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Everything posted by chzchan
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Plus may be pushing it, but I have thought for a while that both were missing out on a lot of what the other characters' jabs have. I wouldn't mind it at all because she is a rushdown character. Take a look at all the other jabs that are ridiculously long, plus on block, can be used as AAs, have low attributes, etc. If hers can't be used reliably to poke out of pressure due to their structure, they deserve to be good at something. I guess with 2A's hitbox structure change that allows OTG pickups and makes rolls easier to catch, 2A is already being differentiated which is great as well.
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Completely forgot to point out the fact that 5A and 2A are most likely level 1 moves now. I remember that there was talk of 2A > 2B being possible before from rumors and after listening to the footage a bit more, I think this is the reason why. Each attack level of each type of move has a sound effect tied to it. There are blunt sounds, cutting sounds, etc. and Tsubaki's 5A and 2A fall into the blunt impact sound effects category. Moves like Bang's 2A and Jin's 5A/2A make this kind of slapping sound on hit and this is because they are in the blunt impact category and have an attack level of 0. Then there are moves like Hazama's 5A/2A, Bang's 5A, and even Tsubaki's j.A that make a louder punching impact sound. These moves have an attack level of 1. Currently, Tsubaki's 5A and 2A make the slapping noise. Taking a look at some footage, 2.0 Tsubaki's 5A and 2A now make the punching impact sound. Level 1 instead of Level 0 does not necessarily mean that they are now more advantageous on block because recovery and active frame values may have been adjusted so that things are exactly the same as they are now. I hope that is not the case because bumping up both of the attack levels of these moves by one would make 5A ±0 on block and 2A +2 on block which would be amazing. Likely downsides to this are 5A/2A no longer being auto-frametraps into 5B since there probably will not be a tiny gap like there is now. Nice advantage is there being a slightly larger frame window to confirm off of both of them which will probably be useful against rolls.
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She does, but more damage makes things a bit more reasonable. I'll just put it simply because I can't write paragraphs right now. She has trouble with getting in and staying in because of the things other things that make her bad, so the awful damage that she does currently unless she gives up momentum to get resources makes it so that she has to take way more risks than she needs to since she has to open the opponent up multiple times in order to kill. With more damage, she gets the opponent's health down in less combos which means that she does not need to take as many total risks in a fight. I'd say the biggest thing that the damage buff gives her is actually something to fear when you fight her and fear helps out a lot. She also got a few very subtle buffs which are helping as well.
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I'm no Koko main but I do watch Matoi's match videos quite often. It just seems like she is somewhat restricted now, that's all. Not up to date with more subtle Koko changes since I probably can't see them, but did they change the properties of her godlike normals at all?
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I've fought you before definitely, but I'm not sure I did today. I think I remember the Hazama I was fighting on ranked was Hedgesledge and I just couldn't win.
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Can't beat Hazama. I fought 3 other Hazamas earlier who used completely different playstyles in ranked in other player match rooms and I only managed to get rounds in because the stupid shit I do in neutral confused them. One was pure rushdown Hazama and I couldn't block. Another was mid range D~A spamming Hazama and I wasn't allowed to move. Somewhere in the mix there was pure zoning Hazama that got in a few hits and then ran away the entire round and watched me flail. Then there's Mu-12, but that matchup is 100% impossible for my character if the other player is competent.
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If there is room anywhere, I am up for some matches to test out some gimmicks. Hopefully they won't be laggy.
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You're a false blue square and I know it haha. Also, you need to eventually come out to locals one of these days at UGC in Panorama. If you haven't already by the time CPE comes out, at least try to find a way at the time when CPE experiences it's short popularity boom on release. If you are up for it I can drive.
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Pretty sure I have run into a good number of you guys in either ranked or player matches over the course of BBCP's console lifetime so thanks for all the games. I'm that one really awful Tsubaki player that is usually accompanied by a certain Kagura player in player match rooms.
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I have been put into situations where Terumi players have been pretty persistent. It actually isn't that easy to upback barrier out of Terumi pressure, especially with your back to the corner, but that might be my own fault for allowing them to wail on me. I think maybe I might be able to get out without having to DP if it was offline, but offline Terumi players don't exist in my area.
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Jin has faster than average heat gain as well, right? He sits right below Terumi and Hazama in terms of heat gain, though these two have attributes that make them gain heat faster. I have heard this said but never had it confirmed.
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Is what allowed hitbox data to be extracted from the 360 versions of BBCS going to carry over to the new XBOX version of BBCPE so that the data will finally be available? Does anyone know what the flaw was that made the data obtainable?
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Variety of combo routes introduced and also more damage thanks to the new routes. This is on top of the level 2 cancellability thing. At least from what I have seen Goro do, the change to space counter has allowed room for a lot of gimmick creativity.
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One thing I forgot to ask about which is super important, how do you catch wind tech or what do you do against wind tech? I don't really understand what Tsubaki is allowed to do, but this is largely due to lack of experience.
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I'd say that it all depends on the character that someone plays, a perspective issue. Barrier is a way out of pressure for characters who don't have too many good defensive options, but it also completely screws over certain characters during their pressure for little effort.
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I had been wanting to make this for a while, but I didn't have the time until now to do so. Here is another gimmick video. It is too bad that they changed 22B's hit attribute in 2.0, so it will not work. Just wanted to get this out before 2.0 hits. 22B pressure reset.
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I feel stupid for not having already known this since it was already there. They probably did change the formula. Is it really only Tager that has an unknown amount?
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Oh I was under the impression it did 50% just from eyeballing, but that might just be the sum of barrier lost from the button being held down plus the 35~40% that is taken away. This actually makes me wonder how barrier damage is calculated or what it is based on for each normal/special.
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I'm pretty sure CTs still deal 50% of the barrier gauge. Probably not a good idea as a main priority, but maybe spending meter specifically to blast through barrier so that people will be more cautious about abusing upback+barrier since dealing damage to the barrier meter definitely does not discourage this tactic in CP1.1.
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Thanks for all the info. This all definitely helps. You say the fireball isn't too great but I sometimes try to cancel out the pumpkin using either. I guess that is kind of risky. Yeah Tsubaki's TD is kind of a terrible idea in this matchup because she can just hop right over everything like Amane, though it does cost her some wind. I can barely block Rachel correctly, so IB is definitely not something I will properly be able to utilize in the matchup. When I get hit with j.A it is usually when she goes for the wind mixup which means I would have had to guess correctly and IB. This is completely beyond me online at least. I wish I had some Rachels to fight offline.
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I realize I am lost here. What are you supposed to do in neutral? Also you can't DP out of her wind mixup can you, or at least I can't.
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If there are less "barrier points" doesn't that mean that it will regen faster? Maybe they cut the points but kept the regen rate the same visually.
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I thought that the barrier nerf was just a rumor, but after seeing people go into negative penalty so often across the hours of match videos I have watched, I guess it is true. This is a pretty huge buff to rushdown characters. I wonder what exactly they changed about it? The drain from just holding down 4A+B, the actual barrier that gets drained when a move is block, or both? I'm glad they are nerfing it, though. It was made much too powerful in BBCP. There is almost no reason to use instant barrier with how ridiculous the pushback is on regular barrier.
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That doesn't work really well for some reason or it is really inconsistent. They only really get back to the ground if they don't super jump. Even if they are low enough to get grounded by the flurry of air normals, they are usually able to mash out because you have to run up due to barrier pushback.
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What is your best option against people who super jump + barrier against banana super with their back to the corner? Grabbing never works so I try to go for TRM with j.A, but what else is there if they are just floating up there?