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Everything posted by C0R
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[CS2] Platinum the Trinity Actual Discussion Thread The First
C0R replied to Circuitous's topic in Archive
Not sure what your question exactly encompasses, but from my perspective it looks realistic for the handheld version to be released before the console patch, so if you're looking to play her asap, that would probably be ideal. I'm sure CS2 will have an international release though, seeing as there was no handheld release for CS. So I doubt you'll be forced to import it in the long run. -
[CS2] Platinum the Trinity Actual Discussion Thread The First
C0R replied to Circuitous's topic in Archive
If I had to place a bet on when CS2 would be patched onto consoles, it would be at BEST three or four weeks after the portable release in Japan. -
I'd like to nominate Kayeff for his stupendous work translating such a huge amount of the CS2 frame data for the community,
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623 has full guard point, a ton of active frames and full invincibility, along with the bonus of you not being in CH state for the entire duration, making it probably the safest reversal in the game. About 2c > 6c not connecting, 5c is an attack level higher than 2c, meaning that it'd have additional hitstun unless 2c has special extra properties, so 5c > 6c works (I'm pretty sure). Seeing as the mixup is mainly off 2b and 6b, it should be relatively simple and easy to safe hitconfirm into 5c >6c. Just noticed this myself, not sure if it's been posted before, but check out this. Charged Steins track until they become active.
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All moves with recovery based on the active frames (such as 236a and j.2c) have their frame data noted with the optimal spacing and perfect timing. Besides that I dunno. I assume j.2c is the tip right off the ground and 236a is the tk version for the extra frame of blockstun.
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Uh, 6b has always been gapless between the two hits, would be worthless if it wasn't. Guess what guys, Alex just posted the Hakumen data, which means I'll just suffer the consequences. CREDIT GOES TO KAYEFF FOR TRANSLATING AND SHTKN FOR THE SCANS Who ever wants to go and dig through the CS1 data to mock up the changes, have fun. I'll just sit pretty with the cs2 stuff.
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She's impressive, really. Her pressure is so clean, and she gets huge damage off stuff that's hard to stop. Definitely very strong at both building momentum and stealing it from the opponent. 5c is 12f startup, -4 SoD is 1: 19 | -10 2: 26 | -10 3: 33 | +3 4: 61 | +7 Can I just format and post the cs2 frame data compiled? This: Would normally convince me otherwise, but I've noticed that Veter and Yuushiro have posted their respective Ragna and Jin tables. What do you think Aginor?
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Double gold burst combo, can omit either or. Prepping for cs2 :O 6c > 6d > (delay) Tk Gold burst > 6a > Tk Gold burst > 6a > shennanigans You can 6b after the first burst then 214d, the explosion off the first 6d will hit, you can also 6b > Blessed Mirror > gold burst and lots of other things. 6a > Gold burst will combo on standing non CH, due to the extra hitstun on 6a and the fact that gold burst can be used during (read: ignoring) jump startup.
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She's hard to balance, like some other umbrella wielding people, doesn't mean she's not unique, interesting or fun to play.
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I wouldn't suggest it, 6b has 60% repeat prorate in CS2. Yeah I cried too.
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I convinced Kayeff to help do Mu's translations second, they where done yesterday, but I think Shtkn wants us to wait until the official guide is up before posting data (due to what happened last time).
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I was just getting a handle on super late canceling it into DP too, to munch on their punish, though Huey/Spark tend to just 2d through everything. On both their characters.
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I was helping a friend of mine work on the translations, the official version should be released within the week at the pace translation is going, but it might be longer to get it coded and formated for the site.
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My bad, it's a 20f recovery. And Hakumen 5a has always been stupid +.
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Boo still 7f 2A. Not like it matters, 8f 2b! Wooo. 6b safe on block will take getting used to. But. Woooo.
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Recently been practising this, wondering if it's been posted anywhere on this forum yet. Makes tech trap pickups godly easy.
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It's a book with the presentational style and informational display in the format of a magazine.
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63214c is abuseable in is matchup to no end. 5c > 4d > 63214c yo.
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[CS2] Platinum the Trinity Actual Discussion Thread The First
C0R replied to Circuitous's topic in Archive
All airgrabs use the same calculation method of distance from character origin, that's why they can hit behind, directly below or above the character. The Murakumo one is mainly a trick of the eye due to their forward-high points of origin (chest instead of waist), but they are longer then most other characters (still smaller than tager's). -
I have da bestest Mu avatar.
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Works the same way as anti-airing through Hotaru.