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Everything posted by C0R
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Damage is fine, I think it'll be higher in the end with more combo development. 6c in combos is actually way batter due to them reverting the prorate to CS status. midscreen route is like (crouch 5c 6c 2d 6b(2)>stuff) You can link 5a after j.2c if you hit it just right!!! 6b(1) might be her best close range punish, it's a fatal now and has different prorate than the overhead hit! Corner carry looks the same, IAD stuff still works.
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GCOD is a universal mechanic and functions exactly the same for pretty much every character (unique overdrive effects not included) Now there are definitely characters that benefit highly from things like GCOD reversal super (Haz/Tager/Terumi) but in the end it's just the application of the tools they already had in combination with a universal mechanic. (Very expensive) IZ 8 stock combos I guess, but as a general rule, so long as everyone remembers that you don't /have/ to tech! It's your choice outside of stagger enders (ranga 22c SMP oki/tager 22d SMP oki)
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(Sorry I hijacked your thread Kiba) Let's say a move is 8f startup and you know it's level 3 (16f blockstun) and it's -2 on block. Therefore you know that after hitting the first active frame it has (x remaining active+y recovery = 18) So you know the startup and the total recovery including active but you don't know the specifics on the two, couple different ways to find that. 1. You know it'll trade with another 8f move, but if it also trades with a 9f move then you have at least 2 active frames. (you can assure it trades instead of stuffing it by ranging out the hitboxes) If it trades with a 10f move it has 3 active frames (frames 8/9/10) and so on until it just whiffs and or gets hit out of the recovery) After identifying that is has, say 3 active frames, your recovery equation now looks like ([x=3]+y=18) and or (y=15), giving you the recovery outside of active. 2. You can do some tests with invulnerability. Let's say you know OD is 20f total full invulnerable, and you use a 16f move on the same frame (guaranteed via throw tech or something) and it still puts them in blockstun, that means you have at least 5 active frames (16+5= move remains active on the 21st frame, 1f after they come out of OD invuln) and it's all logic equations from there.
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BBCP2.0 is the name given to CPE before it was branded Extend.
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Meta itself is a word that's acquired a very vague definition over the years. In a basic sense it's synonymous with advanced. Advanced Offense Offensive Meta are both classifications that hit pretty much all the same target themes like TRM/Hitconfirm OS/How to frametrap Fuzzy Guard/breaking up offensive rhythm/staggering low to match overhead timing... list goes on. All in all everything that you can learn stays more or less relevant, and as more and more techniques get added they just build on a lot of the basic concepts that are outlined as fundamental offensive concepts.
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They're really not. It's the same math. All the frame data you see on dustloop is submitted by members of the community like Spark, Shtkn and JP calcs like HH. It's actually less reliable to use things like frame counters, which is why the logic solving approach is what this kind of data springs out of.
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If you're asking me how to calculate frame data from scratch that's an ancient and well-discussed topic. Usually comes down to counting out the frames in video capture until you have something to base the original calculations upon. Example: You've counted out that Ragna's jab is 5f. His jab doesn't catch jumps after neutral therefore jumps must be faster than 5f. Every move that trades with ragna's jab is 5f. If jab stuffs a move it's slower than 5f. And it's all logical deduction from there.
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I'm talking about mechanically, as a property, SMP doesn't actually DO anything for you. It does a lot for you opponent by giving them the ->option<- to tech earlier, but in the end if your opponent is unaware of the gigantic blue flash and huge text notifying of an SMP reset, they're going to have more than a few problems over the course of the match..
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Sometimes silence is better than five simultaneous discussions held by seven different parties with ten different objectives based on a thousand different understandings. SMP mid-combo is really bad. Even in the case of an intentional reset, why put yourself in a situation where you could instead just get more untechable time? Sure they might be surprised that they get out. Then again you might get surprised that now your combo is punishable on hit.
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I like CPE. It's fun!
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Nope. Frame data can be found using pretty simple math. Active frames using more math. Mook is just postings from a 3rd party and usually doesn't contain any "official" info. But everyone uses the same math so it's normally right.
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Isn't it just the dive whiff combo? Tsubaki just has less recovery is all, it's in the changelog.
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Tsubaki DP whiff has existed in the game previously under the same gravity system, it's likely just reverting the properties they changed. Tao has had standing loops on a wide variety of characters in multiple versions of the game under the same gravity system. Terumi jump loops can be made possible via a few really really small chages (hitbox/startup) I find it very unlikely there's any kind of global gravity change, in my experience these changes normally come down to adjustments of unique move properties. Reason being anything that affects the core of the movement engine calculations is touchy and best left alone, as the potential impact of such a change is massive. You can see examples of this in other ArcSys games, mainly the changes to YRC in Xrd. Why not just integrate a function to prohibit YRC Burst OS? Instead you see specific and targeted cases of fixing the mechanic on a per-problem approach (ex: Wild Throw can't be YRC'd after it's active frames)
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ArcSys has the code built from Xrd, they likely will simply recycle it.
