caelk
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Cookie time. Personal opinions in brackets. 6BB reaches further. [translator: Maybe I'll actually use this now.] 2CC doesn't float much. Just from my gut feeling playing CS so much, 2CC > 5CC would be techable past the first 5C. jCC > j236D > j214D: The light orb from j236D will hit. [translator: Kinda cool.] 2C can be jc'ed on guard. 214x has increased untechable time? 2A > 5BB > 2BB > 5CC > 214A > 22C > 3C is a Red Beat. Air throw bounds the opponent, you can follow up pretty easily. 236C236C has more invincibility. [translator: Whoa.] 3C is ground techable. 22D wallbounces on CH. 1:40 - Oh man, the charge! THE CHARGE!!!
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Last post, only translating new stuff. Ragna Dead Spike makes your opponent fly straight up if you hit them out of the air. 6B+C wallbounces. 5D doesn't float on ground hit. Air hit is just like we know. 5B > 6A doesn't combo. 2B won't connect after 2D. Inferno Divider doesn't wallbounce unless you're in the corner (where it only wallbounces a bit). Belial Edge > 5D works in the corner. As always, be quick. [translator: Nothing is said about midscreen, I assume he hasn't seen it.] Noel j4D is a low hit. 5D has less invincibility. Rachel j2C is cancellable and jump cancellable, even on guard. 6B slides on CH, rush to the corner as fast as you can and you can get a combo. Lobelia's recovery slower, not CT slow, though. Wind recovery is sluggish. Tager Litchi's jB, immediately done from a straight jump up, won't hit. They change his hit box? (Information from Fio.) 5D pulls your opponent in more. 6A can be charged, but won't pull your opponent in on mid-charge. 6A not jc'able. Arakune Only lost a bit of damage. Litchi Unarmed 2B > 5B chain. (Can't go into 2B after it.) Pulling the Mantenbou back during a dash is faster. Damage decrease. 3C[m] techable on ground. 4D can't be cancelled. 6D can't be cancelled. 623D's second hit (falling Mantenbou) has been speed up. If it hits, 6C won't combo. All Green is air techable. Carl Nirvana recovers a bit slower. Lambda 5DD's second hit is slower. 5D by itself is hasn't changed. Tsubaki 6BB reaches further. [translator: Thank you.] 2CC doesn't float much. Just from my gut feeling playing CS so much, 2CC > 5CC would be techable past the first 5C. jCC > j236D > j214D: The light orb from j236D will hit. 2C can be jc'ed on guard. 214x has increased untechable time? 2A > 5BB > 2BB > 5CC > 214A > 22C > 3C is a Red Beat. Air throw bounds the opponent, you can follow up pretty easily. 236C236C has more invincibility. 3C is ground techable. 22D wallbounces on CH. Hazama Switched Vewlixes on the last day, got 3C to float. (Information from Satsukaishi-sensei.) [Valkenhayn stuff. Sorry, but can someone else check for changes?] Other Stuff Makoto and Litchi's jcc combos seem to be gone. It may be that jcc's are just gone. Valkenhayn will be changed before his release, it looks like. The new Vewlixes on the third day seem to have more changes than the others. Platty is coming! Look for Nesica BBCS2 cabinets in December!
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Well, here's the actual Japanese, in case it looks suspect. I could be wrong. そっからのコンボで2~3は余裕でした アラクネテイガー相手には5ゲージ余裕でした In the first statement, he just says that he easily has 2 or 3 for combos. He doesn't say 2 or 3 of what, but I assume he's not saying he can fit in two or three combos. For the last, he specifically says 5 gauge and uses the same sentence structure (it ends the same way), though, so I filled in some blanks and assumed that's what he was talking about in the first sentence. I'm having trouble imagining what else he could have 2 or 3 of, or do twice or thrice over, and given the context, Charge is what I feel he's referring to.
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From Fei Long's Rekkaken. 236P 236P 236P chains. I used it here because... well, 214x is only used in combos, I'm just so used to only using it after 236A... well, and throw, when I think about it. It seems rather rekka-like. 236A 214A 22C 623A j236A j214C I think it was discussed before, she has some moves that are mostly used as filler.
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First, a tidbit: j214x are all mid hits. Personally, I think they're just trying to answer some questions with this loketest. Is her only problem that she can't get charge? Does she really need special moves that are just rekkas? (j236x not comboing) If she could get charge easily, how much can we mess with her and still make her viable? Stuff like that. Poster's opinions (from post linked in news thread) Congrats! j214's mid hit is... well, tough to land at times, but the return suits the risk. I can roll with this. It looks like people are jumping the gun and charging in thinking Tsubaki gets charge so easily, they don't want let her get any. Shutting that down's become easier, and it looks like high-level play might just be how well you can bait them out. They'll want to stick to you like glue, I shut them down with 236D. I can pick up 2 to 3 charges per combo with ease. Against Arakune and Tager? Five. Easy. ... Although I suppose she still might be low.
