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Everything posted by Zouf
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Interesting, thanks
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It is, because it's a flash kick, so anywhere there is even a 1f hole, he can DP on reaction on what you do, unlike inferno that needs to be buffed here and there "blindly" I'll try the barrier block on his pressure, it might be the solution. Also the 2C okizeme, but i'll need to corner carry him first, which is hard when i can't open him up. It looks like there is no miracle solution here, i'll have to be patient and wait for him to greed with 6D C or random 2Cs
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Is there a safe way to bait his DP? I mean, everytime I hit 6A or 6B, i'll get DPed. Everytime. Also, his DP will win against our backdash. I don't feel like we can apply any pressure on him, so how are we supposed to win this? He can pressure us pretty safely, and his damage output is incredibly high. 5k to 6k out of anything. His pressure 5BB > fireball > 5BB > fireball is really annoying. How do you escape this? I tried jumping with no success, and he can do this until he decides to go for the command throw (that will catch you during the fireball, without making it a purple throw...) Our DP D will win against his 5D-A, which they often use to end pressure. The only way i found to win neutral is to guess he'll go for 2C and make it whiff. But you can't do it on reaction because on how fast it recovers (it looks slow but not really). 421D > 236D is still a good way to approach him though. It will win against his 6D-C.
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I take back what I said about corner carry. j.214B goes really far and I tried it for the first time during my matches yesterday. I still don't like the fact you end up so close to the opponent, but against hasty techers, I believe this is really good. I'll still go with j.214A most of the time though
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I won't go into a quote war with you, this won't bring anything except anger, which I don't want. So yeah, that's my opinion about it, you don't have to agree with me, i'm fine with it. Jin is probably the "easiest" MU out of the ones I quoted. It's still hard, definitely not in our favour. His neutral is way stronger than ours, and the only way to disrupt it is to take risky bets. I know quite well this matchup if this is what you ask, but it won't change the fact that I still struggle to get at a range where it's my time to play. While you see it as just a whinefest, I'm definitely not whining here. I'm seriously questionning what's your reasoning about certain things I read here, that is all. And yes, I fail to see how our corner carry got buffed. Since 22B is not reliable anymore, we have to go for j.214X, which doesn't go as far as our good old ender, and doesn't give us anywhere near the same time to get install gauges. Also, the nerf with 22D follow up is one of the thing that won't allow us to corner carry as much as we could before. I just like to go with j.214A ender, because you don't end up on the face of the opponent, and it feels much easier to catch forward rolls with this one.
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She could already do everything you said pretty much the same way she does it now, except for the 3k damage off any N starter ressourceless. I agree this is a good buff, but pretty much all the others characters in the game can do that, so it's just a normalization of Tsubaki compared to the rest. Charge acceleration is a joke. It kicks in after 3 install jauge charged only, and anyone knowing a little the Tsubaki matchup will never let you charge that much at a time. It's only helpful against Tager, but we could already get 5 free install against him easily. The fact is : her matchups against good characters didn't improve at all. So she will struggle the same way (even more now that retarded characters like Nu-13 are in the place) than before, against the same type of matchups. Her only tool to get in got nerfed (just... why?). Also, we could already kill people with only 4 combos before. With 22 okizeme, we had a free charge, and any combo with 1 install could lead to 3k or more. This is nothing new, really. Same thing about corner carry. I fail to see how it improved, i'd even say it got nerfed, because most of the time now you will use the air ender which doesn't carry as far as 22B would do. And with 214B side swapping sometimes, it's even worse. As I said, she's ok, she can do well, but she hits a wall against the top tiers (or even the mid-high tier) that is really hard to overcome. I didn't find how yet at least.
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She's not "far" better than CP1... She's slightly better. And she didn't get the buff she deserved (her neutral still sux). She does the job, but she still has shitty matchups (Nu-13 / Jin / Hazama / Litchi are stupidly hard... I'm not even sure she wins against Tager) I pray everyday that they give us back our old 214D that goes through projectiles, because she can be zoned forever as she as no tool to get close safely.
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Did Kuresu stop playing the game? We haven't seen any of his footage for months...
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CH 5C > 6C(1) > 214D > CT > 6B(1) > 623C > j.236A(w) > 5C 2C > 214B > ender (4800~) : easy to confirm and to do CH 5C > 214D > CT > 6CC > IAD JCC > 5C 2C > ender (5100~) : harder to confirm but easy to do Both use 1 charge 25% heat
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The range of the command grab probably got buffed. It grabs slightly farther than the normal grab. Be aware that 5A/2A instant barrier blocked won't allow tick throw command grab. The pushback is too big on this one. Even with a dash momentum it doesn't work. The repel effect probably nullifies the slide effect from the character.
