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Surf

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Everything posted by Surf

  1. The 2 characters with the slowest startups can throw her but the others besides Rachel can't, Im just confused now.
  2. Yea I was also confused on why Mu's and Lambda's whiffed when they have the bigger throw ranges in the cast. Tsubaki is in the air and the opposing character is on the ground. After the j.D I attempt a throw, and only the 3 I mentioned before managed to be able to throw her before she hit the ground. All the other characters throws would whiff because Tsubaki was too low by the time the throw was out
  3. Rachel, Tager, and Arakune are the only 3 who can airthrow her. Everyone elses whiffs. Rachel and Tager can only throw her if she opts to do a high j.CC > j.D. But they cant throw her if she just does j.C > j.D. But Arakune can throw her on both occasions, for some odd reason.
  4. Yes I know what he meant, and I was saying continuing pressure is not the only option that is there for you. Im experimenting with some j.C > RC > j.D stuff in EX right now and it's definitely safe. Going into air barrier after the j.D blocks reversals or mashing. Or you can airdash away if they have the meter to RC their reversal and you don't want to deal with that. Her airdash back is surprisingly fast and its lol worthy to see the DPs just whiff like hell one after the other. It even avoids Tagers AC when your magnetized, he still sucks you in but you don't enter it's hitbox.
  5. That feel when your told to come on one of your off days then told to go home early because its slow by someone else. mfw. Anyways whens the next time this will happen
  6. They cant hit you if their still in blockstun. If they even block j.C or CC and you charge cancel them they will still be in blockstun even when your finished charging and free to act. The only way they would really hit you out of it is if you attempted to continue pressure afterwards. In that case you either have the choice of baiting whatever they plan to do (double jumping, airdashing away, or just plain blocking), or just go straight into a delayed j.CC for a CH and 4k combo if you have the resources. No charge cancel on the ground is safe except 5CC. And even then, the move pushes them back far enough so the 0 doesnt really amount to much.
  7. I dont see how its "obviously" not good. Other than continuing pressure she has some other options as well. Like airdashing away, double jumping after, j.236A (should left her up more and the ball would hit them, but risky). Its alot better than being minus and I see some utility in it.
  8. Asami Imai announcer has me rolling for days
  9. Hmm. Forgot her air normals are charge cancel ok in CP now. Hopefully the recovery of j.D is the same. Normally frame advantage from air normals would be height dependent but because j.D freezes her in place the frame advantage should be a constant at any given height. I've updated my post to include her air normals with EX's numbers. This is just a faint idea of the frame advantage so take it with some salt, as we don't know if her numbers for air normals or j.D are different in CP. But if these numbers are the same in CP then I think the best option would be to charge cancel at a height where you can either apply pressure with another air normal or high enough to airdash away if need to. Doing it too low to the ground will have you enter landing recovery and your frame advantage would be pretty much lost by then. j.C/CC both seem to be the best ones to charge cancel since your left at an advantage.
  10. So subtract 2 from what I have right now is what you mean Edit: Nevermind I fixed them. Values should be correct now, thanks. Thought it just applied until the active frames were over. In any case its nice to know the numbers.
  11. Ok. As I've always been meaning to know the exact numbers and benefits from charge canceling I went through some frame data and got these numbers. These numbers are all under the condition that - The opponent is normal blocking on the ground (No Barrier/IB) - Your charge cancelling as early as possible (After the first active frame) - Your charge cancelling with 5D and simply tapping it, no holding down Ill be labeling how - the moves usually are without charge cancelling them labeling then with charge cancelling. And for the hell of it I've added on hit too, with S being standing and C being crouching. Ill be going through all charge cancelable normals. 5A = -2 D.5A = -9 S = -9 C = -6 2A = 0 D.2A = -8 S = -7 C = -5 5B = -5 D.5B = -2 S = -1 C = +1 5BB = -5 D.5BB = -2 S = -1 C = +1 2B = -1 D.2B = -5 S = -4 C = -2 2BB = -7 D.2BB = -5 S = -4 C = -2 5C = -9 D.5C = -2 S = -1 C = +1 5CC = -11 D.5CC = 0 S = +1 C = +3 Possible CP air normal numbers. Take these with some salt D.jA = -4 S = -3 C = -1 D.jB = -2 S = -1 C = +1 D.jBB = -2 S = -1 C = +1 D.jC = +1 S = +2 C = +4 D.jCC = +1 S = +2 C +4
  12. J.236A/D could probably stop it if the ball comes out early enough
  13. Tbh you all should be glad you have an additional overhead in the first place. And Tsubaki's overheads is slower or the same startup as Ragnas and she doesnt really get his reward. Even with the charge. I dont understand the complaining that is happening here
  14. Thanks. Ill experiment with the numbers a bit and post my findings or ask some additonal questions tonight maybe
  15. Same. We'll have to wait until console for things to be flushed out some more
  16. I have a question regarding charge canceling. Her 5/2D behave differently when their used to cancel certain normals right. I know they give more charge than usual, but are the startup/active/recovery frames shorter as well. If i knew the exact numbers it would help since im experimenting with a few things.
  17. I wonder when we'll be given more info on this new version. And how many of the 11 characters will make it into the new version (granted if their even adding them) and who they will be. As long as Erica's in I'll be happy. A ranking system will help things too, we'll actually know the players more often now. Since 80% of the videos never had them named. Heres to hoping they actually BALANCE the characters as well. Not just little changes here and there.
  18. a-cho http://www.youtube.com/watch?v=ca6UtiMCZYo
  19. Looks like N-O dropped 2 ranks Vs [01/24/13] (2) Vs [01/24/13] Vs [01/24/13] (2) Vs [01/24/13] (2)
  20. I mean if you can end a match. Then do it. Why drag it on more and possibly end up losing. But alot of people are guilty of doing stupid shit so they can get the heheheheheeasstroll
  21. Erika looks like a 100% main for me. Hoping to god they put her in
  22. I HAD Sunday off but one of my managers bodied me and has me working after 5:30 that day. So i wont be able to make it. Sorry
  23. I just think shes not as broke as people were expecting her to be. But yea, we havnt really seen her true potential yet either.
  24. *Attempts to catch up on discussion from the last page* .......
  25. It may just be what Arifureta said, in that Nu's active hitbox probably just wasn't out yet. Even if it has invul or not, the move is extremely fast.
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