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zaeris

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Everything posted by zaeris

  1. well I wont go into termilogy since block stun and active frames are two different thing. anyway estimate from that vid, since nu 5c is 1 hit every 4 frames up to a total of 8 hits? trying to remembers anyway, minus the first 2 hits and last 2 hits so thats means OD invul inbetween 4 active 5c, so 16 frames approximately -/+ 3 give or take, the invul frame does look quite big, minus any recover frames. looks like it has the same invul as normal OD but perhaps the same duration as an OD cancel. the problem with overdrive raid is that it removes human error of getting burst, so before it was fail get a burst or correctly time and get an OD, which made it technical to use. with OD raid if it fail get OD with less duration or an OD with full duration.
  2. well to me the good players will exploit this into a punish, and train or just react to certain moves or special. in the end its can be like a burst where some people will do bad bursting and good ones, your end point is "anything can be baited" which is true to current counter assault system, burst and others but it doesn't make them less good of a move if it can be baited. Anyway I'm just throwing ideas, but I'm going to for sure gun down those laggy move or make my opponent be wary not to throw out bad move with long recovery. Which will be punish, a good player will use and time things correctly, the meta game will perhaps evolve to these area where OD raid will be use as a punish and the only way to avoid it is not to use unsafe strings. atm I'm just leaning on it is very good atm, because just as many at evo have seem reversal OD use to punish whiff, this was just using the gaps in string now but with 2.0 in block stun so you can just gun down a "C" normal whiff or a special that is laggy and punish. Now all of this depends on how invul the moves is, a normal OD has 15 frames of invul or so, an OD raid should have less but if its the same it is going to be quite lol, plus that vid earlier shown it invul through kokonoe attack, so it seems to have lots of invul frames. I will wait and see but as the above im leaning on it is quite good. also with super in OD that can do over 5k this entire exploit does look hilarious, plus you can't burst also ^^, EDIT: typing on ipad lol, correcting a few things
  3. I'm not sure how you approach this but the purpose of OD raid it to invul and make moves whiff then you punish because a whiff move cannot continue their chain revolver action save a few characters, rc or buffer special. Whiffing normals carry long recovery and the active frame of most attack well normals in general are short even one frames sometimes. Guard cancel in block negates all block stun, this is how guard cancel or assault counter has work. so I don't see how important it is besides making OD raid easier to perform the more block stun you have. I think you are approaching it incorrectly.
  4. its funny how I've been trying to perfect OD to punish certain attacks now they have made it easy mode ^^
  5. The only reason I can think as to why it was remove is to make air act paser not be obsolete I mean why bother doing 66 cancel when you can just do tk cancel into air dash. This way it gives value to air act paser althought j2dd tk cancel j2dd act paser forward cancel is truly gone lol. Or course doing ground tk cancel isn't going to have much affect unless you're right next to the opponent
  6. I remember doing cross over j214d back in cs2 that is probably more practical I will post a vid later I guess. Anyway tsubaki nerft are not as huge as other characters so it might just stick. I mean with the current changes her changes hasn't been too serves still I'm waiting for actually good news otherwise it be charge 5 stock hold 50% wait for opponent to comment to a bad move that can be overdrive raid and go for 7k damage. Lol the new hakumen although I'm fearing what the real hakumen can do with the new changes lol. Cross over j214d has the same concept as ragna iAd inferno divider if people want to imagine it, it's quite practical.
  7. let just say our dp is faster than 2b which is saying how much slow and sucky our lows are ^^, frame data wis off the top of my head its either 10 or 11 frame start up, probably 10, because I remember it being 10 frames of invul or 9.
  8. about j214d on hit non ch you can go: 2b 2cc 236c ectera in corner or 623c delay j214a route.
  9. I don't think its just j2d, in here bbcp 2.0 tk cancel is likely to use your air option meaning using act paser or IAD is not simply available if you do a tk cancel. act paser and AD share the Same option. from vid: 3c-> ct does not combo, it doesnt floot long enough now. tk cancel uses a jump option AD is not possible, would that also mean that AD into crescent cant be crescent cancel too. guess i should wait for notes.
  10. regarding j214d as an overhead, in my opinoin it is better than not having that option. in general it would expand the mix up option more, namely jc delay jcc, if that is block too you cn throw another overhead with j214d, in terms of gheto you can creat a block string into j214 off j236a or even 623c lol.