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stagger 5CC, and 22D follow up is great too. Dunno, everytime I stagger something, I either eat a reversal, or people can escape by jumping away. I'm not too good in that field either, but i don't know if Tsubaki is really good at this though. Getting used to our new routes now. The frustration from earlier is almost gone, as I don't drop them anymore (or much much less than before). I still don't see much use of our drive. I can extend my combos a little bit with j.214D when I feel the need to do it, but that's about it really. Reaching 4k damage feels almost impossible outside of super starters now. And I absolutely hate the j.236D > j.214D cross over (or not) thing. This is so random you never know which side you'll end up at, truly garbage. The lost of 22B hard KD really hurts our capacity to get charges. I mean, if i'm getting all the okizeme i want and end the match quick enough, i won't even be able to build up 2 charges during the whole round. This is something they'll really need to look into in BB4.
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It's not a jab as it loses to low priority moves. It's an half assed DP with a better reward when it lands. Seeing how Nu is now, getting back our projectile invul on it wouldn't have been too much. I don't even know why they removed it in the first place. Like it was anywhere near OP.
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It's not character specific stuff, but timing-spacing-based stuff, which is much more annoying to me at least :P Especially online. Getting BnBs down at least. But it feels like our drive really has become useless. I'm not using my install charges in combos anymore, except in very specific occasions. Maybe i'm doing it wrong. Also about the 5A > 2C link issue, i'm now (trying) using 5A > 5C > 2C, works OK in most cases.
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It's not j.214(w) but j.236A(w). And there is no precise timing, the window is kinda loose, just practice over and over and you'll get it down. You can see it here : https://youtu.be/bpQgpN7Fl6s?t=186 You see the red bubble forming around Tsubaki after her DP? That's the startup animation of j.236A. You do it close to the ground, and it will actually cancel the landing recovery of the DP, allowing us to combo 5C after it.
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Still looking for them We've got some huge improvement in our combos (minus the fact that 5A > 2C doesnt link, 6C is a pain to land, 22D doesn't wallbounce anymore and Astral combos are a bitch now), but as far as mixup/neutral/oki is concerned, we're the same if not worst. I like the change in our 2C though. It's fun to see the opponents whiffing completely, landing and asking themselves "wtf just happened here?"
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No she's good, but she has some pretty bad matchups i think (basically against heavy zoners like Nu or characters with a godlike neutral like Jin) She still has her godlike DP so she can manage.
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Oh so that's what happened to me a couple of time then. Good to know, i thought his j.2C no longer had active frames all the way to the ground. That's pretty nice. I still hate this matchup.
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How do you confirm that you caught rolls/delay tech with 2A? I tried with a 5C OS but it doesn't work so well. And since 2A > 5A > 2C doesn't work anymore, i'm kinda lost to how we're supposed to confirm this.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
Hmm, only certain characters then. I guess fast recovery throws were nerfed, while already slow ones remained the same. Haven't felt any difference with Tsubaki for instance. Well, that was an obvious nerf. Nothing was more retarded to get punished when trying to punish a whiffed throw. Jin's was really too fast to recover. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
So-so -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
Getting mostly 2 bars here (West Europe, PS3), and it's laggish. Not unplayable, but not so good either. The netcode is pretty much the same as CP1 (i'd say it's exactly the same). -
Did they change the invul frames on 360A? I swear to god he passed through my 5B with it. Maybe i just failed my meaty. If they made it a true reversal i'll cry a river
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Zouf replied to Anne's topic in BlazBlue Gameplay
Tsubaki is OK i guess, she needs work and struggle where she shouldn't (most notable issue are the hitboxes and char spec stuff) She plays mostly the same than before, neutral is still crap, oki is non existent, mixup are gimmickish, but she hits like a truck. CS2 remains the best to me, but don't underestimate her damage even without install charges. -
I haven't felt that at all. I mean, j.CC still gives ton of air untech time, as well as 2C/5B etc.. Combo timer has been reduced that's for sure, but i don't believe they tweaked untech times. Well, i checked the old CP database, and according to the numbers on the wiki, 5A > 2C wasn't even possible in CP 1.. Something's off there. @Daedron : They don't feel easy at all to me. That's probably just me then, i'll work some more to get used to them. My muscle memory hasn't ajusted just yet, so my brain and my arms aren't in synch :P
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Just netplayed a bit.... She is tedious to play when there is lag (even a small one). As all her combos are now timing specific, she suffers a lot from having delays. Also, are we SURE 5A has leveled up? 5A 2C (air) doesn't even connect anymore, and 5A 2B doesn't combo. Either 2C is slower (lol) or 5A has actually decreased in level. j.CC > land > 5A > 2C doesn't work now, so you are good to go for j.CC > j.214A now, which sux alot. My brain isn't functionning fast enough :3 I'm still doing old CP combos such as 5A 5BB 5CC 6BB which doesn't work here. And 236B doesn't reach as far and as fast as before, i dropped a lot of ground combos trying to catch my opponent with it. 236A looks the way to go in most situations now, it reaches farther than before I believe. She's definitely the hardest Tsubaki we got since CS2 (included) at least. And she has so many options in combo it's kinda hard to choose the best one. I guess she is ok, even though her neutral still sux.