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Everything posted by zaeris
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the avermedia gamer portable is a good investment, I should start using mine lol
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well tsubaki has been an A tier but may habe ended in s with konan in cs2 anyway lets hope arksys trolls and make celica a background character. feels like every version i get trolled by arksys for playing a female characters
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Back to your shenanigans 5bb 5cc 236b 214b 22b max 5c 2c 214b I feel it's less noticeable going through this method because you can always change it to a j236a oki instead and looks similar going into the same path as orb oki. Edit Took me a while to find it 5bb 5cc 623c 214a whiff 5b sjb jcc jd jb djb jcc j214d 6cc 214b 22b whiff 6c I think the non-smp is dependent on the height you hit them with 214b so 6cc is probably the correct height fro non smp combo Another one that we use often 623c delay j236d j214d 6cc 236c 214b 22b whiff 6c edit 2 a few character specific mid screen 5bb 5cc 623c 214a whiff 5b sjb jcc jd jb djb jc j236a j214d 6cc 214b 22b whiff 6c This has a slightly different function where it will make the opponent slide behind you after j214d for mid screen set up, the 6cc 214b then creates a side exchange into your 6cc gimmick works on Azrael, JIn, Kokonoe. I haven't tested it fully on which character it will cause behind sliding effect and i haven't analysis why it makes j214 hit from behind on certain character something you can try.. mid screen 6c aa combo i think would be 6c ct 5c 2cc delay iad jcc 5c 2c 236c 214b 22b ~4535 damage ish EDIT 3 http://youtu.be/zvIBPfLLKH8?list=UUZpQPKgt4148BeGmS6knh9w showcasing the above
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Maybe it's time you start making a combo vid lol, I will take a closer look after work but the numbers are looking good.
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guess I should roll with it even though I dont agree its a perfect OS, like GG any jumping attempts can be counter with adding lows, 2bb, since it adds two lows I don't think you can change from 171 without eating a low. going with your jump start up gap, 5b 3c gatling, any delay 5bb or 5cc string. guess I will stay out of this then.
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what exactly do you mean by fuzzy jump? if it's a true fuzzy guard set up, you just block up if expecting.
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this is starting to get interesting.... to me tsubaki 5a is actually one of her best buttons she has but the games punishes you for using tsubaki 5a \lol. I've been using less 5a starter because it goes into crap damage but now it can provide some good set up. now we just need a new thread for gimmicks ^^
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well the usually method doesnt work on him, since of his hit box, what I did was delay inbetween 2cc and 236c connected. other alternative is (Corner) 5CC > 22D > 6C > CT > 5B > 2CC > 236C > 5C > 2C > 236B > 214B > 22B using 5b correct the hit box issue of 5c lifting it higher, you can just mash the rest of combo after that as normal
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thats fine, because tsuabki doesnt have solid gameplay we need gimmicks lol.
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I ended up hiding my post so I have no idea to restore it lol, retyping............... anyway 5c vs 5c 2c depending on combo decay is interesting combo off corner 214d thinking 214d combo 1 stock 214d->2cc>IAD jcc>5c>2cc delay> IAD jcc>5c 2c> 236c ectera 2988 damage~ 214d>22b charge>5c 2cc>236c>5a>5c>2c>236b>214b>22b 2901damage, hard kd if you 5a at lowest point. 2 stock 214d->22D charged>6c jd jc 5c 2cc 236c 5a 5c 2c 236b 214b 22b 3552 damage~ 2 stock +ct 214d >22d charged > 6c ct 5c 2cc 236c 5c 2c 236b 214b 22b charge 4320 damage~ 2stock + ct + OD 214d 22d charge OD 6c ct 6bb 421d 236d dash back 5c 2c 236a 214b 22b 4798 damage~ what are you getting off your 214d? p.s I like your 6c idea it works vs forward and neutral tech lol, and it requires barrier, and since it hits airborne, they cant dp also lol. although I feel it kinda waste the damage potential off 5b or 6a into a reset. anyway here is a loop for your 214b smp gimmick 6cc 236c 214b 22b charge 5c 2c 236b 2124b 22b whiff 6c
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Well just for reference air block adds 2+ more frames of block stun and barrier adds +1 so that's 3+, other factors would be landing since being low to ground with block stun should make is hard to impossible to retaliate in the air. Anyway it's a gimmick only use it when you don't drop combos lol i'm like no one really delay tech vs tsubaki unless they see fireball oki, just complete your combo and usually people will try to auto tech until they see its a hard KD. Tsubaki combo does have Few tough link and people do take advantage of that in praying that you do drop combo. Or better yet if you do drop combos often lol they are likely to auto tech forward. Anyway 214d is a bad to decent starter but it shines in its forward momentum allow you to cross over and it requires barrier to air block it or else. It's still a gimmick so I don't expect it to be use but you can giggle in matches if you land it and laugh.
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Anyone else losing motivation these day lol, I should wait and see but we will need to relearn everything again. Although I wish aksy give us 3 version of nu the split form and the combine form. Would just solve everything.
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Like others i find the complexity of mode change challenging but fun, the mode change has made her gameplay over much better, and usually technical characters excel the higher you are able to fully use that character. The steep learning curve has a good rewards, I don't think anything will offer a much free style approach such as mode change. It's like you can connect anything and everything as long as you had the input to do so.
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on kokonoe it has a very specific frames that can hit but otherwise hard. on a important note, on same character its quite easy like litchi, azrael ectera, interesting note that the wall bounce off the throws can actually provide perfect timing which set up the correct hieght for DP whiff,and correct delay for j214a, giving the lowest tech point for an easy 5c 2c confirm, of course these are done mid screen but it would shift more once its closer to corner giving a different timing, 623c j214b whiff 5a will work regardless.