  11. lol, might as well add caption " its time to digivolve" to that pic.
  12. I wish all the nerft sticks because its going to make one hilarious game.
  13. it is probably more of the fact that because you main tsubaki you sorta dispise every other character for having better stuff, atm I'm super excited about the nerft everyon eis getting rather the minute buff we're getting lol. litchi, hazama, relius, hakumen, valk lol well the list goes on, that is where the real excitement is =)
  14. lol, but that also makes it very ghetto, because a block j214d in the face means a big punish for the other guy.
  15. they adding special cancel to it, but I would prefer jump cancel since you can just sneak in jump cancel special instead, jumping cancel is better because it makes the moves safe, now you're kind of force to go into pink command grab and both players will tech making safe that way. Anyway 6c neutral is going to be a yolo move from now on lol.
  16. well 22d was never an unblockable since bbcp 1.0, 6c is kinda sad in the fact that they are nerfting a nerft character more lol, and yes I think makoto changes are kinda awesome special cancel of special might add something interesting.
  17. feels like they are nerfting everyone and bringing them to tsubaki tier instead of the other way around lol.
  18. 4b? Sounds like arcsys regressing in their approach to balance having combo is all fine and dandy but it won't mean much if you don't have the means to land them in mix up. I hope it is just change but really losing a mix up option is just bad in general, just look at tsubaki without a means to make people fear her mix up game you won't go far with have combos.
  19. Lol so true tsubaki normal just end up craptacular every game, although I think 3c and 5c are good changes although I would like 3cc to auto correct again. Anyway 6a is a non punishable overhead on block which is the reason why it's slower then most, it usually follows the same style fast overhead less follow up option on block although I always see litchi breaking the common rule every time, they will probably give tsubaki some breast implants first before they fix her normals.
  20. I'm thinking the problem is arcsys new philosophy of using story as a basis for fighting game which bs, so how would they bring dizzy back and make is canon, I don't even know how they revive zato back.
  21. I was looking towards a future where unlimited mugen as it implies gives you infinite D moves, your stock isn't used up in mugen anyway just your guage does, but as an OD it will just last as long as your OD, finally mugen is her highest damage in game, if you can link together all her special for little or no cost. at least you can think about it this way that it doesn't require 50% meter to use. Next is your 7k damage combo will be unburstable. how about this? Unlimited mugen with archer in the background chanting and swords raining everywhere ^^,
  22. but you know guys, her blade super is her only good super, the other two are mostly a waste of meter and damage, and is only good once you have 5 stock to power it and even then it is a waste of stock to what could have been a better neutral, Anyway fix tsubaki super so it does a moderately good minimum damage, I don't know why litchi can get a raw 1.5k damage from OD super and while tsubaki needs 5 stock to make it competitive, this lack of consistent damage is her biggest down fall. if only I can dream that OD lets you have access to unlimited mugen lol
  23. well I'm certainly not a fast thinking in matches, in most case it is due to experience and auto-piloting a counter is the essence of high level matches. Like for example, you may need to come up with a few option before a matches and remember those option. A good player can still lose if he doesn't know the match up, I guess the only thing I'm thinking if predicting what my opponent can do, like say if they manage a to block an overhead whats my next option, or if they are using DP, or likes to barrier. adaption comes at this point when you can make the correct read and apply the right counter and of course the counters are already thought of before a game usually. the next part is thinking is your opponent reacting or just reading your option. if its a reaction you can add more option to decrease anticipation, although if someone could truly react then you might want to opt not to use that attack. Lastly, it is probably better to forgo thinking about what you are doing and pay more attention to what your opponent is doing instead. Anyway that is just my theory.
  24. I'm thinking in general if this will remove the notion of a bad match up for arakune lol, with Nu/lambda/rachel they don't have a reliable reversal, now if you think arakune vs tager is bad this is going to be more lopsided. as for street fighter clone, remember they still they could bring back clone 1-10 with plot twist ^^,
  25. I'm still trying to optimise the gimmicks lol, 623c>j236d>214d> land 6c> jd> jc> land 6c works but they will tech slightly higher forward/back or neutral but otherwise works similarly. I find it more consistent compare to my old one, 623c>delay j236d>j214d>6cc>214b>22b whiff>6c, to succeed with this one is to hit them at the highest point of 623c given you the longest time waster in the combo for the combo deteriation effect to kick in after 214b.
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