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Everything posted by zaeris
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to me anyway. it is not so much an issue of match up but rather her current build, all tools and option are flawed to accommodate her play style. Let face it, she doesn't have the tools the get in well, people can keep her out, and her mix up is subpar for a rush down character, damage is also subpar and random conversion is into damage is also bad, she relies on a slow mechanic for damage; her charges. It kinda hard to find a good match up because she is rather incomplete.
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Maybe you should take it as a personal opinion, although I did say she needed fixes first lol. Last paragraph, last line.
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My main issue referring to someone's post in tsubaki q&a do I have to learn new combo for bbcp 1.1 and it goes no she very much the same except from my view same but with less option. Now if bbcp 2.0 comes out and tsubaki is samish but with even lesser option that would be the final nail on the coffin for me. Hope they do someone dramatic to add proper freshness to her character, otherwise it's going in a boring direction, even Ragna got very cool addition in each iteration. Maybe I should pray for fixes first before I ask for new option xD
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Let see what October 9th bring us, I'm actually ready for doom and gloom and it might be time to move on if tsubaki stays similar lowish. Hopefully some actually changes......
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im just thinking maybe they didnt want easy command grab set up? with a 5bb moving forward, although I would think it would boost tsubaki mix up greatly. you can do 5bb -> delay command grab but there are spacing issue and timing issue and barrier lol, but if command grab from 5bb could be triggered from most distance of 5bb poke would be amazing,
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maybe I should test it but 5cc even at max distance should connect if you cancel on active frame early otherwise what happens is 5cc whiffing is more likely then 236a whiffing. Anyway, anyone else making silly mistake like 5cc dp whiff combo on tsubaki because dp won't connect unless you have a point range 5b with dash momentum and that is unlikely to happen in matches because you do need a mix up to land a proper hit. That is probably my most embarrassing moment whiffing dp in a normal bnb string lol.
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well 236a doesnt actually drop if youre doing it consciously, it is likely 236b which has spacing issue or delay input that can mess it up. But if it is 236a I be quite surpirse if the player was not reacting and delay it somehow.
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i want to have faith but tsubaki and makoto being low tier for the last 3 revision doesnt convince me otherwise.
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well i felt it was common knowledge that the easy path uses j214b whiff then you just land for 5a or 2a. j214a whiff only really serves for dash 5c or 5b into air combo ender.
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I'm wondering how many emoticon I need before people understands I wasn't being serious lol.
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its based on story and the power level is already dictated, thats why tsubaki is part of the lowest tier =p and yes anyone to who studies at military academy are gennerally low tier unless you have a huge gay crush on their own brother ^^
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
i think we need a section for set up after 236236 ab i find more myself more and more reliant on the naoto fate system, and when their hp is low i just go for triple super and no effort. im finding the need to go for fancy shadow frenzy combo to be quite rare usually because all the starting hits i want are less likely to happen or their hp is low enough where rriple super does the job, besides the corned raid shadow frenzy combo i dont think there is much need for naoto triple fang combo. -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
Is it me or does shadow naoto seems kinda bad against other shadow character, the mains one chie and mitsuru. They have more hp and have a better damage output, is it better just to switch strategy on go for skull fate counter instead rather then do the entire combo shadow combo. -
I guess you are correct in that there are 7 more frames of invul. But I guess in the overall schemes of thing it does become irrelevant since it still puts you in a better position; your opponent in a cornered position. Vs an opponent who escaped the corner.
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you do actually want the opponent to delay neutral tech at least he is being honest lol. i did my 3cc ender in corner so it does catches forward and i dont see how back rolling in the cornier would not get caught. the mid screen set up is rather dependant on how near you are to corner and as you said a back roll will get them out and most often people do back roll for space from a mid screen kd, although it is quite good if you have the proper near corner spacing. I'm sure 22b charge is not a safe jump at least in a max prorate combo. i was looking at those konan or was it kuresu 22b set up, i don't think its perfect but just adding option to make the opponent wary. I did remember trying them out using a max prorated combo it didnt work out as i wanted but i assume it might function better in a simplier combo. whether it is 22b or 214b or 236x... maybe i should look at it from the point of just being a safe jump while in kinda greedy and want to beat multiply option. anyway thanks for the input i will look into it.
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well I don't think spining status on 22b works well with 22b mainly used on air borne opponent, just having the old 22x wall bounce on CH would be awesome. In the end I don't mind a non ground slide because it would just give some meaning to mid screen knock down. btw? do you have a compliation of your gimmicks on word ^^,
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After testing I know why I didn't like the 214b 22b whiff safe jump, in that it has a simply solution to avoid by a delay forward tech and out, 3cc position you farer from your opponent in a corner KD and will catch forward rolls. I guess it depends on your knowledge vs your opponent, guess it doesn't work in my situation since my friends knows that set up and since then I've stop using it for that purpose.
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
Guess I'm at the point that I'm lost in what to do from full screen anyway, where you're not cornered but need a full screen carry shadow frenzy combo. What are the option, triple dang doesn't carry far enough and will drop the ground double cang if it's not at corner. -
I might test it again at some point
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I remember I did some testing a while back that it wasn't meaty sometimes to catch forward roll and it's varies depending on the length of the combo. Could be my imagination though.
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Safe jump set up against people who don't know lol or mash dp.
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
Your right lol it's lot harder . Lol but yeah your combo does the job and it's relative easy. Beside that Throw smb 2ac j214cd 236cd 214b Bc ab 236b Ac 236d 236236ab dash 2ab 214214cd Is that the highest non burst safe route? -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
Guess I should compare the damage, Corner throw -> smb 236d 236236ab dash 2ab 236cd 236236 ab dash 2ab 214214abx2 I remember you could go this route guess I should check the damage. Or did I image this combo lol. -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
for me its going to be about consistency due to the nature of shadow frenzy; taking up 100 meter, most likely its just one chance big round at one big combo and you really dont get to decide on the starter. overall the hit confirm and consistency will take time in real matches. anyway, whats highest corner throw shadow frenzy combo? Edit: I suppose people realize this already but your actually damage is higher than what is shown with blight poison damage. So adding in blight as part if the combo is important. Where is everyone else up to in their training. -
[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
zaeris replied to ludwig van's topic in Naoto Shirogane
Ic thanks I was wondering how that's combo works, my last bit of training are those FC combo.