-
Posts
949 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zouf
-
Your combo works fine here. Are you sure you are delaying 214A enough? I dont have any particular trouble with it I don't really like 214A outside of pressure tho. It's not reliable enough imo. You should try : 5B > 5C > 214A > 214A > land > 2B > 214 B B B > land > 3B > 5C > 214B B B Deals the same damage and is easier to do imo
-
Depends on your combo. You will not always be able to OTG with 3B, sometimes the hitstun isn't long enough. 3B picks up in these routes : 6B > 5[C] > (B+C) > 214B B B > 3B > stuff 3C > j.[C] > (2C>5C)/66C > 214B B B > 3B > stuff 5C > 214A A > 2B > 214B B B > 3B > stuff 3B will never otg if you used 2A / 236A A before. The hitstun deterioration is too big after these 2 moves.
-
Vatista : if she runs away and play the timer, you are in a very bad position. Better not let her go if you grab her. J.236B on corner will make her DP whiff > free punish. Abuse it, she has no response to it. Her j.C > [8]2B can be punished with 2a (maybe 6B?) if the last hit is shielded
-
We can't make an account, it's locked. I wanted to add some stuff but couldn't. edit : got an account, completed framedata
-
On another topic : Neither Konan nor Kuresu managed to qualify for Arc Revo I'm just sad.
-
(6b > 5[C] > 2a whiff)*n until opponent gets hit by any of those Staggering is pretty hard in this game, the cancel window is really short, can't really delay stuff like in Melty Blood or even BB
-
Qanba Q4. Tsubaki doesn't require a specific controller imo.
-
To be fair, we got j.CC. While it's not as broken as j2c, it's still a good option.
-
I'd guess a combo drop, it happened too fast for him to notice 236D not comboing
-
Don't get me wrong, i like this buff, but I find it strange we had to wait so long before it happens. It's not even godlike, it's just strong. Jin had it since the first day.
-
I second that. But j.214D being overhead isn't huge. It's ok. Heck it's even normal. I don't really care about the 421D change btw. Getting one charge is a tedious work in this version, and i don't really feel like wasting one for this move. 6C not jump canceallable is annoying. I like to autopilot 5B/5C > 6C when i can. Guess i'll need to change my playstyle accordingly
-
To me a good neutral is the capability to break your opponent attacks easily by throwing moves. Hyde's neutral isn't so good compared to some others characters (lets not talk about merkava here) For example, Linne 2C has a huge range, is a low, and can combo out of it pretty easily. Hyde can't so anything against it, he has no move that reaches this far and allow him to poke at such a distance. 2C, if spaced well, will win against every normal moves we have. Hyde's special moves are ok, but it feels like they are all lacking something to make them better than others. Linne air kuuga has almost no weakness. You can't jump over it, it's + on guard, it's fast, has a decent range and she can combo if it hits. Do we have a move that combine all these factors? Hardly.
-
Yes. High counter hitstun is longer than counter (counter rate is 1.5, high counter is 2, whatever does that mean (took it from Sourenga translated tutorial))
-
Oh ok i thought they'd nerfed this combo and I was like "but why?"
-
Can't agree with Linne MU. It's 5.5 for Linne at the very least. As you said, she can poke us with her 2B/2C at great range, convert it into a huge combo with no risk at all. We don't have an answer to those pokes. Same with Kuuga, only 41236C will beat it. She has a great DP and a counter attack that can ruin our okizeme game. And the roll will easily punish any fireball thrown at a bad distance. And finally, she can bait any anti air we throw at her with her double jump / air kuuga.
-
Anyone found a great High Counter combo midscreen or corner? It feels like they are the same as our normal combos.
-
what the fuck...?
-
We can punish his 236C by shielding one of the last hit and 214C reversal. But it's super hard to do. 2A can punish too but converting it into a combo can be quite hard. It's better to DP after the flash, but since it's a 20f freeze, it can be difficult too. This move is highly retarded anyway.
-
Yes. You have to immediately do it after landing. The timing isn't too hard.
-
Because they wanted her weak
-
That's actually pretty cool. I'm stealing this :P
-
No no no no. BBCP Tsubaki can have good damages without charge too, depending on the situation. CS2 Tsubaki was strong because lol framedata and charge speed. Remember the D tapping method that gave us so many charges at no risk. Remember the godly 5B which could match even Ragna's one. She had all the tools to keep and reset pressure (2A 6f/+2, 5B 9f/+1, 22C +1, 236D +2, 22D +3, j.236B +X) and if my memory serves me well, 5B > 5D > 5B was actually a legit frametrap. This is where CP is terrible. Barrier block is broken. Our mixup/pressure game is a joke. Our neutral.... well lol. BUT this is offtopic and i can see Kiba's fangs and teeth growing up so i'll stop here :P
-
I don't use the #2 ender midscreen, 236A.A will often whiff as you noticed. You can skip 236A and got directly for 3B > 2C > 214C or 214B*3 if you don't want / can't use ressources
-
Well to be fair we don't know that at all since most of the changes are either ambiguous or still secret. I mean, like Tsubaki's 2CC that floats higher now. Is that a nerf or a buff, by taking account of all the other changes the character has? We have no idea.
-
That shit already killed most rushdown characters in BBCP. We don't need to increase it any further, thanks. On the contrary, i'd be so happy that barrier gauge decreases much much faster than it does now. It's a too powerful tool at almost no cost.