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Everything posted by BatousaiJ
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GGs to everyone that joined my Rusty Casuals room. What I lack in execution and overall skill, I compensate with superior mind games! /flex
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I wonder what will be our best starter now? It was 3©C previously but that was a bit difficult to pull off so it was 6CC. If 6C proates well, I could see 6C > Mugen combos being a thing like it was in extend because 6CC would knock them too high to get the full 3D combo many times. Since 6CC has a vortex kind of effect to it take makes it kind of brain dead to follow up on, it'll still be used a lot. Also, we have to remember that proration isn't everything, if something adds a great deal of damage to put in even it doesn't prorate all that well, it's good to put in strictly for the flat damage. I look forward to doing some heavy combo works when I get my hands on the game but I'll keep a few things in mind that I notice from videos so we can get the really useful stuff out quickly.
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But given 6CC prorates well, you'd want to use it as early as possible for the best damage potential.
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I noticed 5CC > 623D punishers instead of 5C CH > 6CC punish. I wonder if there's a reason for that.
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Always nice to see new people wanting to join in on the fun and contribute. Some good observations and combo notations, it will be nice to have a list of them so we can get off on the right foot when we start making up combos and what not.
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Vast majority of the time I've seen it used, I've not seen people being able to jump over it easily. I did see Haz chain away from it once but that's about it.
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Didn't someone say something about Tsu not having a DP without charge? Kuresu sure doesn't think so with the use of 623C just as we would've used 623A previously. Also, some of the combos he was doing using that 25 meter thing were pretty awesome, not to mention combo extenders using 214D. Then there's the projectile DD which seems like a fantastic addition to her tools letting her either get in on someone with ease or just stay back and get some free charge(I'm seeing around 2 charges safely). Lots of great potential here already, it's gonna be great =D.
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Depends on how tight that 5B link was. 2C is significantly slower than 5B afterall. It seems we'll have new BnB to work with especially when we have charge to work with which is fine with me, time to inject some new swag to our repertoire.
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2CC whiff always had a long recovery so I never used it to anti air, just 2C which would recover relatively quickly on whiff. If it's that hard to follow up on only 2C that means it's no longer jump-cancelable or it has incredibly low hitstun. The latter is easier to believe of the two that seems really odd considering how 2C used to have the most hitstun out of most of our moves. As for the 6A being slower, I would wager that it's the same speed. I've seen the animation enough to be able to tell and yes, it has always been really slow and you could just jab out of it if you saw it coming through all the transitions 5B/5BB.
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5CC > 6B was susceptible to things like Noel's 2D, DPs and etc but you couldn't just poke out of it from normal block. As usual, we're gonna have to wait for frame data to see what it's like exactly.
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Interesting. I wonder if we can charge cancel 236/214x series as well? That could make for some sexy mind games at full screen if we can. The j.D charge being height dependent seems interesting as well. Maybe the trigger for lesser gain is either high jump/double jump input? Probably an attempt to make getting charge at neutral more dangerous than before.
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I'm guessing we're good on set ups for the venue for P4/BB? I'm bringing a set up for my room anyway for casuals so I can set it down at the venue if needed. Also, I'll have some free space in my room for Saturday night so talk to me there in person if you're needing a place to stay for the night(if I know you).
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Hum, Tsu is still Tsu in my book so I'm mentally thinking they're the same character when they're not. That'll change when I actually get hands on the game but like with many others, I want to go into CP without knowing too much so I think I'll do my best to not spoil myself on too much info.
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Oh my. Now the only question left to ask is... why don't we have this game yet?
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This ain't the Ragna forums, you lost bro?
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Haven't been here in ages! Guard crush is actually better than unblockable knockback since you'd need be in proper positioning/use meter or charge to do more damage. Guard crush will allow for us to use our best starter for maximum proration(think 6CC starter from csex). Interesting changes and some of them sound fantastic. The lack of a reversal without charge is alarming but the idea of keeping a stock of charge in tow to represent the reversal will likely be a common play if that sticks to final version. Regardless it seems likely that we'll be saying good bye to some of our old tools and saying hello to a bunch of exciting new ones. It's gonna be great~
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I forgot to mention that j.236AB does have an interesting property in that it has almost no recovery if you use it without any previous moonsaults. How + or - you are after you land depends on how high you hit them still I believe but it doesn't share the long recovery upon landing that you would with j.236A A. Refer to the Vol 2 video in the block string part with Sukukaja mode to see what I mean in action.
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Weeeee~ It's finally done. P4A: Yosuke Hanamura Exhibition Vol.2