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It's like i don't care what they do to lambda but don't touch nu13
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Now these speculation are bad for my heart not having mode change, you sorta lose that awesomeness with mode change, i rather they keep nu in tact as she is, and just have lambda with her indiividuality. Now I'm just against story having an impact on fighting games it's just silly.
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What? Did they just nerft nu by removing her ability.
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Sorry adding more test Let see I couldn't see myself using ja because after using auto forward air tech it does look like you won't have time to air jab however you can double jump but that is reading the mix up and knowing about I don't think it's reactable in a sense. Last point a delay forward tech has enough invuln avoid it and a non tech will cause an amp that makes evading easier. So it only serve one purpose of auto forward air tech. Auto tch with j.a will land you a counter hit. Edit One stock set up 5bb5cc 623c delay j214a 5c 2c 236c 214b 22b charge 5d 5c 2c 236c whiff 214 3cc fch 5c 2cc ct 6cc(1hit) 236c 214b 22b charged 5d 5c 2c 236c whiff 214d 5c ch 6c (tkj214c) 623c delay j214a 5c 2c 236c 214b 22b charge 5d 5c 2c 236whiff 214d Forward corner throw 236c 214b 22b 5d 5c 2c 236c whiff 214d Air throw 6c 214b 22b charge 5c 2c 214d 5a 5bb 5c 236a 214b 22b 5c 2c 236c whiff 214d It follows the same pattern as orb set up, the above should cover all starters
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Phrase lift made nu more technical in general, although it something that long term training can solve, maybe lambda is ment to be easy to pick up and go, probably what I believe lambda might be.
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here a gimmick reset if anyone wants to try 5bb 5cc 22d 6c ct 5c 2cc 236c 5c 2c 236c(whiff) 214d it actually puts forward tech back into the corner with a cross over 214d. the charm to block it with forward tech is going 4 and 6 when you tech immediately however if you just hold 4 and tch you will get hit after teching from 214d. edit: needs to be barrier block otherwise a simply honest neutral tech or back tech with barrier is the simple way out.
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Lol hope they give lambda a big claymore
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Lol that pic reminds me of saber lily, maybe some shiny amour. Specs off and gundam freedom style, maybe even double gravity. And counter attacks to fit her melees and amour style
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Hope this will mark the return of gravity dp lol,
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I will Try to be reasonable but at least for me I don't think it about but iAd comes as second nature to me during my cs2 era it's slightly different in timing but feels the same. I don't know if it's right to continue since if we are talking about it I feel like you need to know it but it doesn't have much important as did. A) well are you going to yolo it then because I feels it's not that great of a move even if some characters 5c or 5b are just b, it doesn't seem reliable as a counter. B) Guess I will check wiki later C) well that 6a combo, well youre free to use that combo although I think dp whiff in that string achieve the same thing without using stock and damage wise doesn't increase by a lot adding 214d. D) how hard is it for me? Very because I rarely or never get fc off it, it would help if fch occur to me more often like 1 out of 10 Matches. It's just so rare I forget it exist. And when I do remember it's too late, I'm not saying it's hard or not just it so rarely happens my mind blanks out that I can go that path. I wish people mash with bad buttons more lol 5c or delay 5a. But when they do mash I am always hit out of it or they didn't block high from 6a, if not people do block 6a. Overall it is the same concept with slight changes I'm not going to deny it, the slight difference is only slight to me but I don't have issues with it. Er, well I still don't think it's crucial, it helps yes and doing that combo path if I need to I can but at the same time even with basic 236b ectera ground combo I'm fine with that also. I guess the new changes to j214a kinda makes it obsolete, it does function differently and gives little to no charge time but it does a Great job of corner carry almost 2/3 screens away. The only function I still find myself using iAd is 2c aa, otherwise going 236d air hit into 6c jd jc land 5c into ground ender is a better corner carry if I had to use stock. I think in General iAd is kinda obsolete save for a few ch starters that requires iAd for max non stock damage. And if you had stock there are better option. Guess I will try some 214d maybe it might change my mind lol.
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well I find 214D terrible with its lost of H invul attributed, most move has more than one attributed, and it used to AA and beat everything in the sky now its restricted to ground base attack but even so most ground base attack has more than one attribute like B+H or F+B attribute, its quite situation in beating move and its too slow to use on reaction, it is rather yolo and also -ve enough on block to be near punishable with IB. I'm just discount its frequency, sure it can happen once in a blue moon and you kinda need to prepare yourself to it but at the same time the mid screen and corner combo doesn't emphasis the IAD as much. in general if you do land 214d yeah sure, the IAD is the better non meter/stock path, but I find myself not even using 214d but when I do use it is part of 236c block> 214d but people can react and mash 2a and punish even 236c > 22d is a better frame trap that beats 2a general mid screen combo 5b ectera 623c j214a whiff 3 routes -> dash 5a/5c 2c> 236b/c>214b>22b -> 5b jump cancel jbjcjc jd jb djb jc >j214a/b/c -> 5c 2c 236d> 6c jd jc 5c 2c 236b>214b>22b mix up route -> 623c j214a IAD jc/throw to catch tech recovery all of my corner routes are x>x>x>22d 6c ct 5c 2cc 236c ectera or x.x.x> 22d 6c jd jc 5c 2c ectera or x>x>x> 22d 6cc 236c 214b 22b 5c 2cc tk236a I guess if you want to add IAd it be 22d 5c 2cc IAD but overall its doesnt add much more to what you already have. as for 6a, I don't think I can consistently count on it for FC as such, and by the time I realize its FC i'm already mashing 6a 5cc 22d or something lol. well in my opinion you kinda need to learn it but if you don't, I don't think you be losing much, guess I've been doing IAD combo since cs2 to CP so its not a difficult concept to me, guess I will stay out of this one then,