-
Posts
949 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zouf
-
they are a tad too big imo
-
It also whiffes on Bullet. Or at least it's super hard to do, so meh.
-
Yeah but you could YRC before it connects, and the slow motion would allow you to confirm if it hits or not and then Turbo Fall into combo. But that was a question, I've never seen it in a video I believe
-
Is it possible to combo Silent Force > YRC / PRC (dunno which one works) > Turbo Fall > stuff ? Also it could be good for a safe approach if Silent Force hits the guard. I know you can YRC the Turbo Fall but Silent Force looks safer to me.
-
I will main Millia in Xrd but i feel like she's seriously lacking in damage and she needs a lot of heat yet she doesn't build it so fast. Yet she looks very cool to play.
-
I'm personally afraid of Kiba
-
Like hakimiru said, DP is now invul instead of auto guard, which should allow option selects / safe jumps against it (it was the only DP in the game you couldn't safe jump, thanks to this autoguard bullshit) @ThebossGiga : Hazama got nerfed pretty hard I believe. I don't think he will be top tier again
-
What the... His reversal is good (not just ok, 360° reversal ARE good), and his backdash is godlike (we're talking about a 20f out of 26f invul backdash here, and let's not talk about the ridiculous traveling distance). And his 6A is 6f and hits crouched opponent. If it is a bad defense, then all the characters have a terrible defense.
-
His dodge move is relatively good. Kinda like Kokonoe's TP. I'm not really happy with all the backdash nerfs. Of course some backdashes were way too broken, but some characters are getting nerfed when their backdash was already utter trash (Hello Tsubaki) These random nerfs/buffs aren't balancing anything imo. Either way, am I the only one noticing all the buffs on Azrael when he was already pretty strong? Do they want him to be the next top tier or something?
-
Painful experience. Agreed with everything, Tsubaki shouldn't be able to whiff cancel. Or make her whiff cancel with special moves :P
-
If the opponent doesn't barrier block that is. Otherwise, the command grab will whiff. This change could have had sense back in CS2 where every D moves was + on guard, in CP it's plain useless.
-
6 frames lost on 6C is incredibly huge. Wtf. I don't even know with what i'll cancel it. Probably back airdash, the only safe option, as every special move is unsafe on tsubaki (except D moves, but screw it)
-
Can someone translate the whole thing?
-
I think ASW know what they are doing better than anyone here, so what's the point arguing over this matter?
-
Yep. That's like when your 3CC hits your opponent airborne, you can follow up with 5C even if it's not Fatal
-
Yes you have to delay 2CC in every combo, except in the character specific one 6BB > 214D > 2CC
-
All charge cancels are negatives on block (varying from +0 (after 5CC) to -5 (5B/2B)) and -8 (5A/2A). So don't use it too much against mashing opponent.
-
They changed a lot of our hitboxes for BBCP so i wouldn't rely on it too much. It's too bad no one has extracted the hitboxes from CP yet
-
Don't give up :P You are right, sorry, let's move on. It's not like this combo was our main gameplan anyway. Though i liked its flashiness. I just hope they fix the 623D > j.236D > j.214D whiffing on some characters (Azrael mainly) With what we know, Tsubaki still plays the same 90% of the time. This update is disappointing in this matter, i would have loved some more drastic changes.
-
6.5k is not so huge for what it asks. Pretty huge nerf for her, another one....
-
@ 7:14, all the Tsubaki in the world felt sad for you. Even this move is broken, goddammit arcsys
-
Probably what happens in 11:35 Koko takes the 46D > 236D super charge in anti air, yet flies forward instead of backward (i'm pretty sure she would have flown backward in this situation). They changed this as well, meaning the patchlog wasn't complete. I guess they tweaked some others stuff here and there (let's all pray for a better 2B)
-
P1 from air moves is effectively reduced In this video, j.B > j.CC > j.214D > 3CC does 1734 damage, VS 1895 in the current version j.CC > j.236A > j.214X : 1612 vs 1666 P2 was unchanged (236D > 6C > j.D > j.C > 5C > 2CC > IAD JCC > 5C > 2C > rekka deals the same damage)
-
The D version still has a faster recovery, but losing a stock for a few recovery frames... Anyway i don't like this "buff" at all. I want my fireball to be slow so it covers the field for a longer time, which is the primary goal (to me) of this fireball. Also seeing how fast it is now, the fireball okizeme won't work any longer. It's working now because at the time you recover, the fireball is still at very close range. If you delay this new improved fireball to match the tech time of the opponent, i doubt you'll have the advantage on guard.
-
[4]6C is -2 on block, so not so amazing unless they tweak this.