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Everything posted by BatousaiJ
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Moving on to more interesting things, the TRM on command grabs has been around for awhile. I noticed it since a long while especially when I was playing Tager and TRM would come up during a 360 or even a 720. A bit of misinterpretable data but no, there's no way to "tech" a command grab. You just have to not be on the ground or be in invul frames when it activates.
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Oh ya, I was actually talking about the minimal frames of charge animation for j.D(not landing recovery) given short hop j.D > falling j.C > combo extenders aren't a thing in extend. As for j.CC > j.D > j.B> j.CC extender, the timing must be tight since we saw Kuresu drop most of the attempts he made at it so it might not be worth the effort for that little bit of damage increase.
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Given how j.D > j.C > 5C > 2C combo extenders exist, the landing recovery of j.D might be better as well....
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I want to see how differently he plays compared to Kuresu and see what tools he favors and what not.
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Well, we know things will change before console release due to some glitches and super obvious flaws so maybe they'll tweak some things here and there but we'll see.
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Full charge 22D as a starter is only really gonna be possible after guard crush and even then, you're giving up free time to get a charge or so to get that 22D charge off. 22D charge fatal counters though right? Does that mean if it's used after 46D > 236D it will fatal counter just like the way rachel's j.2C did after a certain height?
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Depending on the number of charges on start up, it might be better to do 22D > 46D > 236D as our new opener after mugen then do the 3D series afterwards if your stock allows it. 22D > 46D > 236D should be easily accomplished with 1 charge Mugen. Lets say something like 5CC > Mugen > 22D(wall bounce midscreen too) > 46D > 236D > 623D > j.236D > j.214D should net an ass load of damage and prorate quite well. Ideally, you'd go with 5CC > Mugen > 46D > 236D but I don't think that would work from what I've seen when a guy tried it and the 46D hit them before 236D went in active making the orb hits non valid. What's the precise input to go into overdrive by the way?
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3D set in Mugen prorates well still doesn't it? I saw a lot of Mugen usage in Extend but not seeing a lot so far in CP. I'm guessing they reduced overall potential damage off 1-2 charge Mugen combos or they just favor the meter for blade DD or CT.
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The command grab is really there for the purpose of getting us charge in the heat of things as far as the tool itself goes so it makes sense it's hard to get good damage off of it. I'd like to know if it's Mugen cancelable but I would probably think not.
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Canceling on whiff you mean? Probably not. What you saw is most likely a D move cancel that allows for cancels on block/hit/whiff. 236C > 214B wouldn't work on whiff, but 236C > 214D would. Most likely also true in CP.
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Lambchops/Nu has always been a series of guessing games. Two good guesses could've mean a completely different outcome in that match.... Still, I'd have to agree that gravity cooldown seemed way too short and I noticed that 5B was able to punish their wake up back dash which is good news on 5B's active frames.
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P4A is actually a pad friendly game. Not as much as BB but it's quite easy to map everything in a way where inputting won't hold you back.
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Blade DD seems to have vulnerability right after super flash for a few frames(well before she starts her backdash animation). Short enough to have dodged a carnage scissor at that range activated nearly at the same time but enough to get Ragna 5B'ed when you just pull it out of your ass without having a bit of space to work with. Getting hit removes all the Blades making it a wasted DD so it makes sense for them to try to hit us out of it but at the same time the window of opportunity to do so is actually kind of small which is why we see people getting hit by it all the time. I like how people were down on this new DD when they first saw it but seeing how Kuresu uses it, you can easily see how valuable it can be.
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Hence the "kind of". It's not as good but it certainly adds yet another dimension to our pressure game. Given we can already do j.CC delay, adding this to the repertoire makes JC block strings more attractive.
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6C > j.CC > j.D > IAD j.CC > j.214D should give you enough time even after landing recovery to combo. Or anything ending with j.214D honestly. You can be chippy and land a j.A > j.214D after j.D cancel and there should be plenty of time to pick them off for a combo. It might not be 6C but I would wager 2B > 2C would work pretty easily. j.D cancel to continue air pressure strings is something I can see myself doing a lot, kind of like the way platinum uses her little air thing.
