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Everything posted by C0R
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The majority of the information is normally pretty accurate, but it is well known to contain more than a few errors in the first/second editions. Most of the information is obtained via frame playback analysis, so it does provide insight to things we'd not be able to find normally, such as activr frames and untechable time.
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Arcadia hires a team to test and calculate the game's frame data, the compilation of these third party findings are the source for the mook's frame data. Arcsys doesn't ever release actual framedata, it always comes from outside source's research.
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Arcadia is releasing their mook calculations in march. Preorders are availible.
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Mu's 2c apparently completetly lost all head invunerability, still fine.
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µ and Carl both have bugs where if you meaty throw and a move that would guardcrush someone, the throw hit lands and all their primers come back. Then, following the combo off throw, anything that makes the opponent block will guard crush the opponent, so things like projectiles (small stein hits) or 2a's.
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In a world of blockable throws, fullscreen throw reject, fastfalls, instantaneous guardbreak via 2a and icecar rc infinite momentum; his stuff isn't overwhelming.
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He's a new character, with new mechanics.
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Just an interesting note, Jin's 5c is actually tied at 10f with the fastest antiairs in the game!
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2a has always been Tager's most reliable antiair, it would hit ragna at that positioning in ex. It's also likely that he extended his hitbox at the last moment, hence the ch.
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Why? These characters have been out for the least amount of time and their metagame is the most undeveloped? It doesn't surprise me at all.
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As far as I know, yes. Hakumen still has 5a 5b, Hazama still has 2c 5c, Lambda still has 6a 2c, so on and so forth.
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Well to be fair they do serve a purpose, and a very reasonable one at that. They're there to extend and vary Tsubaki's pressure options. Ragna isn't super scary up close because he lacks extensive gatling options, and he can't keep you blocking for long periods of time. The longer you keep a player on the defensive, the more opportunities they have to make a defensive mistake. On the flipside, the longer you attempt to continue pressure, the more opportunities you have to make an offensive mistake. If you're only sticking to the aspects of the character that are exemplary and powerful, that's a play-style a lot of players choose. But these tools do serve a purpose, and they do have a point. Tsubaki is supposed to have like every option ever, that's part of her design. She has like what, 20~ odd specials all together, all with different attributes in some form or another? The vast majority of them barely serve a purpose, but they have a niche where it's the right call to use them. That's how the character was imagined. I meant using the 5bb chain to confirm off CH 5b, when you can 6c instead.
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To be fair her CT is actually amazing, like incredible. Like let's do it all day every day and people will cry bloody tears.
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On the topic of the existance of normal follow ups- I don't really see how the existance of an option can be a bad thing. Yes the option is terrible, it can almost never be applied in a place where a different option would do a better job, could even say it is not worth using entirely. These are all completely legitimate points. What I'm hesitant to swallow is that those options hurt the character. Let's take 5bb for example, pretty garbage option in a lot of situations, it sucks for ch confirm, sucks for spaced poking confirm, sucks for prorate and all that good stuff, but simply having it doesn't make the character worse. I'm sure Bang would love to have your dp. No matter how bad it is, because its an option he doesn't have. Its not good, but its there. Like rachel's 4b. Why use such an unforgiveably slow overhead when you have instant rising j.a? 90% of the time using it outside of combos isn't smart, good or called for, but even still it can be exactly what you need at the time and place.
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Makes sense. I was mentally comparing it to Mu's 6a 5b chain in antiair situations as there are many similarities between the properties. But 5b is quite a bit longer.
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I was under the impression thay 2cc existed so she could chain into a second air unblockable if the first one was blocked. Hence why it lacks head invunerability and a capable hitbox vs crouchers, its an antiair followup.
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Huey said it a long time ago in a not so fanciful fashion.
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"Character faults are only brought to light when all player faults have been conquered." ~
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The proration data for every character in cp is completely overblown in comparison to cs. This is due to the new system mechanic for untechability calculation.
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Which data are you referring to?
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The fact that Tager can use it mid combo in extend means that he can combo off it on normal hit so long as the same conditions are fulfilled in regards to height and positioning.
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[1:45:41 PM] Cor: Hmmm [1:45:45 PM] Cor: 7 primer setup [1:45:57 PM] Cor: Found one [1:46:10 PM] Cor: Alternatively, full barrier + 2 primers [1:46:11 PM] Cor: crush [2:40:43 PM] Cor: 2c CH (corner) (punish or frametrap) > 6d > 5d > SoD > dash 5b > ]d[ ]d[ > j.2c > j.5d > dash 2b > 5c > 2c > ]d[ sj.2c > j.5d > dash 2b > 6a > :2c > ]d[ sj.2c > j.5[D] > j.236a ---> [2:41:17 PM] Cor: On block -> j.236a (charge sod) > ]D[ > SoD > RC > dash 214d > SoD2 [2:41:48 PM] Cor: the combo sets a total of 5 steins [2:42:06 PM] Cor: With the final 4 being directly on top of the opponent
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TIME FOR A DUNK COR POST!!!!!! YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE SHOST SHOTS HOST SHOTS Don't worry won day you'll all do optimal cobos I sware. Ok bye . Thefuck are you talkiung about, relius plays like relius, not like anyo ther characer. YUou could say every character is a mix of somet other charactesr+, that's true for everyone.