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Everything posted by Manta
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Oh, I thought he meant that VC doesn't charge any faster. I remember reading that somewhere. Next discussion point. It seems that 720 is no longer always the perfect punish move now either. Assuming they haven't got a burst, you seem to be able to get better damage by landing a clean 5C and using the 50 heat to MTW, and then build enough heat to MTW them again. Obviously 720 is still that lightning fast reversal with absurd reach.
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Doesn't answer the question about VC adding to your charge if you break it.
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You can also charge them up much more quickly with VC iirc. Incidentally, if you break a VC with hammer or 720, do you still get the charge added to your bolt guage?
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The rebounding distance is shorter, but the untech time is more, so you can always drag them into collider. Counterhit sparkbolt always was untechable until they hit the ground as far as I know. The shorter rebound is sometimes desirable as previously your opponent might bounce right over your head.
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Wrong way around mate. The new tumble from sledge has killed Bgadget, but the new sparkbolt has mad amounts of untechable time and can be used to add MTW very late in the combo. Or fling people around for the lols.
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So that leads us to the question of what does GF actually need to see to count as a knockdown? It seems that 3C inherently has this property since 3C > GF works in isolation, even though they never actually touch the ground. The floorbounce part of AC does not count. Does that mean sparkbolt's wall bound counts as a knockdown (Because that's very similar to a 3C fall)?
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So is it now the case that even if you hit 6A at max range, you can hit with 2C afterwards? The reason I said the 5A > 5B > 5C > 6A > 3C > 236A > 236A combo was if they were pushed too far away by the initial attacks to get that 2C in. Also, doesn't 6B > 5D > 236A work? Also, Raw magged collider surely goes into.. GF whiff, 6C > j.2C, 3CAC fling, j2.C 5B, > j.A > j.C > j.D. That fling might cause a side switch too. I'm also noticing a general reversal of the trend for Tager from CS2. Tager's changes to CS2 focused around reducing his damage from normals and piling it onto his 360B combos. in CSX we seem to have lost much of our command throw damage in exchange for being able to get similar damage (And much more heat) from a good combo starter like 5C and in general getting MUCH better abare.
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Going back to te jump in thing. It looks like we're going to be able to do many more damaging combos that start off with a jump in. Mostly due to the 5B > 5C gatling. And if j.A has been upgraded to a level 3 (as j.A, 2C suggests, but does not confirm) then we also have: j.B (from really high up) > j.A x n, 5B > 5C....
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but there's surely a maximum range it will work without magnetism. I've seen people forced to go 5A > 5B > 5C > 6A > 3C > 236A > 236A due to range issues.
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one thing I'd like to know: 5A > 5B > 5C > 6A > 2C > AC, Egadget Is this possible without the corner?
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using driver into 3C MTW TB does allow you to easily calculate minimum damage if they're different.
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Find out how long the untechable time on 3C actually is by flinging them in the air and doing nothing. Find out what the proration is on Terrabreak by recording how much the break actually did and how much the next hit does. Also probably a good idea to find out how much raw damage the move does.
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I agree, the extra damage his moves do are the icing on the cake.
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More importantly, We can now combo from the long distance hits on j.2C using 5B > 5C > (whatever) where previously all we had was gadget finger or 5B > 4D.
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One I haven't seen before but just practiced: (NT) ... 41236D, 5C > (4D) 360B Or (NT) (Mag) 4B+C, 5C > (4D) 360B Requires the 5C to hit right at the tip or very high up for the 4D to whiff. Catches neutral techs even if they're holding 8. If you use 360A you can catch back techs assuming they don't attack as they fall. (The back tech will actually just go straight up due to the mag), 720 will catch both. Forward tech launches them over your head. There's a couple of other situations you can engineer the situation, I find it's much easier when the 5C hits high rather than far. Also, in a similar vien: (NT) (Mag)... 623C, 6C (4D), 360B EDIT: wait, that was the one mentioned above. Yeah, it does work. You just don't need the second Collider
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Noticing a potential tech trap location that may have some use: ...j.2C, 5B > 5C > 623[C] Or ...j.2C, 5B > 5C > (4D), 360B
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That buster combo was only adding 400 damage lol, but I'm honestly surprised that the collider remained untechable to follow with DEgadget. It also seems like any combo leading from 5C gives very good damage if you can get mag in there somewhere. Also notice that in that 4k combo you posted there's a sledgehammer > followup section, but the followup hits really late because the sledge threw noel so high, it's from that he was able to then follow with a J.2C. That same noel match had a non-mag back throw that hit 3k: 4BC, 6C > j2.C, 5B > 5C > AC > Egadget I'm also noticing that when players do a 2D ram into the corner, they try to move away as much as possible before doing the 2D to try and give as much frame advantage on the oki as possible.
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Yes we could, the tech trap cold work now. But not with so much damage beforehand due to it being tricky to get that 6C in because that's the only jump cancel we have currently and no fling to work with..
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Okay either 5D is faster or 5C gives more untech (which I don't believe since we'd see 5C > 6C all over the place): http://www.youtube.com/watch?feature=player_detailpage&v=mmdhlxrGO-M#t=1049s Also, ACx2 6C, j2.C, 3CAC fling sj j.b > j.c > j.d, ACLOLTECHTRAP http://www.youtube.com/watch?feature=player_detailpage&v=mmdhlxrGO-M#t=1014s
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also means that starting a combo with sledge might actually give tangible damage.
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Ah, so No 3C loops then. But damn, those damage increases, particularly on the previously weaker moves. Although I'm not too happy about 4D's combo starting ability getting the shaft. But at the same time, Sledgehammer is now actually a good move in combos. And 6C hits like a fucking train. All of these Damage increases would explain where he's getting all of his heat from.
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I dunno, I get this kind of inkling that Kokonoe with be some kind of speed grappler, not sure how well that might work. But slow-but-powerful isn't exactly a bad way to describe Carl, given that nirvana is sluggish at best and you'd be a fool to fight without her if possible.
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Not if you actually filter your opponents.
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I thought with random heartcars, you just blocked and 360B'd unless they had enough sense to have heat for an RC.
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What I have however seen it used for is for a sort of long ranged meaty attack of sorts. End a combo with something like 5B > 4D and then hold out a 6A and let go the moment you see them tech (Ideally about ~24 frames after they push the button) and from what I can calculate from the frame data you'll force them to block the 6A from just about any tech, the guard point stops most reversals and they're too far away to roll past you. It's not perfect but it's covering a lot of options. And making an enemy block 6A is a damn fine mix up.