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That's level5chan btw.
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Quicker charge cancel in OD should open up the gate for some new combos and some very interesting frame traps/pressure strings. Given our OD gives us basically everything good that Tsu has to offer, it's going to be quite the challenge to balancing out when we should be using it defensively and when we should save it for an offensive chance to turn the tides. I see myself using it more offensively and playing like I have no bursts but that too will vary greatly depending on match up situations.
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As if we expected him to really show up. Also, get a haircut, hippy. Shoutouts to you for providing one of the most hype moments dodging Asura with BK and then dropping the combo afterwards. I was so proud and so sad at the same time. Oh and this tweet "I was told to do a @TheSpiritJuice combo, and I did it! I got perfected and didn't even land a hit on block! " good shit.
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Alright, I'm gonna get my after-NEC shoutouts out of the way while people's names are fresh in my mind. Shoutouts to TSB for making our side of things happen stickbug, buscuits and etc. Your hard work and dedication are always appreciated. Shoutouts to Montreal for coming out in strong force competing strong and being good dudes. Shoutouts to Xie for interrupting my master plan of luring Brice into a false sense of security before bodying him with stupid Tager shit(I'll get you next time!) and robbing Level5chan of his Canadian money. Shoutouts to Cirno for jumping in and pressing buttons and being a good bro. Shoutouts to Dora for being da besssssssss most awesome troll I've had the pleasure of watching in person. Shoutouts to Souji for being the scariest Arakune I've ever played(Souji san sugoi!). Shoutouts to Random cleaning lady for bodying me harder than Souji did by waking me up with 9 AM for no reason when I went to sleep at 7 AM. Shoutouts to Axis for being hilarious. Shoutouts to Jourdal for being really black and being really angry at people getting hyped and chanting his name. Shoutouts to Shin for keeping it super real. Shoutouts to SenXii for playing P4G in his hotel room and hosting some weird ass games. Shoutouts to TGS for being a spectator buddy. Shoutouts to everyone else that came to my room Sat night for some fun casuals/hanging out. Shoutouts to Orona for helping cleaning/moving and being a good bro in general. Shoutouts to Everyone I played in pools/casuals and special mention to Guyman for losing to me even though his Yosuke was cleanly better than mine in almost every way. Shoutouts to Dacidbro for being a man taking on the cinnamon challenge successfully. Shoutouts to LK/SKD for holding it down for the East Coast and being good at video games. Shoutouts to random people that came to talk to about stuff I've made in the past for P4A/BB, their input was much appreciated. Shoutouts to myself for trying to function with 4 hours of sleep in two nights. Shoutouts to shoutouts. I was told NEC was the EVO of anime games and it certainly lived up to the hype. I definitely see myself making every ECT/NEC from now on. Good shit! Now I'm passing the hell out!
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Um, I'm ok with it but it is rather a shame to lose such a noob killing machine. I noticed though the 22D unblockable became just as much of a liability as it was a plus the higher level people I played that knew the match up so given we got more than enough to compensate for its loss, I'm not too broken up about it.
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Oh hey it's Lunar, long time no see. Lets see, my very super duper early impression of Tsu in CP so far from what I've seen to put it quickly would be to say that she's better than her iteration in EX. Her added tools like the projectile, projectile DD and command throw adds tools that not only make her mix up scarier but also will make many match ups easily(zoners especially). Her neutral game remains to be seen with how the frame data comes out but it seems 5B is quicker, 2C is still a great anti air and there are some passive charge boosts after certain scenarios from what I've seen where you gain charge very quickly. Not having to constantly sacrifice continued pressure to get free charge is an excellent change that makes her more of a rush down character than ever. Overall flat damage is improved from EX and our overdrive is more useful than many other characters and synergies well with the concept of a rush down character. Very much looking forward to CP, as I'm sure everyone else is .