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Airk

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Everything posted by Airk

  1. Have you tried just advancing behind your projectile and using 2C against people who jump over it?
  2. Look; Either you're doing the motion wrong, or the game is broken for you and just you. Try it. Maybe it'll help. What are you other options?
  3. Well, they keep nerfing Comet Canon oki. Also, in CS2 6B was 20 frames, which really fast for an overhead doesn't require any resources to combo off (Both Hazama's and Jin's are in this range too, but both of them go nowhere without meter). Though I think the thing that contributed most to her in CS2 was the damage/corner carry (Hi, fullscreen corner to corner off 5B). Basically, CS2 Makoto was a big middle finger to the "This character will never be good because design" school of thought, because there was nothing particularly amazing about her design or gameplan, she just had good mixup and huge damage/corner carry into solid oki.
  4. You probably pushed the button too early. 21421D4 will often give you 214D. Try to slow down just a hair. Make sure the stick is all the way at 4 before you push the button.
  5. Yeah, due to the way it works, Break Shot just takes too long to be a useful way to cancel an opponent's projectile. Makoto doesn't really have good answers to projectiles; Theoretically she can avoid them with 3C (even though it's not technically projectile invulnerable, I think it's low enough to go under them) but you really shouldn't be doing projectiles at a range where she can do that anyway, and 3C has tons of startup, so assuming you've recovered you can just 2A/2B her out of it, and I think Big Bang Smash is too slow to punish projectiles fullscreen - though it might work against j.236A since you're in recovery until landing, so you might want to be a little careful of that one once she has 50 meter.
  6. Because there's so much "word" on everyone else? This is like the "Make up wild speculation" thread right now. :P
  7. Ragna D inferno divider is 7 frame startup fatal counter. :P No idea if it LEADS to anything (though I hope so). Seems like it'd be a good Cancel-OD punish. I still feel like we know too little about how this mechanic functions to speculate too wildly though.
  8. The sad thing is that would have been completely fine for Tsubaki. Give her D moves some fancy new properties or improve the proration or frame advantage or whatever. But instead, we get faster charge cancels? 'cause it's totally worth it to use overdrive for that, right? =/
  9. Really? I stand corrected, though I could've sworn it did. You're definitely right that you don't want to be touched by that move though.
  10. Because he auto-blocks it for free?
  11. More than just the Distortion has super armor, but the info on the wiki is...incomplete. I'm pretty sure Val Tuus has super armor until it goes active, and the wiki indicates that 2D does as well. I don't know if any of her moves has super armor that lasts into the active frames except for the DD. The danger of using counter assaults here is that if you counter assault and hit the doll and NOT Relius, he can punch you in the face for a huge combo afterwards. Counterassault in this matchup is a lot like counterassault in the Rachel and Carl matchups, where you need to make super sure that you are CAing something that will hit the CHARACTER and not just their autonomous buddy. As a result, it's super easy for him to bait and punish CA if you're not paying attention. Be wary.
  12. While I think Mr. Valle's comment is still true to some extent in games like BB (For example, people who are comfortable blocking vs people who are all about getting the hell out of there ASAP, and people who almost always tech 'honestly' rather than going for quick wakeup stuff etc.) I think it's LESS true than it is in Street Fighter simply because there's so MUCH difference between characters in this game, than the matchups have greater importance. Even if you've never fought against Yun before, you can still fake it to some extent based on experience with other dive-kick pressure characters, especially if you can get a read on the player. OTOH, if you've never fought Azrael before, good luck. :P
  13. 6C will 'lose' to air barrier, yes, in the sense that they will block it, and since it is so damn negative, they will probably be plus on you even after they land. OTOH, any tight frame trap will kill them in jump startup where they can't barrier.
  14. The same frame traps that beat jabs and 360A will beat jumpouts, assuming you are in range. There's 4 frames or so of startup on jumps.
