofang. it's a little surprising still because of the fast tech time on jabs in CP. jabs have good proration now, but the time limit is rough..
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because he wanted a translation, and the best translation for that is 2a> 7k. he got it up to 6982 tweaking something or other. 7.2k without the 2b.
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2A> 7k die hakumen.
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Did you guys notice the buff to valkenhyne's backdash? Looks pretty good.
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TBH tari, the combo hasn't changed, that's how you play tsubaki. (you can't get anything more optimal here really - you need the corner or you need to fight a tall character, or get a CH or a crouch) You tested some of the same stuff I did. 766 IAD is def good at certain ranges (it's great at the range you did it there - if it's closer, it won't work - I actually tested this same thing, IAD j.Bj.C, just a bit earlier). and if they're up close, you can definitely ib > 5a or ib > throw. IB> dash 5a is something that I'm not sure I'd get down well enough to do. TBH, maybe that is one of my big problems in this game - really getting my inputs precise. It's tricky. IB> dash 5a is also something you can only do if you predict it I think. I think the story at the end of the day is.. Try to screw up her spacing of stuff with a combination of IBs and Barrier. and if you confirm a good position for punishing with an IAD, take it? If you can predict it at point blank, you cna go for a 5a or throw or DP. But I don't think you can confirm it (recognize it by the 16th frame and press 5a). Thanks a bunch Tari.
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couldn't you directly anti-air him with those?
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when do you get hit out of it? the other character would have to be coming from a completely different angle. Like if you put it out in case they jumped but they didn't and are just running at you. Shrug. Also I put evaluation of a player at like 80% neutral. and then maybe abare. The rest should be good enough that it practically shouldn't distinguish any players from each other. First thought anyway. *shrug*
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the block string to demonstrate it is point blank 5b>5c. The best you can do to punish is 7IAD and put out a j.C, as tsubaki. It will clip her as you sail by for a bit of damage. Of course, this requires totally reading that they are going to do it, so it is pretty um, shitty. From a 5c, the gap before the 236a goes active is 4 frames I think. so 7 on IB. you can't punish with 5c. you can only punish with 5a, which is 6 frames. If they actually started the 236a right in your face, ok. But assuming they actually did the 5c>236a at the range I'm talking about... nah, not happening. At this range, it goes active on you late enough that IB'ing it, though it helps you get out of block stun a lot faster, doesn't keep you from being way negative. I mean, this is really talking about during their pressure, and they use it as a pressure reset. and you're right.. the only way to really handle this... is to not let yourself get in that position. When it does happen, your are probably best off just backdashing, or maybe IAD'ing. I'm not really quite sure how flexible her blockstrings are. I wouldn't be surprised if it isn't that hard to adjust to your opponent IB'ing or barrier'ing to create the right distance, maybe a Mu can say something. Anyway, I think it is worth knowing about - sometimes wish there were threads just for against certain characters - because a lot of stuff is the same or only a bit different for everyone to deal with. Sorry about a bit of tsubaki stuff mixed in.
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what is 5C minimum range? I've never heard of such a thing? 6c? 5c minimum range would be... point blank..? I don't know if I remember something wrong. I'll have to hop into training mode when I get home. Specifically I'm talking about a range where if you hold upforward when the 236A is starting, you'll get hit/block it about instantly as you leave the ground
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Tsubaki has a very long forward airdash. I forgot the auto-IB multihit thing. With the blockpush reduction, it should make the hits all hit in 5 frames I guess (hopefully), that should be a really good answer. Actually I guess it is average. Rachel has a really short one.