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Everything posted by Rhiya
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I don't know. When I see Tager, I just j.A and sing trolololol EDIT: Seriously, though, I think he handles Tager fine so long as he has the doll, and getting the doll out isn't much trouble. I /do/ think you end up opting to reset to neutral a lot more against Tager than other charas, though.
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Relius is slightly weak, IMO, but he has lots of room for creativity while the doll is out. The staggers are vicious, Led Ley is a nasty baiting tool, and the doll can control nice space when you know the tricks. I think what really kills him is how long doll meter lasts. NEVER LONG ENOUGH. NEVER LONG ENOUGH ;_; EDIT: More like what rapes me is how long doll meter lasts, lol. I need better meter management
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His 5b is overrated. In CS2, the hurtbox actually extended past the hitbox He has good damage and controls space well enough but can't do enough once he's in. That's all. He needs that meter for other things, like not shit standing confirms. Makoto had ways to stay in after getting in (orb oki, etc) that were pretty reliable. Ara was lol one hit kills, and once he lost one-hit kills he dropped like a rock because hitting them twice was so much harder. And lol at Ragna not having to take a lot of risks. Just. Lol. I'm not arguing that he's not better than other characters. I'm arguing his design is inherently screwed and he pays for it.
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Damage only means something if you can hit them. This is why CS1 Rags started lol S-Tier and dropped like a rock to the bottom of the playable charas by the time we switched to CS2. And it is fair to say he might've gone up as a result of other people getting nerfed, but that doesn't help him become a fundamentally good character.
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Charge speed went from meh to pretty good to not as good but still good (2D charge anyone?) with some charge cancel buffs. Though the relative usefulness of charge has varied.
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They've been pretty alright to your character, though. >_> Mine went from shit to mid-tier back to shit (and dropped). Mu was playable to playable to, oh, still playable. Thing is, Tsubaki got the nerfbat in so many places that made no sense to begin with. Plus, Mori has only been like LOLOLOL USE MUGEN MORE SCRUBS, and we've all seen how that's gone.
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Man, it takes a lot to trust the devs so blindly. Or is it that hard to accept they're human, and can make some seriously bad mistakes in balancing? sarcasm on my internets lies
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She was mid-tier as hell with some solid stuff but nothing really exceptional (barring maybe 5b, which she needed, and 236D) aka fuck no
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rushdown with okay mixup and okay oki = okay character that simple
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realtalk no one in jp plays tsubaki and her chart is full of 5.0s sooooooooooo
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6B is a really situational anti-air. It works, but, like he said, no invul, so be careful. It also gives a better reward than 2C on non-CH.
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Without Ignis, it's pretty bad. Literally gatlings into nothing on block, and I'm pretty sure it's really unsafe. Does nothing to help you keep pressure, etc.
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I think some of the problem is circular. You need to have people want to play with other people, but lots of netplayers probably don't even know what they're missing out on or why they should want it. I know I only got interested in finding people to play offline because I talked to people over IM who did, and were hype for it. It seems like it's common sense that playing with people next to you screaming hype would be more fun than playing with randoms on mics, but you never know. People need to understand they're missing something before they can want it.
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My bad. ;_; Should've been clearer.
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Well, you /want/ the IAD because it sends your opponent further. It's a matter of corner carry.
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It does, but IAD is midscreen shenanigans, so damage is less of a worry.
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Hmm. Looking at 3C>2D as a combo part, I've noticed one thing: Despite being more expensive, it allows you a much less spacing-specific IAD afterwards. While 3C>6D is very picky about spacing, 3C>2D doesn't give a single damn.
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Isn't ID a 5f move? EDIT: Derp, that's air ID ground ID is 7f
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I recommend only spending one jump in combos midscreen, though, if you're gonna end with j.214B. j.214B ender sends them about an airdash away, so only using one jump means you can stay in their face more easily by airdashing in after your combo.
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No, just because he said "auto-win levels." Even with someone as good as Kuresu at the helm, nothing about Tsubaki is ever autowin.
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Toasty, the opponent keeps teching before 214D would hit. Are you ending your combo with just 4D and not 4D>3C? EDIT: To actually make this make sense, it seems like there's a gap between the tech time and the 214D hitting. Do you have emergency tech off?
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EDIT: Weird. I'll need to check this shit.
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Did you triple check this? I thought I had something like this for Tsubaki once, but it turned out it blue beated and was immediately techable. BB's system does NOT give you free oki if it can help it.
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I know he means charge because Tager closes space slowly. (Though charged B sledge helps that some -- not too much, but some.) But the fact he said "let him come to you" is a fundamental misunderstanding of how you play a grappler matchup. The idea is to NOT let him come to you, so you're not in range of his bullshit. Saying "let him come to you" is like telling someone to drop the soap in prison.
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No offense But do you even understand how the fuck a grappler matchup works