  15. Right; Well, anyway, 5B > 6B is more useful if you also do BETTER frame traps. Actually as an actual frame trap, 5B > 6B is kinda bad - the gap is pretty large, and you can actually trade with people mashing 5F jabs (Though you'll get a CH knockdown out of it, you won't be able to follow up). It's much more effective as a way to reset pressure using the +1 frame advantage you get from 6B; So what you really need to do is represent some sort of delayed gatling frame trap after 5B to keep people honest.
  16. Yeah, I guess you're right. Allow me to adjust: No landing recovery on j.D.
  17. I wouldn't do 5B > 6B on Tager; He can 360A it. Actually, you kinda can't pressure Tager at all - just run away, get all the stocks you can, and try to convert a poke or something into damage, repeat. 5B > 6B is okay on other characters, but don't get predictable.
  18. I'm not really sure what Errol is suggesting. Are you just looking for less recovery on charging? What is a 'held' charge cancel? I honestly think there is no reason for charging to have recovery pretty much at all, though I don't think changing the minimum duration is wise.
  19. So you can be strong and have tools for everything without having lopsided matchups? In a game where there exist characters who aren't and don't? I am not sure I am convinced. Of course, if you ask LK, she's terrible, so whatever. :P
  20. Yeah; It's a question of hitbox shape. Trading or not has nothing to do with active frames, really, so long as both moves are active at once, and everything to do with whose hitbox makes contact with whose hurtbox when. That said, I think in this case you are just getting unlucky, but maybe there's some weird interaction we don't know about.
  21. Tsubaki probably has a matchup that is 5.5 in her favor, but I don't know what it is. Maybe Makoto. If this doesn't count as productive, Kiba can kill me.
  22. You do understand you said "Tsubaki's worst matchup is Jin" not "Tsubaki's worst matchup outside of the obvious top tiers is Jin" right? Words. You need to use the right ones.
  23. I don't think they want to do that; The problem with charge cancels is that there is basically no line between "You are negative on some stuff and even on others" and "You are even on some stuff and plus on others" and it's way too easy to end up with a character who can basically make EVERYTHING even or plus and have the dumbest pressure ever.
  24. The funny thing about the Relius argument is that most of the people are mostly in agreement and the people who are "disagreeing" are just arguing semantics. Here's the thing: Pressure and mixup are complimentary, and, BASICALLY add up to a single value that can be called "How easy it is to open someone up with your character" or "HEIITOSUWYC" Which is not a catchy phrase, so it doesn't get used a lot. Relius has fairly 'average' 'mixup' when viewed in a vacuum - he has relatively few character specific mixup tools. But his pressure is amazing, so his "HEIITOSUWYC" is REALLY GOOD. Compare to a character like Ragna who has...every so slightly above average mixup in a vacuum, but completely average pressure and you get a character whose "HEIITOSUWYC" is basically average. At the end of the day, how good your "pressure" is compared to your "mixup" doesn't matter for JACK, because what is important is your "HEIITOSUWYC" - because THAT is what decides whether you hit your opponent in non-flailing-about-in-neutral situation. Also note that it is possible make characters who win mostly by doing their damage in "flailing about in neutral" situations though I think the closest that BB has in that regard is Nu and maybe Amane. Though humorously, the "runners up" here are characters like Tsubaki and Makoto whose "HEIITOSUWYC" is so garbage that they end up getting a comparatively large amount of their damage off random hits in neutral just because it's so easy to get away from them otherwise. :P
  25. As far as I know, where you hit with the active frames makes NO difference to charge cancel, because when you charge cancel, you are cancelling the rest of your active frames, and your recovery, into the fix length recovery of a charge. So like 5B had 1 frame of recovery, it would still be the same -2 on charge cancel (and charge cancelling it would be stupid). This, incidentally, means that your followup question is sortof meaningless. The only way they could make 5B +1 on charge cancel would be to increase the blockstun it gives (or decrease minimum charge duration). Would I trade 3 active frames for 19 frames of blockstun? HELL YES I would. This would make lots of interesting stuff possible when you start thinking about other kinds of cancels.
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