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Airk

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Everything posted by Airk

  1. You can't. You just have to know. And it's not necessarily a binary "always can punish/never can punish" thing either. Some moves are safe if spaced right, or unsafe if instant blocked, and what you can punish WITH depends on the move, etc. Complexity is complex. Try just running through arcade mode on an elevated but non-max difficulty to get a feel for what people do. Challenges can help too though. Erm, it's pretty easy. You push 6, then you push "nothing" for a split second, then you push 2, then 3. That said, 6323 might work, but it's better to get in the habit of doing moves RIGHT, because depending on the circumstances (such as which direction you were pushing before you started doing the move) weird things might happen if you try to lazy it. There isn't really any avoiding it. If you don't know how they play, you can't choose the best one for you. It's like shopping for shoes without trying them on. And to answer your earlier question, the Ragna on the Right was gaining heat because he was low on health. Characters who are below about 35% HP gain heat automatically.
  2. Daedron was spot on with the charge cancel numbers - that's a comprehensive explanation and covers all the bases in Extend. CP looks a lot more complicated - first of all, we don't know what the minimum charge duration is. It's been 18 frames since CS1, but a LOT of stuff has been changing, so there's no guarantee that that's what it is in CP, and in any event, it'll be different for air normals since air charge is 14 frames minimum in Extend. x.x Overdrive improving charge cancel recovery would be pretty sweet - even just two frames would make a LOT of stuff even on block and more than that would be crazy. Not sure how applicable it is in combos though beyond making it easy to confirm a counter-hit charge cancel or something. Let me run some numbers. Edit: Yeah, I'm not really seeing any additional combo potential from this - at least, not with ground normals. air stuff is a brave new world and I have no idea how it works, so...
  3. Definitely. Half circle back is convenient for this. And the 'thinning' of her other moves allows it to not have button overlap with a QCB.
  4. Yes, but the active and recovery frames increased as well - it went from 9/3/13 to 10/5/17 - that's a seven frame swing, which is why people were able to see if it. If it just went from 9 to 10 startup, I doubt anyone would have noticed until the frame data came out. (Edit: Oh, and I think you meant Extend, not CS2) Maybe it's 9/5/13 now. That'd be awesome. To be "fair" Ragna's 5B doesn't reach it's full extension until frame 13 or 14, so depending on spacing, blah blah stuff. I'm pretty sure this is why he has basically the fastest "spacing" 5B in the game. (By which I mean "excluding stuff like Tao's 5B which has no range.") Have we really seen many examples of this? I just tested in Extend, and while it's not possible to jump out by just holding up if you do 5BB > 6A, practically any delay at all makes jumpout possible. (indeed, my first recording test didn't gatling quite tight enough and I was able to upback out.) And you can always, as far as I can tell, jump out of 2B>6A because of the reduced blockstun. I think we may be making too much of this 'someone was able to jump out of it once' thing, unless there's some info somewhere indicating that you should just be upbacking?
  5. That's not a SUPER terrible P2; it works out to like a 72. Which is pretty low, but not a total game ender. Edit: Also, did I hear the announcers calling it the "Banana super" in the Spinoza vs Mutou fight? x.x On unrelated notes: Does anyone else think that 6A might actually be FASTER? Seems like it's getting a LOT more use and hitting a lot more often than it used to? I wonder if j.CC > j.D > j.C > hitconfirm to j.214D would be a viable corner gimmick. :P
  6. Mugen looks... kinda break-even-ish, because you get the bonus proration earlier in the combo (even doing a 3D loop, you'll get your bonus proration from 623D rather from the aura later on) and as you say, moves do a little more damage. OTOH, the do prorate slightly worse, OTTH, some starters (Raw 5CC for example) are a little stronger now, but then, some are weaker. Mostly looks like a big wash to me, and may well end up being used less simply because other options are better. Good job, Arcsys. Anyway, I didn't see the proration values for the blade super in the list? I'm hyped for D moves being strong in neutral again. It really looks like 236D is at least even on block. And yes, holy hell, so many DPs from Tsubaki players this time out.
  7. I'm super sad about 22D as well. I really felt it had been one of her defining characteristics since CS1. =/ Wait, what? There's a special bonus for charging after 22B?
