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Everything posted by C0R
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Charged shots still have unlimited range. 6b change is a direct buff, doubly so counting the new gatlings and cancel options. 5c > 6c has been replaced, it's not like her ability to combo is gone, it just looks different. j.2c's techability is negligible, considering she still can combo after it and still gets a combo on raw CH. They attempted to do the same thing to litchi in CS, never really made a difference, the move itself is much different now, and it's overall utility is much better, considering it can compliment other tools instead of being a one-shot option you need to commit to. j.d now cancels into air normals! If she had both movement cancels and normal cancels it would be completely and totally broken, both options are very powerful and she just traded one for the other. Additionally with the reduced recovery of stein sets she can do stuff like this. https://www.youtube.com/watch?v=nDAuVr59rlM&t=19m40s Which is more or less what a cs2 j.d jc looks like.
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Couple things. 3c is reverted, still jump cancelable on block/hit. 6c is still stein cancelable. j.2c is now stein cancelable on block. So much for nerfs, all you naysayers.
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It's completely gone.
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The goal behind removing the 6c stein cancel is in line with the consistent universal removal of safe jump cancels at the end of long gatling options. This has been true for most characters across the board.
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Moved some stuff around, please keep 2.0 discussion here.
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This change makes a lot of sense given the buff to her overheads. She can't gatling into 6b at any range where it would hit as 6b(2), as all of her gatlings into overhead have short range. What they wanted to avoid was having both j.2c and 6b be a threat at max 3c range, which is why they removed the jump cancel, this also falls in compliance with the more universal removal to jump cancels late into strings.
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Changes look awesome! Super buff mixup! 6c sucks anyway j.2c floors you if you get hit crouching/standing, like a sweep, can combo off it.
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I'm not sure why people are wondering if the game will receive a balance update, they have never added a new set of characters/stages and had it not balance update.
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Ragna is lucky to have one of the Jabs fast enough to punish 6b on instant block. In the event that she does uppercut, you will recover in time to block it. Use a hit/whiff input OS to take advantage of the situation. If µ is pressuring well, you just have to be patient, especially now that 7K+ kill combos exist off mixup. Careful folks!
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Areal can punish 623c with Raw 3c in every situation, because the range is so good. You can also just 5c fatal it because it's great. You can also Gustav CH... he has all the options.
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Actually the j.c > j.2c > j.5d > j.2d setup gives you the best overall oki, allowing for not only a safejump, but also guaranteeing a reliable mixup, in the addition to the considerably respectable damage upgrade.
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This is no longer true in CP, with j.2c only stopping a portion of falling momentum, hence why it can now whiff during the startup instead of always coming out.
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The reliable combo I've been doing for decent damage is 6b > 6c > (CT >) SoD > 66a > 5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c If you want to bump up the damage a bit you can do the crush trigger for an extra 300~
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Superjump doesn't remove the landing recovery. The reason you have to sj.2c in combos has more to do with reaching a specific height than falling faster. In regards to j.2c being punishable or not, it being level 3 gives you 16 frames of blockstun, -10 landing recovery. We also know j.2c won't come out if you're close enough to thr ground, so add frames for landing... you're looking at +2 at best depending on the situation. Sent from my SGH-T999 using Tapatalk
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Little known fact: Superjump makes you fall faster, meaning you'd have a higher minimum height for j.2c
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Bark Bark Bark! If you are on top if it you can airthrow him into the corner out of 6c for muchos damages.
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Guessing is still guessing! Stay calm and don't try to rush things, they'll kill themselves if you let them.
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Charged route is exactly the same, theory corner combos don't work. Uwuuu
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Been around, far inferior to the charged stein route.
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I like 5d 2d j.5d j.2d j.44 j.5d j.2d myself, very mashable. Very beats Rachel
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If Azreal hits you with growler you're at fullscreen, which is where you want to be.
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Out of combo time. Blame Cp.
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Why errybody hate my character :<
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iirc she does have gaples strings via d6a d5b the like. 6d and d6b don't use her guns and are therefore not projectiles. The only C normal that isn't a projectile is 6c.
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*laughing maniacally* 1. Unless you're absorbing Habaya or reacting to Totsuka, everything else leaves you more than vulnerable due to the variable distance and warming timers, especially if the µ player is worth their salt and interlacing normals+projectiles to shut you down in neutral. 2. 5c is less of a problem for you guys compared to the matchup that is 2b. The god 2b. 5c's massive extended hitbox and susceptibility to sjiad normals make it a not so attractive tool in straight up footsies. IDK what you're supposed to do about the boot of god though. (5k off 5c, not 3.) 3. j.c is indeed super awesome sparkles. Be careful of approaching vertically in either direction though, because j.b is actually super buffed in this game and has a comparable vertical hitbox to jin's j.2c 4. 5c actually recovers super fast, though 2c is indeed shitty in this game. 5+6 I agree with. Overally this matchup is pretty joke-tier, especially because her defensive options are so good that not having gapless strings into mixup in addition to not being able to safejump or make her block on wakeup... It's just all bad.