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Everything posted by skd
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Well, the issue here isn't that it doesnt work anymore, but theres really no way to pick up max range 5c into a long conversion without corner. 5C TK GH works off of very high hitting, close 5C's so 22c dash dash 5C wouldnt generate the correct height/distance. John i think youre thinking of ds dash cancel, not 22c dash cancel dash 5c.
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keep in mind it comes with a hefty amount of recovery, so the only way to actually ensure a punish on ragna in that situation would be to hard commit to ODGC during a move's anticipated startup. Even then, the amount of advantage given by GCOD to ensure a punish is practically only feasible on specific gatlings/moves. otherwise, he'd be at liberty to take advantage of your recovery and meaty you or something. honestly, the ragna 5b 5c example kind of sucks because there are so many safe options / staggers after 5B, the presence of the flash on GCOD also weakens its effectiveness (a big "look at me" in terms of when you would input it to punish the recovery) so baiting it is pretty safe/low commitment. a shittier situation would be like, vs tager, ODGC after blocked 5C where practically all of his gatlings leave him punishable. honestly, i just wanted to make sure it was conveyed as what it was, and not have it like overblown or anything. its a pretty specific tool, its not as simple or effective as "just do it and free houtenjin" makes it seem.
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yes, that is the implication haha (except led ley loses to throws). you can be really cute and use it to avoid bursts. unfortunately we have no robot, or anything like that. i mean, there are block/movement restrictions on teleport recovery (speaking in terms of what we know from 1.1, assuming this hasnt changed) so technically you can invuln with DP before you can block, so some "guaranteed" punishes on teleport recovery can be avoided/reversaled. If you stance cancel, you'll most likely be negative though, or open for a punish depending on what kind of move they used haha. You could just let it rip though, and hit them/their extended hitbox but this is like hella rps and not really in your interest in terms of risk/reward unless you have meter/stars to make it really hurt/safe. Currently, Aegis is cancelable the frame before it becomes active so If i wanted to ***theorycraft*** its most likely cancelable on frame 12 to 14 (13-15 is the estimated startup ive seen on twitter/bbs) its like...25f total duration for cancel, so 37-39f total for the entire cancel most likely. For reference, led ley is 35f, invin from head/foot/body for 31f, then punishable for 4f. It is counterhit state though, if stance cancel recovery isnt counterhit thats really, really nice for us. (The cancel would look like...1-12 invin, then 25f recovery, but with the option of DPing depending on your charge timing). overall this is not THAT big, just something...cutesy. on the subject of this DP, you can also input 623C~D~ABC to option select your confirm on hit/block, you'll strike fall if they get hit but if they block you RC, so you dont end up using the meter if you dont need to.
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no solid #'s, but if i were to eyeball it, it looks about the same. Its 25f for the cancel right now (which would be a good thing considering its a reversal, lmao).
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yes, technically. it works the same way that it would now, just with full body invuln from frame 1 instead of head invuln from frame 4. When you hold it past the minimum startup it loses invlun (as it does now), only regaining the inv after you release the button to do the attack (at this point, you can stance cancel the move)
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invlun runs out until you release, but you can still stance cancel (you can technically dodge moves/bursts and then strance cancel)
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i wish there were, but...not that i know of!
