-
Posts
1,402 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Daedron
-
It does? Is this something new for FC's in general? I know CH increases damage by 10% but that's only for the first hit isn't it? Or is it like AF and it counts for the rest of the combo?
-
5CC FC could have been a good addition if doing charge cancel > 6C worked after it, unfortunately that doesn't seem to be the case, so good luck confirming it into anything juicy cause I doubt just auto-piloting into 6B will get you a good FC-worthy combo. Still, time will tell.
-
It most likely means we can reliably do something off of near max-range 5B's, very happy about that.
-
She was in Active Flow in both of those cases. Damage on super was 760. That still means 236236D deals slightly more damage (30 more?) but command throw damage remains unchanged.
-
She's buffed, not nerfed. CP2 is her best version yet next to CS2 and I honestly don't think the power gap between them is that big, of course it's hard to say cause CS is a completely different game from CP but still. Take that as you will.
-
It's true: http://streamable.com/8sog It looks funny as hell too. Tsubaki is unphased by a 9foot robot falling on her :V
-
2CC was already shit but it honestly became even more shit now because of this. Basically you should NEVER throw it out anymore unless you hit with 2C.
-
Invul on 360A is still the same. One tidbit that's really going to help is that our 2C is now fully head invul from frame 8 all the way until recovery ends, this means that he can longer bait your 2C with j.2C because it will whiff right through you and you can then late gatling into 2CC for a punish into a 3.6K combo. Make sure to time it correctly though, 2CC has no head invul so if you go into it too soon he'll get a fatal. You can also just recover and do 5A/5C if you time it right: http://streamable.com/8sog
-
Was it known that 2C is now head invul from frame 8 till the END OF THE RECOVERY FRAMES? Seriously, this is amazing. Tager's j.2C, Azrael's j.2C, Ragna's Belial edge, all kinds of AA baits that involve delaying descend are useless in punishing Tsubaki for whiffing 2C now. You're completely safe as long as you don't go into 2CC or of course if the opponent uses a projectile property move from the air or can land and do a ground based move before the recovery ends.
-
Parry is not active from frame 1 anymore, her DP can still be low profiled quite easily. I don't understand either.
-
That has happened since CS2, though so far I have yet to not get blown back by the burst despite them bursting during the DP. I suppose they have to burst a bit before the DP comes out to make it whiff completely. It's something to look out for in any case.
-
Well yeah, there's some hard stuff here and there but...that was the case in CP as well, and CP1.0/1.1 had lots of char specific stuff to keep track off as well, which CP2.0 doesn't have. And honestly, CS2 DP Whiff combos weren't hard, just seems that way cause they were new, we're now many versions further and have done DP whiffs so much it's pretty much 2nd nature lol. Hardest is definitely 22 as you only have a 1 frame window to land it, though delay 2C definitely helps alleviate some of the pain regarding that.
-
I disagree with this, her new combos are really easy. What exactly are you having trouble with? I think you just need to get used to confirming into 623C > j.236A(w) off of pretty much every hit now and if you're at a range where it won't connect, ground ender as usual. The hardest thing is probably doing 22 corner combos consistently, but you really don't have to use those and you can use the delayed 2C method to make it relatively consistent.
-
I am hype.
- 23 replies
-
- BlazBlue
- Guilty Gear
-
(and 5 more)
Tagged with:
-
I'll be joining this party.
-
Because they don't want to get better or they lack matchup knowledge, so they blame the character instead of themselves. Doesn't only happen here, but it's most prevalent. Do I agree with some of Arc Sys' decisions? No. But this character is far better off than she was in CS1 and Extend, and there are characters that are worse than Tsubaki in CP1, CP1.1 and CP2. So yeah, chill. Get better.
-
I think you need to re-read it and get some basic English skills. Not trying to be mean here, but just READ.
-
Remember Airk, this is the Tsubaki boards we're dealing with here.
-
Arrghh! I was too slow! Oh well. Oh wow it was posted yesterday...I feel stupid now. And slow. ZzZzzzzZ nap time.
-
We still have j.236A oki in the corner and can go into it without needing charge: https://www.youtube.com/watch?v=7W9QnMQLP14 Thanks to FrostMonarch for finding the video. :V
-
Nice, very nice indeed. I have a request: In the same match, the Tsubaki charges from 4 to 5 at some point (I believe a bit past the part I linked). Could you analyze it and see if the charge rate is faster than normal? If it is, then we would be correct in assuming that more charge = faster charging, which would be pretty nice to have.
-
Charging seems to become faster the longer you hold it. https://www.youtube.com/watch?v=dO_ZEpLdtwU&t=2m42s It was definitely faster going from 2 to 4, then it was going from 0.5 to 2. I am not the only one seeing this right? Either that, or the more charge you have, the faster you charge. Hard to tell at this point though.
-
5A > 2C on air hit doesn't seem to connect. meh.
-
j.214D seems to have a lot less recovery, or is that just me? wonder if it's less - on block now. unpunishable please?
-
Air Lion Hammer no longer hits overhead. Not sure if this applies to cat hammer as well. http://live.nicovideo.jp/watch/lv196063824 - 26:24.