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Everything posted by Zouf
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A faster projectile on a rushdown character is actually a nerf, not a buff. You want your projectile to be slow to cover your rush. Its useless to keep your opponent away. Not to mention the probably loss of the fireball oki
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One huge improvement is the global increase of P1 on air moves. This will be a great buff for Tsubaki specially, since j.CC is a legit mixup and often works. It's a pretty bad starter in BBCP1, i'm happy they are buffing it.
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Oh that could be really great indeed. But probably nope Kiba : I hope it will work. But the barrier will still deny this mixup...
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I sure hope they didn't remove this. It will be jump/special cancellable I guess. The removal of a few blockstun frames won't work with the command grab. 6C is still a level 5 move, so the blockstun is huge. If you cancel by the command throw, it will always go for purple throw, unless they reduce drastically the blockstun.
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And for Jin voice acting 8)
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I fail to see how hitstop has any influence on blockstun. In my vocabulary, a hitstop completely freezes the game frames, and the blockstun is only applied after the game has "resumed". But i could be wrong. Anyway if they really nerfed it, fuck them.
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Hitstop is just the game freezing on hit, it doesn't change the blockstun. So it doesn't change anything actually. Or it might prevent 6C SMP combos, which would be another nerf. Those changes are...worthless tbh. What I only see is the nerf of our best combo. The fireball becoming a back DP was a given as giving a charge to a rushdown character was retarded to begin with. 6A """buff""" is worthless. It's to prevent tech from a 6A anti air, but it, like, never ever happens. 236236D will keep the opponent in the corner. But who uses it if it's not to kill the opponent anyway? Arcsys obviously doesn't play the same game as us
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Pikuri have become so strong O_O And his win rate is impressive. Definitely in the top 3 of the Tsubaki players
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Good to know, thanks
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@1:03 Is that a legit safe jump? As anyone already tried this setup?
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@Kiba : well, that works for everything :s I wouldn't recommend this combo to anyone. I don't really like semi-random combos like this one. Delaying stuff when your margin error is so small is not really appealing, especially when you trade a few extra damage for charge time and oki What i like in Konan gameplay is that he always go for the rekka ender, in every situation (even after reversal DP :d ).
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It's super hard. Even japanese top players won't try that combo anymore. They'd rather go for the route i said or DP route, they are both much easier and safer than this one. 300 extra damage for the high risk of losing an oki / charge time / punish is not worth it at all imo. @Frost Monarch : To your first question : please don't use her moves names, they are lame and no one understand them. Use 214X etc. Anyway, we don't use j.236A before j.214A because it sends the opponent flying far away, and we lose the okizeme. It's useful against opponent you don't want close to you (ie Tager), but in most case you'll want the okizeme after j.214A. It's a huge buff she gained from CSEX to CP, so use it! To your second question, 236A starter is very rare, plus you need to be able to confirm into 214D, which is not so easy imo. Also it ends in an air combo, when most of the time you'll want to end with a ground ender (rekka). But it's flashy alright.
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Give up on that combo. It's better to do 6BB > 214B > 5C > 2C > 236B > 214B > 22B First you'll have time to charge, second you'll have an okizeme (if you are in the corner), and third you'll never drop it. IAD after 214B is just too hard here, and the extra damage you deal is just not worth it.
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You have to delay after the 1st 2C But not too much otherwise 2CC won't connect. And yes, it sucks. Can you tell us the whole combo, because 5C > 2CC air dash is super specific too.
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Well Noel is pretty solid, except she became an even cheaper character, as she presses with her drives now, and try to overhead/fake overhead to break your guard, and corner carry you with a 3.5k combo. And her 4D is ridiculously broken now. Old Noel players tend to hate her in this version, as they changed pretty much everything of her gameplay.
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Tsubaki is super easy to play at the first time, because as you said her combos are quite easy (except her super advanced ones), and most of all you don't really need any kind of hit confirm, as she can gatling 6 times or more. But at an advanced level, she's quite weak. She doesn't excel in anything, she's, at best, average (and below) everywhere. But her DP is godlike, that's what make her viable in most matchups. Valken is... hard, but once mastered you'll win much more often than with Tsubaki. Mu 12 is lame, don't play her if you any sort of self esteem.
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Thanks, most of your comment i've noticed them during the replay of those matches. First, 236D > 46D, i should stop doing it. I know, but it's like my brain is doing it automatically. I've trained afterward the 5B > jump cancel > air combo. What i can say is 5BB > j.b won't connect at all, or you have to be so fast it's impossible to hit confirm. I'll try to option select jump after a 5B at max range / oki, it should work fine. More throw and more air throw. The thing with air throws is that I struggle to reach the good height. I often whiff it by going too high or too low, and it sux. 5B > 6B, that's something i haven't practiced tbh, i'll try it in my next matches. Also all those reverse position combos (236B/D), i haven't done this at all. I'll try to throw more 236D when i get out of corners next time. And yes, after a burst i should dash, that's the part of being more aggressive.