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yes, normal mode is a lot better, i think max damage is down but average damage is up? Yeah, strike fall also hits 3 times. Astraea teleports and can actually hit crossup, so its pretty cool. People arent doing very good confirms lol. Dont sweat it too much! I dont think people are doing very well with her, but ill try to consolidate a bunch of known, obvious changes here haha -Combo Rate reduced 10% in each mode (Normal mode 90% to 80%, Gain airt 80% to 70%) -New gatlings, 5B 2B, 5B 6A, and 5C 6A. -623b knocks back extremely far. Still possible to convert on CH. -623c is a DP. ~13-15f startup if i can trust twitter. -623c lots of untech time, lower launch, comboable off high hits. Uncancelable into A/B/C teleports. Unsure about D on block, but yes on hit. -236b emergency techable on air hit. -236b startup ~14f, combos from 5b. -236b~214b 2b and 236b~214a 2c/5c combos on standing hit, no need to 3c launch anymore for sideswap. -Noir Edge no longer an overhead. -Noir Edge lessened/removed landing recovery, backwards momentum added. Can combo on midscreen CH. -5C moves forward, makes a lot of confirms/blockstrings a lot easier. -3C no longer JC on block -6A no longer guard point. -6A forces crouch. Special cancelable, 110% bonus proration on hit. A lot of hitstun i think! -Teleport recovery LOOKS lessened, but no concrete information. I think cancel restrictions have been changed. -jA hitstun increased (maybe indicative of attack level up). -Airthrow bounce on hit reduced. Combos into 3C/Astral without delay. -GA dash looks like it was changed somehow (to me, looks like faster acceleration w/ less momentum) -Strike Fall cancelable into astraea and mirage thrusters. Ground bounces, then soft knockdown. Comboable into phorizer at all heights. -Astraea height on hit reduced? 236C~6D 214B 5C combos on standing hit, but not 236C~6D 214B 5B 5C (If you do 3C before the 236C~6D, you can pick up with 5B) -GA 6C Height on hit reduced? 6C 6C 623C is a midscreen combo part. -OD Astraea changed, hits 4 times, covers a lot of space quickly. -OD Strike fall hits 3 times. -Trans Am consumes 1-4 stars depending on how many stocks you have (25% of the bar for every stock used) Keep in mind, overdrive gave you extra stocks based on hitstop during the actual overdrive duration, so its possible to actually gain more stocks than that if you inflict enough hitstop to reach the next interval. im pretty sure they reduced the duration slightly. However, i saw ODGC at 35% life give her a ridiculous amount of stocks (way more than she should get for 25% OD Duration at <35% life) so its most lilely a change for overdrive duration at various levels rather than a straight up nerf? Not really sure though. Before everyone panics, shes generally considered to be one of the stronger characters in this version.
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noir edge isnt overhead anymore, btw. no p1/p2 data is out for her AFAIK, sucks lol. But her combo rate is down as a whole (70% in GA, 80% in normal mode vs the old 80/90), along with the new combo timer decay intervals (kicks in a little earlier) and 6A properties the 236B change still hurts, but not as much as it would seem. There are now full midscreen 0 stock combos, though. You can do stuff like blah blah 5C 6A 236B~214B 5C 2C 6C 6B and for a knockdown. Bunch of other sideswap combos possible, bbs is useless, etc etc combo selection right now is really bad, better combos exist but people are still doing old confirms. it is what it is. 6a has 110% bonus prorate, forces crouch on standing so its pretty important!
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Feel free to comment on new videos as they are posted, but please keep general discussion and questions in the Gameplay Thread. If you'd like to contribute, please feel free to do so! Just link the video and timestamp where Izayoi appears in the video. If a suitable title for the video is available please list it with your post. Please post the names of the players if applicable. Video order is newest to oldest. If there's a nico video present and you do not have a nico account you can use this director to watch 'em. [info=Notable Players] Kaichou Koichi [/info] [info=JPN Matches] [info=Vs. Amane] :AM: [/info] [info=Vs. Arakune] :AR: [10/22/2014] Koeru (IZ) vs. Gike (AR) [/info] [info=Vs. Azrael] :AZ: [10/22/2014] Koeru (IZ) vs. Akashi (AZ) [/info] [info=Vs. Bang] :BANG: [/info] [info=Vs. Bullet] :BU: [/info] [info=Vs. Carl] :CA: :NI: [/info] [info=Vs. Hakumen] :HA: [/info] [info=Vs. Hazama] :HZ: [/info] [info=Vs. Izayoi] :IZ: [/info] [info=Vs. Jin] :JI: [/info] [info=Vs. Kagura] :KA: [/info] [info=Vs. Kokonoe] :KO: [/info] [info=Vs. Litchi] :LI: [10/21/2014] ousaka (LI) vs. Koeru (IZ) [/info] [info=Vs. Makoto] :MK: [/info] [info=Vs. Mu-12] :MU: [/info] [info=Vs. Noel] :NL: [/info] [info=Vs. Nu-13] :NU: [/info] [info=Vs. Platinum] :PT: [/info] [info=Vs. Rachel] :RA: [/info] [info=Vs. Ragna] :RG: [/info] [info=Vs. Relius] :RE: :IG: [/info] [info=Vs. Tager] :TG: [10/21/2014]Shio (TG) vs ??? (IZ) [10/21/2014]UNDER (TG) vs Supadonki (IZ) [/info] [info=Vs. Taokaka] :TA: [/info] [info=Vs. Terumi] :TER: [/info] [info=Vs. Tsubaki] :TS2: [/info] [info=Vs. Valkenhayn] :VA: :VA2: [/info] [/info] [info=Stream Archives] [/info] [info=Combo Videos] [/info] [info=Misc Videos] [/info]
