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Surf

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Everything posted by Surf

  1. I rely on the 2C frametrap sometimes because online delaying 5C to frametrap can be iffy. 5/2A > 2C will frametrap every single time. But CH 5C leads to more damage. Its not the most optimal thing but it's just something I use. Funny thing is. If I land a CH 2C and IAD away, she actually has enough time to run back in and 5A or even 5C the character while their still in a crumple state. Their in CH state for 48 frames, almost a full second. So it's more than enough time to confirm
  2. Wow. Really, ok.
  3. Those look really nice. Do you have the templates for them
  4. Their not serious issues. I'm just butthurt
  5. That was a typo, i meant to say you cant delay it effectively because the window is so small And Errol I usually dont use that frametrap unless Ive played someone a good deal, usually because people do indeed react to 2C on block by standing or a preemptive anti air attempt. I usually do 5/2A > 2C > j.A(w) > barrier > j.B. J.A catches them trying to jump out, barrier blocks anti airs if they attempt one (depends on the character), j.B confirms if they just stand there. CH 2C untech time is absurd enough for the entire thing to confirm.
  6. 5/2A > 2C is a good frametrap as well. And if they didnt press anything you can jump away. You mean she doesnt really have any frametrap in CP right
  7. Its ridiculous how much better her CP art is compared to CS's finger point of doom
  8. I'm not the only one. Anyway, I agree with you Airk. But Toan's also right as well. Every character should and has at least one + on block move within their arsenal. But I can live without being + all the time. It's just her normals that are the problem. Wasn't it said that in CP they nerfed the distance she goes during her 5BB animation. gg. 2BB is probably her worst followup normal. It has little to no use. You cant even delay 2B into 2BB because the delay window is for some odd reason, very small compared to her other delay windows. Her D's used to be good. 236D was +2, 22D was +3 in CS1/2. But 623D seems to forever be useless. An extra frame on invul and losing its projectile properties doesn't really amount to much in the end, unless your against specific characters. But you would think, that they would let her D's keep their frame advantage while just nerfing her charges. So its harder to get charges but its rewarding because you can make yourself safe. Nope I had a thought awhile ago that they should change some followup normals like 5BB, to also be available as standalones. Like making 5BB a standalone by pressing 4B or making 2BB 3B. It would be pretty interesting. A lot of her options do warrant whys. Why IS 2B that slow. Why IS 6A slow also couple with having a terrible P1 even for her. But you also have to look at it this way Take a look at Tsubaki's drive and how it works, now imagine if she had about the same average damage as a couple of the rest of the cast. Then that would be a problem, she would have ok damage without her D specials, and with them her damage would be very much above average. But then you would think ok lets just not make D specials good for damage, well then whats the point of charging for them if they don't help combo potential. Her damage is warranted because of her drive, I complained at first but Ive come to understand it. So lets go to her normals, which are pretty poor. Almost all are unsafe. Even with charge canceling, a staple for her. I just did the numbers myself a couple days ago. How do they expect for us to come in with said poor normals, continue pressure with said unsafe normals, and be rewarded by damage that ain't much to right home about. You made her into a rushdown character but your changing her tools to make her rushdown quite ineffective, which just defeats the purpose of everything. But thanks for the command grab. I know a lot of you would think Airk and I are complaining. Maybe we are. But when you play a game and a type of character like this, and you see what other characters in the same game can accomplish, it raises a huge question mark for us.
  9. I dunno. Graces left a bad taste in my mouth. The entire main arc was trash. Those 6-7 hours of f arc should have been what the entire game should have been about. But Nope. Just like how the last arc in Vesperia left a bad taste in my mouth. No, a friend of mine likes Legendia too. Well, he likes the characters. Not so much the game. It really should get a redo. The mechanics, graphics, and defo the voice acting did the game absolutely no justice.
  10. I can see why people would like her. But I'm not the type for hyperactive random but genius like characters. Its just the archetype that didn't do well with me. It's true that everyone else was pretty linear but what the hey. Graces wasn't that good, that's just the gist of it.
  11. I mean it's not like Im dying because j.D has 9 frames of landing recovery , but its just one of those things were you question why. Even if they made it 4 frames on landing I dont think it would make much of a difference if you weren't some brand new Tsubaki, who would just j.D then dive over and over.
  12. I disliked Pascal as well, but she had her moments. God am I the only one who didn't hate Cheria
  13. Graces just suffers from a garbage tier main character. The other characters are fine though, just not that amazing compared to some of the other characters in other Tales. But they were ok in their own right. Except Asbel
  14. Izayoipls Jiyuna's list may or may not be accurate but one some characters I can agree with on their placement. Sad to say but Izayoi is actually one of them. But I think that is mainly due to the fact that she's being under utilized. And she may raise when console comes and people have a legit training mode to experiment with her tools and options for extensively. Or she may stay the same. Same can also be said for the other characters as well. In any case Ill still be playing her, as well as Bullet. So I could care less where their placement is on these supposed tier lists. Besides, all those people who said they'd main Izayoi. Where are they now
  15. Oh wow I was going to do it myself with the released template. Thank you kindly Tong. Also, Original Tsubaki Pallete CP art is too sexy
  16. Why do we play this character again?
  17. Air options afterwards seem fine to me. I'm never just straight j.D'ing in the air until I land anyhow. And if I am I usually whiff j.B/C on my way down so I don't enter j.D's ground recovery. I do admit that this game just has straight dumb shit on what some characters can do, and what some characters can't do.
  18. This game can kiss my ass sideways. Makes me rage so damn hard
  19. If only j.214D was +
  20. Probably, yea. Was thinking the same
  21. There were a couple time when I was experimenting that after the opposing character blocked her j.C, if she was close enough to them (like right ontop of them) she would appear on the other side after the j.D. The forward momentum would carry her a little. Its really weird and only happened about 3 times and I couldn't really get her to do it purposely successfully. The spacing is very very specific.
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