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Me getting raped by Nuzzt... ... that's the conclusion you would come to seeing these matches, but to be honest the matches were fairly even, even if i kept losing in the end. I'm more than happy of my level improvement so far, and so he was. A few month ago he would totally own me, now I can fight back. Anyway, i still need to be more aggressive, and throw more. At the end of the 3rd match, High Jump C just whiffed for no reason at all, fuck you Tsubaki. I was already preparing to bait the burst, but nope. In most case I struggle in neutral game against Jin. I feel that every single of his moves are better than ours, and i'm afraid to let him get closed in, because his mixup game is too strong (and Nuzzt is a great player), and i don't know how to block him. So i make silly attempt to anti air him and stuff, but it often fails. Also his j.b is broken, plz nerf. PS : and yes i'm using Konan color, because i'm a fanboy \o/
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I think we still need more time to get charges. I mean, if you want the oki, you barely have time to charge with 22B unless you are in corner, and by the time you have 2 or 3 stocks, that means the opponent has already less than half health. I'd love to see her charging time from CS2 back Also, you guys don't have much love for our character if you think she is to be low tier forever. I'd totally love to see her trample on the face of all the casting, i wouldn't be bothered one bit by it. And telling me to change character won't solve anything, nor would it please me. I love tsubaki, and that's why i want her to be s-s-stronnnnnggggg @patchlog : 66 236X giving 236, FUCK YES. I can't count the number of time i tried to dash 236D and it gave me a fucking DP And they removed the stupid charge thing, they heard our plea
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She can't lose her DP. She hasn't such a great neutral game (lol) that she can lose her mighty reversal, especially in this version of the game I don't know, I want Tsubaki to reach the top, i'm tired of getting around stuff just for her to be viable, i want her to be a real threat. She deserves it. She was (is?) low tier from the first day, that's kinda silly. Anyway i'll be more than happy if they fix all the whiffy shit from her already. I guess dropping combo because is part of why i'm getting irritated by her gameplay.
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ok i guess i'm asking for too much then. My bad.
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Moves which are plus aren't so rare. And all rushdown characters (except shitty ones like bullet) have a way to reset the pressure at some point. We are truly lacking this now. I don't think my suggestions are so off. Maybe 5CC > 6B being blockstring is a little too much, but less punishable would still be great. And Konan and Kuresu have earned respect because their game sense is above the rest, but they still play unsafe nonetheless, and the framedata will never fail on me on this one.
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Not it wouldn't be stupid. First, 6B is slow. 2nd, it lose to ANYTHING except guard, which is retarded. 3rd, Tsubaki has close to no mixup at all. Forcing the opponent to IB it to get away is the good solution. Hell, it was the general gameplay of many character before BBCP (Noel with 2C being at +3, Ragna 214D being at +50 etc). And midscreen, you wouldn't even need to IB it to escape, a simple pressure of the mighty barrier and you're pushback to the farwest anyway. It would allow us to reset our pressure (you know, the thing rushdown characters are supposed to do, but our can't for some reason), and improve our threat level. 5CC > 5D being at +1 seems fair. 5CC pushes back very far. Our 5B is slow, unreliable, the hitbox sux, and 5BB follow up works half of the time only. Being at +1 would just give us the little something we "could" need to get closer to the opponent without risking a heavy punish. Please look at our framedata and laugh a good time. Every single of our move is negative (except 6b duh). Because arcsys think we can cancel by 5D so it's fine, but it's not. We are rushdown, we need pluses somewhere, or our threat level will never be as it should. We should force our opponent to make a choice, not just guessing some 22D to except punish a mash somewhere in our strings. To be honest, i'm just sick of people mashing in our string. And don't say "you can always delay", of course you can delay. You can also see the future to win 100% of your matches, or you could rely on a legit framedata and not some sketchy moves on our part. When i watch Konan or Kuresu play, they play very unsafe, they could get punished much more often, but japanese players are more "respectful" and mash less than europeans who get irritated much easier
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I already mailed Arcsys with all these suggestions
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5B back to 9f 5B not having a hurtbox at the very end of the feather (trading against a 5A is just DUMB) 2C back to invul from frame 7 and 5 active frame. Also improve hitbox to prevent some crossups. Not having to delay every move for them to combo. No more random whiffes in our combos (236B, 5BB etc..) 214X back to having invul head 6C back to having Head attribute 2B overall improvement (faster, stronger, better) 5CC > 6B being a blockstring. Seriously losing to a 5A mash / throw mash is retarded. 6B being at +2 or +3 on block. As we dont have a 5f move (except for our DD), even on block we can't win against 5 frames..... 5CC > 5D being at +1 (currently +0) Remove the [4]6 C move from the movelist. Because guard > dash/5B > 5C/6C giving a fireball is also retarded. I'd love to get our unblockable back, but that would assume she could be top tier, and that's not an option for arcsys. Even with all these improvement i'm not sure she could on par with the current top tiers. But she would be great I guess.