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if im coming to the right conclusions, jB attack level nerf also means less blockstun, which means fuzzy is only possible on normal guard (with much stricter timing), and not instant block or instant barrier. if you cant connect the dots, stricter timing for fuzzy = more predictable IB window, IB = no fuzzy.
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im pretty sure it still works, someone did it at the pre- release tournament but im just going off of memory
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shes definitely faster, (air)dash acceleration up i think 6A special cancel confirmed, 5C moves her forward a LOT actually. Overall, Teleports have less recovery i think, 236B~214A 5C works. Apparently some new combo routes involve OTG 5C > TK Noir > 5C (!!!) So hopefully that means comboable raw noir? Aegis blade comboable in the corner (midcombo, and on CH, unsure about ground hit non CH) with dash 5A. There are also some midscreen combos involving aegis (unless it was a typo, Aegis linking into A Sabre???? wat) 5B 2B, 5C 6A gatlings. Ill miss Aegis blade AA, but... well, things are probably going to be a lot nicer with better dash accelerations and SP cancel 6A. Can't really complain, normal mode looks seriously strong.
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Izayoi also has new cancels, definitely saw 6A 214D, dunno about cancel properties though. Run speeds look pretty different? I dont know if its just aspect ratio, but ive got a feeling. Also, izayoi has a new high block animation, haha.
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You are constantly missing the point of my posts. And my name shouldn't mean anything, the concepts of what I am talking about should speak for themselves
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lmfao. im going to bold some terms because apparently people cant make this connection. let me put it this way. By /virtue/ of his pressure his mixup becomes stronger not that the pressure and mixup are parts of the same thing, but there is a removal of other options to escape the mixup and mitigate damage, because at the end of the day you want to block to NOT GET HIT its a LOT EASIER TO GET HIT because your VIABLE DEFENSIVE RESPONSES are INVALIDATED. Ill spell it out. Lets look at the situation where ragna is trying to do empty jump airdash or low, vs when relius tries to do it with doll cover. The doll cover adds to the strength of the mixup. lets talk about RAW MIXUP eliminating the ease of getting into these situations, and lets just say im deciding to "defend" against a mixup (this does NOT mean sit and choose whether to block high or low) Vs Relius, guesssssss what! im blocking the doll, then i have to block the high low mixup on the airdash. Im stuck in blockstun. From a /purely defensive/ standpoint, what are my options? Block high...block low....yeah. Might it cost doll meter? fuck yeah it should, its a stronger mixup because of it. Lets say ragna airdash jC is about the same speed (its a little slower but for the sake of the argument). The key difference? The LACK OF "PRESSURE" from the doll. Does this WEAKEN THE MIXUP why YES IT DOES. Why should i respect Ragna's airdash mixup? He could do a falling normal? Guess what. i can fuzzy jump (read: option select) that. I could delayed mash a normal that would beat both the overhead and low within the timing where if i was in blockstun from the falling normal, it wouldnt come out. I could straight up block high, or block low. If the high and low dont connect on the same frame, even better. The situation is MUCH nicer to deal with defensively. I have way more options, forget about the risk reward of it. Hell, its more likely that ill get out of the mixup than ill respect it. To call out those 4 outcomes, Ragna would have to commit to different kinds of pressure. If he intends to guess towards the safest options, he effectively loses a lot of the "mixup" situation. So like, what? If you don't think that adds to the strength of the mixup, just tell me and ill give up. myoron do you not think im being sincere? im not arguing with you and telling you youre wrong because i want to argue, or i want to feel myself, it is because you are actually wrong. like the key concepts i brought up in my post that seemingly flew over people's heads were there because i wanted to help clarify misconceptions. Im trying to help here.