  8. Does this mean that 6BB combos after 6B on counterhit in spite of the weird trip effect?
  9. Could this also tie in to the mumbo-jumbo surrounding the new combo system where they asserted that combo duration was determined by the type of attack that started it? So there might not really be any big differences in combo duration here, just whatever damage adjustments come out of things? And well, 5C is 100 P1 now. x.x
  10. Don't think so. Looks like Az was in the process of re-crossing up and some weird corner of his hitbox got tagged.
  11. Well, except that we don't actually know how good/bad the proration is yet?
  12. Before the first hit? That seems a little unfortunate (since it means you basically get nothing from the grab itself), and it's definitely not what this player went for here. Though admittedly, that went into 236236D, which comes out insane fast, so it might've been the only thing he could do at that point.
  13. This is a really good point, since if you want to do a 3D sequence, (or even just a j.236D > j.214D) you need to be able to use 6C to pick up afterwards.
  14. Can we get this stuff on page 1 of this thread?
  15. Projectile invulnerable, probably. That would fit with the other sorts of "projectile" supers in the game. That's... odd. That's almost breaking what used to be the "system rules". Edit: I like all the DLC colors, except, yeah, the "smurf" palette is and has always been stupid. I would have preferred the greyscale "manga" palette instead. Or maybe even the awful gold one. Blueskin is just bad. Edit Edit: Do we have a palette sheet for her NON-DLC colors yet?
  16. Thanks; It's not -just- combos though. Sometimes it's stuff like "remember to use 3C at neutral once I have 50 meter" or "use 6A after 2B sometimes" but I'll practice what I can in training mode. I'm pretty good about doing combos based on number of charges and position, but I'm actually super terrible about keeping track of how much heat I have. x.x
  17. Maybe that explains why Kuresu was "fishing" with it in some of the videos. It was sortof weird, because it kinda looked like he was going for the now-nonexistant unblockable, and I couldn't figure out why he was doing it. If it Fatals, and is plus enough on block...
  18. Not Tsubaki specific but whatevers. I can do stuff in training mode. I practice it. But I can't REMEMBER to do it in real matches. Sometimes I'll hold onto an idea for a bit ("I'll do a Mugen combo!") but if the opportunity doesn't arise fairly promptly, and I have to, you know, block or something, it goes right out the window and I'm back to the same stuff I've been doing. Super secret tips? x.x
  19. Pretty much what Tong said - people who criticize you for using 'bad tactics' or whatever when they LOSE not only don't have a leg to stand on from the perspective of being able to tell you anything about your gameplay (Since, you know, they lost and all) but they are pretty much the dictionary definition of 'scrub' - which is to say, someone who constantly finds excuses to explain away their losses, without realizing that, for example, auto combos are actually pretty weak, so if they're calling that out as why they LOST, there's something clearly wrong with their gameplan or gameplay. Don't take this to heart. If you want, you can respond back with "Well, if you're going to keep getting hit with them, isn't that your fault?" or perhaps "I'm still working on learning better combos, but the autocombo seems to work okay!" and maybe you'll get a less idiotic response after they cool down (more likely for the latter than the former). Or you can troll them. It's not entirely polite, but boy did they bring it upon themselves. So while there may be people who "look down on" autocombos, those people are either A) Scrubs or B) Not losing to you. The autocombo is a tool. It actually even has a place as a meter gain choice even at relatively higher levels of play. There's nothing wrong with using it, any more than there's anything wrong with anti-airing with 2B. :P
  20. Absolutely this - if you read all the so-called examples of "bad habits" in this thread, you discover that they're actually sortof 'negative habits' - not knowing how to do X or Y/that you should (sometimes) do X or Y. There's no "bad experience" though some experiences are more "good" than others. Just because Netplay isn't perfect doesn't mean it's useless, and so on. It's also possible to have "bad habits" that have nothing to do with "experience" such as trying to mash your combos under pressure and suchlike. Those are harder to get rid of.
  21. Hope so! oh man, really? I'm going to cry! All my position switches and reset setups are going away? =/ Edit: Hm, well, I just saw Kuresu do 6BB > 236D and THAT worked (on standing, not crouc), so there's probably something funny going on.
  22. Soooo apparently 22B staggers on CH now?
  23. Oh? Not a projectile you say? Bite me, Tager. I was really pleased with the active frames - it seems like the "projectile trail" lingers a good bit. It still seems to have the stupid dead zone above her. Make her sword a hitbox already Arc, this just looks stupid!
  24. That is a hilarious combo that I will NEVER be able to do. x.x But it's still hilarious and mildly awesome.
  25. RIP 3CC combos. :P Some impressively high P1 values on some of those attacks though. Seems like they must've decided to raise these across the board, 'cause I can't see them applying them with such a heavy hand to just one character.
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