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GCOD has a place. As a pure defensive option I believe bursting out of blockstun is better, but GCOD has it's unique advantages. First thing I want to mention is how GCOD would be used ideally. Overdriving through the active frames of a gatling, causing it to whiff, and allowing you to punish. Because you can cancel from the first frame of blockstun, you have the potential to complete the GCOD and still be stuck under pressure via recovering from GCOD near the same time that their gatling becomes active (happened more than once). Alternatively if their gatling has a quick startup/recovery they'll just finish during GCOD and continue to put you in pressure. It's definitely going to take a clear head and advanced knowledge of how the opponent's strings actually work in application to use properly (by delaying or timing the GCOD at opportune windows inside of the blockstun of a single move alone). Now there is a significant reward to this entire headache, mainly the damage. Bursts don't do damage, Overdrive combos do a lot of damage. I'm sure everyone can make the connection. Keep in mind the recovery windows of many moves after CP are not in CH state for very long and bet on a non-CH starter. Now from µ's perspective... GCOD is kind of a nonissue. 1st - A considerable amount of your pressure is whiff gatlings and stein shots, things that you don't actually need to interact with you opponent for. They can feel free to GCOD after your 5c, but you just gatling'd into 5d, and now you're sitting there thinking "wow look at this guy go through all this startup, I should meaty whiff gatling 6c him out of the recovery, or just jump cancel ON WHIFF because I can do that haha ha this mechanic sucks" 2nd - GCOD suffers from multi-hit moves. Most multi-hit moves are cancelable so long as only the first part hits. Allowing you to gatling or cancel during the startup/active/recovery of the follow up hits even if they're cutting air. Good examples of this include Izayoi 2c and µ's new 6b. Time and again I would 2c someone with IZ, they would GCOD out of the blockstun of the first hit, the second hit would whiff through their invulnerability, and then I would be able to cancel out of the whiffing second hit into anything really (jump cancel into IAD j.b) and they died. Example with µ 6b: they GCOD the first hit of 6b, expecting the 2nd hit to whiff and to punish the recovery. Except now you can cancel on said follow-up's whiff because of the property of this multi-hit move. Letting you late chain into 3c/5c/2c/xD>JC and they die horrible deaths.
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Dusty played relius but he was a shot from death. He can still do 5b 6d xN, which is the only thing I think his dash acceleration would affect. That character doesn't spend a lot of time running anyway.
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In all the matches I played and saw being played I don't think anyone ran out of barrier even once. If it does have a faster consumption rate on hold I feel like it's so insignificant that you can continue to follow the same defensive principles as always and have it be a non issue. Barrier should not be used in place of things like good mashing and IB. No one charged CT. I'm going to bet it does a whole lot of nothing, like it always has. The illusion of taking more barrier is because people hold barrier for the entire duration of the longer startup instead of flashing it on right as it becomes active. Usually claims like this are made based on watching jp match videos, which often appear to have awkwardly fast or smooth animation/speed differences from console versions due to different video encoding settings chosen by the uploader. Playing the game, getting around is the same. Dash specs and stats have remained unchanged for a long, long time. I surely didn't see a difference in this version, reference above comment.
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Hi folks. Got to play Extend over the weekend. Let me know if you guys have any questions about GENERAL MECHANICS, µ12 or Izayoi.
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->new totsuka: good combo of CP and CS strengths, it travels fast enough to stuff things and bounces slow enough to be really plus. ->drive startup is more than understandable, otherwise she would have infinite blockstrings with stein gatlings, definitely still good "That really makes J.steins dangerous if you don't compensate for the change I suppose?" -> I guess? Why wouldn't you? Steins are better. Zoning is better. Because it's never been just the steins or the specials, it's been the combination of those and her normals. The gain of whiffcancels and buffed totsuka far, far, far outweighs the negligible stein startup.
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They are most definitely not. BUT it does not matter. The difference is that instead of doing an airdash/jump after you do the stein, instead you just do it before. Example: [j.d adc back j.c] vs [iad back j.d > j.c/2c whiffcancel] With your CP option, you're stuck closer to your opponent then you would probably like being until the stein becomes cancelable, then are stuck in the first XX frames of the airdash until you can even really do anything out of it besides specials. Meaning that there's a sizeable gap between when you hit j.d and when j.c actually comes out, and most of that time is spent in CH state relatively near to your opponent. In extend you not only get access to the space buffer immediately, but j.2c comes out quick. QUICK. RAWSEKDJALLY FAST. The window where you're stuck committing to anything is much smaller, especially since j.2c will hasten your decent, speeding up the entire sequence. Overally her zoning got way way way way better at short-mid range, anything within range of C normals is no longer "Oh no I'll probably get stuffed if I throw out a stein here" and has instead become "haha that's right loser please try to catch this stein startup and eat my 5c CH spin state into 4.5k meterless midscreen"
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You can do dash 2c actually. I'm pretty sure 6b(1) will otg big characters even.
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Hi friends. I played a lot of extend at sakura con. Here are some of my thoughts. https://twitter.com/search?q=%23%C2%B512cpe&src=typd
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Hi. Mu looks better than 1.1, arguably the same as 1.0, and worse than cse/cs2. In my opinion.
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Yes, please. We'll export the posts into a CP2 thread when the volume is more realistic. Sorry for the lack of activity!
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I wouldn't claim a loss on corner carry yet, especially with her new ability to combo standing opponents non ch midscreen!