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Everything posted by zaeris
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Well yes I am being wishful, trying to put my faith that after 4 revision they may have finally gotten it right =x I don't mind if the opponents character is strong but rather the problem is tsubaki herself.
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Until you try club broken lol With the like many early starter sometimes it does take a while. Others character stands out but perhaps tsubaki is techy and will take long until she's has been fully discovered. Btw how did she lose corner j236a oki
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Anyway I'm loving 6cc iAd jc in non fc combo makes rc a better resource extender. Not too sure 22b charge, new j236d j214d I have a feeling they want a dp whiff follow up
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Seems like lack of practice to me since you don't see many of new charge-less route. Think I saw him try one dp whiff combo but it drop, so maybe he hasn't work out all the timing yet.
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Heh that this is sounding quite exciting similar to cs2 mechanic although different in a way. I wouldn't mind giving up my neutrality for 5 stocks. Even taking a bit of hit if it takes 3 sec or so for max charge and then you're set for the entire round with max conversion ability. Lol seems likes it's going back to cs2 set up where landing a mid screen super nets you full charges since you just replace your heat resource for stock resource.
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I like how your deflecting it even though I could just use many of the meta character because damage is a universally comparable measure. Meaning it is irrelevant how you land it but what resources you uses and how easy it is. She does badly in this area, I don't know how you say the requirement for charges doesn't hurt her more compare to normal characters with free resources. The overall changes to charge would equate to charge move being an icing on the cake rather then a requirement to pull off her damage combo. That is going to be much more stable overall. @ chzchen I'm not sure if 214d ct will be a staple new route because you have many choices now, with 236d and 22d still in the picture. The higher burst damage looks interesting since if you play in a conservative style until your opponent burst your next combo would just end the round.
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well we already know that they limit the duration of s type starter, so was expected. since 236d does spinning status, 22d>236d is obsolete otherwise bother lol.
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i think you should look again what comparable damage is, compare that to others where they get that damage without stock and just because its her design only implicate a limiter place on her. and those 3k and 4k mid screen are not consistent because we dont have the mix up to properly land those big numbers often, how about getting that damage without using ct, i too thought she had comparable damage until i kept on fighting litchi who doesn't relies on gimmicks to deal considerable damage. trading one free stock for more stable damage and better okizeme game....Yes that does sound terrible =D
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Well I'm going to disagree with having competitive damage, she needed comparable damage compare to others for the same effect, and if 22b doesn't give faster charging I'm fine with that because it was gimmicky in the first place as an added system, a faster charging rate is overall better.
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It's probably due to the combo itself since it is linking several thing where before we couldn't do much at mid screen without charges, it's got the same amount input as her corner dp combo.
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Sounds like dp whiff will be back in the focus in cp2 I hope this mean we can play the mid screen game better.
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for me im going to pretend my character is super weak xD get push into the corner every round and bam easy side switch combo with 236c and laugh but contiunes to be push into the other corner.
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Wondering if 214d j7d ad jcc will be a thing. Or maybe it's time to let iAd combo die Edit ic Perhaps 214d jump cancel falling jcc land 5c into stuff, but whatever
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well noel is the essence of having a bunch of gay move string together do you want to be another noel lol, anyway I would just prefer the if they added P and H to invul frame. There are probably better way to give 2144D better utility in neutral because I don't think anyone uses it anymore. Move should have an element of risk and return, you don't want to go into the direction of screwed risk and return ratio.
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I think 214d jc on block would be kinda broken, since it does leads to combo on hit and has B invule during frames 7-> and safe on block too would be very gay. As fir ultility, 236x series is a good start but I do feel she needs something better, hopefully data on her normal would give me hope..
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Well 236 adds some easier side switchin combo and if faster a normal ground string would put your opponent in corner if you were cornered earlier. And I'm sure 214d wasn't jump cancel on bit before so I don't know why people feels it should be jc on block, didn't we get something new I general. Overall I'm not sure if this address her charge issue.
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Time for some swag 214d 236b jcc 22d max charge combo lol, what other jump cancel cancel special can we look at? The smo stuff was probably for c dp and d dp sharing the same smp property or maybe I'm confusing it with something else probably expecting more dp loop combo I wouldn't mind old cs2 double dp combo. So did arc went backwards over that j214d overhead
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The new game is out in a few days so the point is moot.
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I'm going to really contest that 19 frames during a guard cancel is not much considering that recovery frames and start up are often longer than 19 in total. 0 frames or 1 frame akys terms sounds impressive but you have option, X factor back, resetting the gains, super cancel into dhc. Must people will just X factor back if they have it and reset he neutral game. In bb if you whiff during their gc OD you can't counter back even if you wanted too, it is a directly punish and you can't do anything except not press b and c in the first place. During whiff you can't rc, use OD, jump or block ectera hence this is why I'm saying its a different game because xfactor only punishes thing when your opponent doesn't have resources. In marvel you can cancel all whiff into super and ectera. Edit It's apples vs oranges Meaning not comparable even if xfactor is superiorly broken it doesn't have the same impact in blazblue such as a perfect punish in most case. Edit Just wondering where that 19 figure came from. I mean normal overdrive is 1+15 frames of start up, just wondering
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I'm not sure if you can say completely different because BB is a much slower game compare to others. in this case that 19 frames is more than enough when you factor in the total frames for startup + active frames + recovery frames. So any B or C normal or special falls into this category. Most recovery frames are fairly large depending on the move but often large lol. Well anyway, I'm just wondering if throws would be counted as counter throw instead, meaning can not be tech since throw combo in BB are often good source of damage for a short start up of 7 frames which otherwise would had been a 5a or a fast DD.
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Lol it would almost make it arakune era, eat a CA into super + curse then die eventually. ODR a bad idea in general lol.
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Maybe I don't worry too much if they air barrier because air guard does leave them in longer block stun compare to ground block perhaps a good follow up would be jd jc lol. Well what about 5b delay 2bb 5c dp whiff, is there enough range in that?
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sometimes you just play the anti air game, where it could be 2c, air grab, Ja.jb. To me it's just litchi who has a lot of air option in which you don't want to play that game. Which is one of the match up where her being in the air is an advantage.
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You just use a tighter frame trap or 6c since it's verticals hit box does catch air borne target. Of course it's all rock scissor paper.
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
Just wondering if anyone has calculated how positive is trap cancelling.