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Everything posted by Errol
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Points 1. I don't like using 6a. if it doesn't hit quickly enough, 2d can end up dodging it. 2. throw already beats every drive on noel's wakeup, including 2d, good option for characters that have less ways of dealing with drives than tsubaki 3. don't be predictable is, well.. yeah. But you can only reduce how much you get hit, not eliminate it (of course, as it should be). 4. 5c>2c>6c OS to beat either for a big punish on either
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Good for you.
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I get good games with people from new york. if I actually get games with someone from my state, it's really good.
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don't worry, you don't have to pay to play people over here. You also don't have to pay people to play you either.
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but it's also true that if you have a 0-bar, you are out of luck no matter what.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
yep no change. -
sounds right - in theory I think it should be possible off j.B to leave no gap to 2b also, but I'm not really sure. it's all about how quickly you touch the ground after the last air attack. like you might have to delay the j.a in order for the j.b to land late enough for there to be no gap, which doesn't help anything..
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this doesn't make sense frame data wise. 5b is lvl 3, that's 16 frames of block stun. 6 active frames. 2b is 10 frames. 16 - 6(latest cancel possible, at 6th active frame) - 10(2b 10 frame startup) = 0 frame gap 360a is invuln on frame 3. you'd have to be recovering from 5b and doing a 2b. Or he'd have to be instant blocking, with you doing a late delay 2b. and if you just did a plain old 2b he'd probably get hit because he isn't holding downback
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with nemesis it's the nemesis matchup the disrespect is overflowing
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Answer 2 is under your foot Answer 3 is I'm not really too good at this game, my neutral is lacking, my pressure is lacking, and my defense is even more lacking You play Plat?
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toan just mentioned you because he didn't want to say that he's beat me 50 to 60 times in a sitting
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Have dealt with much worse TBH, and what Toan said, but whatever way you want to do it
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Errol replied to HiagoX's topic in Makoto Nanaya
bit more. 1. You can see lander blow. You can't see that there was no follow up to lunatic upper in time to mash out. You can SEE lander blow, and call out a reset if you want to here. if they go for lander 2, it'll frame trap. But you can also be Dp'd. 2. Theory, but Lander 2 and Lander 3's startup are so far apart that I think you can OS-mash out of it. with the right timing of mash, you would block lander 2 and mash out of lander 3. with 19 frame startup and 27 frame startup I don't really think this is theory. If people decide to REACT to lander blow by mashing 2a, they will most likely react too slowly to be frame trapped but fast enough to mash out of lander 3. 3. and again, if they want to dp you out of lander blow, there's nothing you can do to stop it if they do it on reaction. You can't dp a lunatic upper reset on reaction, you're stuck with guessing. Really don't see this tool as being of hardly any use at all. additionally, the combos you get out of lvl 2 lander have proven to be really lackluster. 80 P1 is a bitch. On the other hand, lunatic upper has gotten really tight, and has damn good proration. You can arbitrarily delay it, and you can frame trap with it off of probably anything other than 2a now. -
Good stuff guys, as always.
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hakumen has pretty disjoint hitboxes, wouldn't that be where the clashing thing would come in? Though, I actually still don't get how guardpoint makes clashes more likely. If I have this right the only way a clash can occur with a guard point move is when the guard point occurs at the same time as the hitbox Mu has a hitbox from 10-19 and guard point throughout the whole thing. So if hakumen 5cs her during 1-9, the guardpoint catches hakumen and makes him eat an attack to the face (same reason this is not safe jumpable). if the 5c hits during frames 10-19, then it will clash if only hitboxes are touching.. which is the same as any move? Someone explain to me because it only sounds to me like there is less chance of clashing with a guard point. Or I will enter training mode when I get home and test various stuff.
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Toan needs to go to a tournament, I would feel better if he'd just go win something.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
Pretty much what TGR said. The game is pretty much about knowing what your opponents options are, and knowing what options of yours beat their options, and employing your options to beat their options. Whether offense or defense, it's really bad if you are predictable to the point that your opponent knows what you are going to do. If you know someone is resetting after 6b a lot, just DP them, or iB>2a them. Also part of what makes 5a pressure good is that you can't see the reset points and throws are a lot harder to see than her overhead too. It pretty much forces the opponent to act on reads, and that is a lot better than tsubaki's overhead which can be seen and disrespected. -
I haven't played a match against Mu in a long that I felt was really that hard. Just lose on risk:reward all around, still feels dumb taking the kind of damage she can output, but there is a decent chance overall. I'm not sure whether Tsubaki or Makoto has a better matchup against Mu, but I think I favor Makoto. The best Mu I have played has been Xcat. nemesis seems to mostly play hazama against me. Playing against Toan though always feels helpless. Much harder than your Rachel or Cat's Mu. not that I mean anything by this. Maybe I just suck against Lambda or Toan has me downloaded too much.
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I guess I can see that, but most of the cons you've talked about with Mu aren't relevant for the characters I play. as Tsub or Makoto, I've virtually never seen Mu's dp clash against anything of mine and have only seen it to have advantages. (like how on Makoto, 6a invuln running out 1 frame before the strike results in a lot of counter hits, but the same is not true for Rachel's 6a). It kills Tsubaki's unblockable, no matter the spacing, and safe jumps, which make it exceptional in that matchup. Or things like Mu's iad back leaving her unable to deal with long ranged attacks. That IAD back is pretty fucking strong when you outrange the person trying to get in on you so much. The backdash is too. YMMV I guess.
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well, with the amount of time it has been established that it takes for them writing the story, it does seem like it would be surprising for the anime to have a completely new story. I guess we will see. When was this first airing? I thought I saw sunday.
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In Short: If Jin does anything except D DP, you lose. Go play those odds.
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the problem with 3c is that it has 37 frame startup. if jin mashes DP, you can use it, if you mash 3c, he can do whatever he wants to you.
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yeah, I guess that is a pretty significant weakness. I don't play one of those characters unfortunately.
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I'm kinda saying that at least in EX, I don't know what character has an arguably better DP except Ragna. Jin's D Dp might be better except for costing 25 heat. has additional plus of being the only DP you can't safe jump.
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the only thing I don't get here is that Mu doesn't have a good DP.