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Surf

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Everything posted by Surf

  1. They wouldnt be able to burst it. They would still be in throw animation, burst wouldnt become available until you touched them with a normal or special. Hmmm. This gives me some Command Grab(1) > RC > OD combos. If she has the same amount of dumbass combo time Hazama has from his command grab, she should be able to do some sexy stuff. But for Command Grab(1) > RC > Super these are the damage values I got: C Super - 1047 Lv 0 D - 1077 Lv 1 D - 1194 Lv 2 D - 1370 Lv 3 D - 1611 Lv 4 D - 1925 Lv 5 D - 2341 Not.... good damage. But at least it's something to know. Id be more inclined to OD in the combo afterwards. 63214C > RC > CT > 6C > OD > 6BB > 46D~236D > 5C > 2CC > j.C > j.CC > j.214A is 3935 First 2 moves are burstable, I originally had 63214C > RC > OD > 6C but I remembered they tech really quickly from the first hit of the command grab. So that combo probably wouldnt have worked. I also had 22D after the OD activation but that only added less than 100 damage to the combo so I took it out. This one should work if you at least have one charge, since the next one for the shield aura should fill by the time 6BB is done. But this combo is extremely situational, like if your opponent was around 40% health and had no burst. And you happened to have these resources along with being on the offensive. Im sure a lot more practical things will be figured out later down the line. I know something like 63214C > RC > OD > j.C > combo might work but the combos I got from that were pretty crappy damage. I dunno
  2. The 75 meter 3.2k combo is still very good for a match ender. It's decent damage. But I'd say it's not useful for much else outside of that. Would be a waste of resources
  3. Tsubaki's will go from spamming 22D unblock, to spamming command grab.
  4. This is the only step Im good at
  5. Ah. This seems really exciting and fun. But... I don't want to jeopardize anyones chances of winning if they team up with me (plus odds are Ill be working that day). I'll watch the stream for sure though, should be hype. Good luck everyone.
  6. What region of the world does the name Ragna hail from
  7. Makoto's airborne hitbox deserves to die and I hope ot burns in hell. Ggs, some of those matches were pretty derpy. But still fun nonetheless. I gotta take a look at Makoto's frame data again because some of what happened didnt make sense to me
  8. Yea I dont know why you guys were tellinng him to use that normal as a mixup. Anyways Im on now
  9. Please dont Btw Errol do you want to play in about 20 minutes
  10. Full combo. Looks like it switches sides.
  11. They weren't lazy when they were nerfing the crap out of her normals and specials And it probably is around 22B speed. Need to do some experimenting now
  12. Her average damage is up. And its easier to deal higher damage combos with a bit less charge than before. Still on the lower side of the cast but yea her damage is a lot better.
  13. Exactly how slow does the new 22B seem. Is it around EX 22B/C speed? Or does it look slower than that, its hard to gauge
  14. Her new overhead bnb is about 1k more damage than the midscreen one in EX (its about 2.7k now). Overheads actually worth doing now.
  15. LL 2on2 http://www.youtube.com/watch?v=3xXqJ8CM4kc http://www.youtube.com/watch?v=_WaF3glli5w http://www.youtube.com/watch?v=_MC9p-0jmz4
  16. What netplay does to a man.
  17. The games input memory probably still registers the 4 even though you let it go. Ive seen a 46C ball come out instead of a 5C about 2-3 times in videos. And what Errol said, people seem to be complaining about it.
  18. So does the game save your 4 for a few frames even after you've let it go? If you block a DP for example and your holding 4, shouldnt letting go for a second than doing 665C have 5C come out. Edit: Oh your guys are talking about 5B. But still wouldnt the same example remedy the problem Yea Tager is the only character i wouldnt really use it on
  19. So Ive been thinking, which ender is probably more superior in CP. And it looks like using j.214B ender for most combos outside the corner would be best and 22 enders should only be used in the corner. We all know air enders are terrible in EX because of the positioning, but in CP we dont have to worry about that. Tsubaki is a rushdown character, so it would be in her best interest to always have the oppossing character near her. 22 enders midscreen can award you with some time to charge, yes. But with j.214 you can command grab them as soon as they tech for 2 charges, still be near them, and have frame advantage. This idea is similar to Noel, where most Noels will end their midscreen drive enders with Bloom Trigger, which blows them half screen away. Then she has to rush in all over again, pretty counter productive. Instead a better idea is Assualt Through. It doesnt combo (if they decide to tech as soon as possible), but it has Noel right in front of the opponent and she has frame advantage. Only good thing fro Bloom Trigger is its a bit more damage. But this is opposite of Tsubaki, whose air enders are actually more damaging than her ground ones. But of course your sacrficing charge. But the existence of command grab remedies that. Of course command grab shouldnt be your only income on stocks, but atm it seems much better than giving up momentum with a 22 ender and then charging. Personally, i think ill only use the 22 ender if I absolutely have to. Like if the combo time is almost up and they would tech if i went for an air ender. And as soon as they start disrespecting after theyve teched from the j.214B, you can easily punish them accordingly. So what do you guys think
  20. Kou usually does a 7 airdash and whiffs j.A while going forward, then by the time it recovers he does a j.B or j.C. By that time Noel should have already turned around. It seemed pretty effective when he used it. Just have to mind the spacing
  21. We'll just to wait on French Bread for updates on that version up. They said it would out about Spring time right, so maybe just 2-3 more months
  22. Ugh, I meant the other families. We know the Kisaragi's do not do that
  23. Nah it's not your bad. Those matches just went over all the problems I have as a player. I usually never DP much but I usually do once I'm getting extremely frustrated. Which is what was happening.
  24. My Noel isn't Made in DDDD though. You know that. I thought you were just playing the patient game at first, which you were. So whenever I got into your vicinity rapid button pressing would ensue. Quick get ups, tech roll 3C's, super panic button 3C's. All those matches I was just wondering what the hell was going on. And why you were behaving or doing some of the things you were doing. When I know I've read some of your posts wondering why some people play the way you do. So I wasn't expecting you playing that way. Your hit confirming was awkward and it seemed like you were just stalling time until you had the appropriate stars to Tsubaki or possibly Hotaru me, not paying attention to see wither your 2A's were actually hitting me or if I was blocking. But it's really my fault in the end, if you play that way I'll usually be a deer caught in headlights and not know how to approach the situation or what to really do. All I really do is get angry, which is why I've gone through 3 pads. I know I'm certainly not that good of a player. My reactions are derp slow, I'm somewhat slow on adapting to situations such as these, and a lot of other things. But goddamn man.
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