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Wow, because its not like the risk/reward on an airdash mixup for other characters is bad! Its not like...you can option select jump most characters airdash mixups! Think about the kind of situations and break down situations where "mixups" happen. Why do they actually connect? what can i do about them? The actual high low mixup option of doing "airdash high low" isnt what makes his mixup so strong, its how he can mitigate other defensive options like buttons, backdashes, most importantly option selects forcing you into a situation where the mixup is ACTUALLY a high low instead of a situation where other options allow you to challenge it (all while retaining safety). You are right in saying he has safe access to it, but its a little more than just "safe".
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I signed in after a really long time so that i could respond to this thread. First off, Myoro i dont think you have a good understanding of your character, or the implications of certain mechanics. I'll condense it into "Relius is extremely solid all around, and his mixup is /really far/ from sub par". When I reasonably think about how /safe/ his neutral control is (doll cover, recovery on ground normals) along with the risk/reward that results from this style of play, i can only feel like you dont understand the kinds of risks other characters really have to take in comparison. Further, I can, with confidence, say that relius getting damage primarily through frame traps and DP baiting is pretty off. I'd like to hear what you feel about his "weaknesses" especially in regards to other characters. Misconceptions aside, Sure, he might be a model that you desire for a "solid character". I can respect that, though i dont agree. Your idea of "strong, but not overbearingly strong" is just some kind of subjective measurement, so please treat it like one. TD, you "110%" agreed? I kind of chuckled. Kind of. Also, i dont think ragna vs rachel is quite even. Yes, I have tournament experience. Yes, ive played vs these characters in tournament settings. Yes, i think about things in the context of high level play lmao. Ill put it concisely, my feelings on the matchup are: the risk/reward in neutral doesn't really pan out. Ragna's hits shouldnt really be coming from mixup, pressure is alright, its hard for her to challenge but its difficult for ragna to actually get consistent, high damage unless rachel either makes a ton of mistakes, or just has bad defense. The risks he has to take during neutral usually outweigh hers, and the kind of reward(read: momentum) he gets compared to hers can be decent, but it usually isnt.
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http://blazblue.jp/images/topics/140805/technical.pdf
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looking at the cp2 movelists, i think trans-am is minimum 1 star, and strike fall is cancelable intro astraea lmffffffffffffaaaaaaaoooooooooo
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rising jB can fuzzy, but fuzzies in this game cause block switch on hit/block, so rising jB to hit standing blockstun = forced crouch if they block low. spaced assault jB FF is also another situation you can do this, lol. you can jC on the way down to hit people crouching, if you want? theres some shit on my channel, theres been some shit on my channel etc etc http://youtu.be/rAFxQm0hX1E http://youtu.be/CXPiE5mXICo http://youtu.be/U2uvewu_au8 http://youtu.be/ewZsjL_7qhM
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cookiehours stop ragequitting on me
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The recovery is indicative of total duration (hence the T following the number). soutenjin is 7f startup, actually. The fastest reversals in this version are 7f, excluding 720's (which safejump loses to regardless). ~214A 3C needs a high hitting 236B, so 5C 236B or 2C(1/2) 236B.
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WHY IS NADAKAI SO GOD as far as superjump guard goes, does it count as like...blocking during jump startup straight up? can you get grabbed? and on the subject of grabs, do strikes lose to grabs if both connect on the same frame? FRAMES