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Additions, clarifications, and anything I saw missing. Usually minor stuff. Ragna Carnage Scissors sends your opponent spinning away. Proration got worse, techable. Litchi 4D can be followed up with 2D > dash > 6C, but it's tight. 2C > 4D > ... > aerial finisher [see previous post] is a corner combo, at least. [translator: he specifically says it works in the corner, implications are that it may work midscreen, but he hasn't seen it] Bang 6B is ground techable. Lambda Using Gravity Field A [see previous post]. Maybe this is slower? Tsubaki j214x all hit mid. [translator: YAY!] Ground throw can be comboed in the corner with regular attacks or 6C. From midscreen, 236D. [translator: as before, clarifying ground throw only]
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Whatever wasn't covered above, plus what I'm reading differently (same source): Ragna 3C can be ground teched. Belial Edge bounces higher (バウンド高くなり), making it harder to pick up a combo after. (Mash 5D out as fast as you can though, it'll connect.) Jin 2C > 5C gatling added, FC hit confirm is now nice and easy, but you can't chain/link to another 2C. Rachel jA hits mid [translator: if it's a change, I'd say it's an overhead? You can block it crouching in 1.01, right?] 6B slides on CH. Untechable time has been reduced: if you're in the corner, you can't combo unless you really rush. j2C hits high, can be cancelled to other attacks when you land. You can reposition George. He has a gauge now. Cost performance of using wind has gotten worse considering its recovery. [translator: Think I got closer this time. 相対的な風回復のコスパ悪く] Tempest Dahlia? What's that...? [literally translated] Tager Not sure. I only know his colliders have more same move proration. [both lines literally translated] Taokaka Got a new jB, swiped from CT's j236B done twice. [CT猫2のモーションで2回まで掻っ切り] [translator: j236B in Calamity Trigger is called ネコ魂ツー!in Japanese: Cat's Soul 2 in English. Coulda got this wrong though.] Damage is low, but can be used as filler, proration and hitbox are both excellent. Taunt [translator: get ready for this] prorates to 30% or so. Queue Dan music. [translator: okay, he says ネタ技化, or that it's changed enough that players know it can be done, even if they don't use it] Drive moves have more recovery. When you cancel them into their followups [translator: don't play Tao, so I don't know if this makes sense], you get increased hit stop. [派生受付際どく、ヒットストップ増加] Almost Becoming Two combos: still intact. Litchi Can't cancel into 41236D. 4D slides your opponent, can combo in the corner. Bang 2C's startup increased, not 2B. 3C is ground techable. 2363214C won't follow up. (Obvious, obvious, obvious.) Ashura has more startup lag, invincibility lasts until just before startup [translator: I guess it's just invincible for the super flash or something, or he'd say there's none whatsoever. 無敵発生前に切れ]. More Dan music. Carl Maybe some of the untechable time on some moves have been shortened. Combos that worked in CS aren't working. Hakumen The lights dim on Yukikaze only after you get your counter. Don't know much more than that. [literally translated] Lambda Will find out more tomorrow. [literally translated] Tsubaki 2D has more recovery. 2BB > 5BB gatling added, but you can't go back to 2BB after doing it. 236A has more startup, you can't combo into it [コンボで繋がらなくなる] and its proration increased. 22D, whether charged or not, only knocks the opponent back (no wallbounce). From midscreen, you can combo with 236D. From the corner, you can just use normals. j236A has more startup, and can't be used in combos. j236C has some lag when you land. It's become easier to combo out of the air throw. [空投げ後緩やかに相手が落ちて追撃がしやすくなった] Valkenhayn Steps, doesn't dash. [translator: like Hakumen] Good reach, specializes in wolf form followups. Cannot crouch, cannot block in wolf form. Hitting left makes you walk left, hitting right makes you walk right. [translator: Since you don't block, you don't actually stop whenever you hold back in range of a move, you keep moving.] 214214214D: Astral Heat. Smacks your opponent up, transforms, and with the moon in the background, slashes him... like, a lot. [translator: メッタ切り → 滅多切り, reckless repeated slashing. Thanks, Unlimited Saga!] EDIT: Bang's Ashura.
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Noticed some things weren't translated, so I figured I'd fill in the gaps. 2D more stiff? That means it's got more recovery, is how I'm reading it. (硬直増加) 2BB > 5BB gatling added, but you can't go back to 2BB after doing it. 236A has more startup, you can't combo into it (is how I'm reading it: コンボで繋がらなくなる) and its proration increased. 22D, whether charged or not, only knocks the opponent back (no wallbounce). From midscreen, you can combo with 236D. From the corner, you can just use normals. j236A has more startup, and can't be used in combos. j236C has some lag when you land. It's become easier to combo out of the air throw. (空投げ後緩やかに相手が落ちて追撃がしやすくなった) Apparently, my translation is at odds with someone else's.