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Everything posted by MashThat5A
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That standing combo is not universal (you can see it doesn't work on jin). 2B definitely has increased recovery. 5D startup looks like it was increased and it got hard knockdown again. Back throw looks awful between the combo property changes and 5C hitstun nerf.
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Just because that Tao was ass doesn't mean the move isn't good Also ragna does not belong in that list
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because we have a good neutral tool now that drives are dead???
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https://www.youtube.com/watch?v=MqiK8mtWky8&t=15m15s BBCF Tao Footage. New j.B is god
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Yes, this is stated in the opening post.
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Closed Location Test (Location Test #2?)5A easier to hit on crouching (?)2B increased recovery(?)2C, 6C, and the first 2 hits of 3C have pullback properties (like Jin 5B)236236D: 2400 raw damage 214214C: 2600 raw damagej.236236D: 1000 min damagej.B: hits high, jump cancelable, can cross up, fast startup
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People still play this character? Discuss Loketest stuff here. Location Test #1j.B replaced. New normal looks similar to Valkenhayn's j.214B. 214D > j.B is deadj.C replaced. Tao slashes her arms together. This is the new move seen in the trailer.5B>2B is no longer a valid revolver action.3C's third hit now floats higher and is special cancelable. 3C>236A is possible. Midscreen close 3C>236C is possible.Charged 236C is now an overhead.6B>236B>2A works on Carl5C>j.A>j.C confirmed on standing.6C on air counter hit now causes wall bound midscreen.Unison wall bounds. Similar to CP1?j.2B is faster, but hits mid.j.2D now knocks down.j.4D now goes diagonally instead of straight after landing on the ground. B cancel causes a V-like arc.Air revolver action table reworked. j.C can only be jump/special canceled. j.2B goes into j.B and j.C.2B hitstun increased5C hitstun decreased Closed Location Test (Location Test #2?)5A easier to hit on crouching (?)2B increased recovery(?)2C, 6C, and the first 2 hits of 3C have pullback properties (like Jin 5B)236236D: 2400 raw damage 214214C: 2600 raw damagej.236236D: 1000 min damagej.B: hits high, jump cancelable, can cross up, fast startup
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when is cf thread
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You need to commit to the backdash to punish rolls like that. Yes, you "can" punish it, but hard reading for oki usually means your oki is bad, especially when you can just do air hit 3c -> 5B
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Honestly, I think cat jump is a mediocre safe jump option. It's very easy to react to, and the forward momentum means you can't roll punish. So...yeah
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digging through all of the 1.0 testing gio and i did, j.2d~b doesn't work on the small characters (plat, carl, etc) don't have a complete list anywhere and i don't own ex to test
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Arcade version has a native resolution of like 768p, and the games assets are likely optimized around that resolution. Running at 1080 likely uses sampling methods to pump up the resolution of the assets to fit; but it's trying to create information from nothing, so it wouldn't surprise me if that's why it looks weird.
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I don't care about why j.D. I am specifically asking for why not j.D.
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I know what it's better for. My question is more is there a specific reason for not including it (harder confirm options despite similar stats, angle also covered by iabd j.c and safer because nj j.d might lose to wolf dash j.a or other non optimal risk reward scenarios, etc).
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What about j.D as well? Similar startup/recovery and controls a slightly different angle. Although I don't think Valk uses the angle it covers much, I do think it is better at catching the wolf dash jump than j.C.
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I exist. Your pressure isn't deep enough. If that's the extent of what you're trying, you'll be completely unprepared for people who do things like mid string fuzzy jump / grab os. Pressure like that shows that your coverage of defensive options is just block / mash buttons, which might work at low/mid level play, but will get destroyed at high level play since it doesn't actually demand /respect/ from an opponent who utilizes a wider range of defensive options (I know this from experience). Tao's grab range is really, really bad. 2A->grab doesn't work if they barrier unless you dash 2A, so it's actually very, very easy to react to her grab (predictable situations plus large animation thanks skd) Tao's presure might seem endless, but in current state all of her options have terrible risk/reward after the first mixup you're pretty much forced to pressure and then return to neutral. In 1.0 you would use 5D SMP knockdown. 5D knockdown in general is superior to restand. I haven't played 1.1 much so I don't know optimal setups, but generally ending combos with 236aaad~a neutral jump is fine
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Except Tao's mixup is ass and the only way to set it up by doing restand is by doing something unsafe. What's your mixup when you pressure? Mid/low? Deep. (6B is awful) Yes you lose a little bit of control doing safejump/airdash mixup but show them you can punish rolls (which is easy) and they should either regular / delay neutral tech, which is fine because you have 2 airdashes. You can't compare it to Tager because Tager's mixup benefits from them not being in kd state, Tao's doesn't because her mixup requires setup.
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you're right, thanx
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it does work, it was in the cmv. 5c j.c j.d air gh nvrmind im stupid
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right now it seems you choose between damage and corner carry with BE / air GH. also, people aren't hitconfirming with 6a yet, since it's been unsafe for like 3 games now; this should increase avg damage considerably. corner is really only better at max range, but even then its really like 3/4 screen distance because dp carry is great, and at correct footsie range you can only use HF anyway. throw dmg is great midscreen, idk. corner seems pretty irrelevant now, which is what most characters can't say (and also might be why people see him as so strong).
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Ragna TimeTM all the time you do realize corner carry is irrelevant when you do man damage midscreen right?
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i'd go with hilarious if anything
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the only character that it doesn't work on is plat. everyone else is on the chart a few post sup
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from what i can tell from tsujikawa matches it isn't even worth it to kd when you have jump loop shenanigans / crouch confirms
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oh i thought the advantage was because they added recovery