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Everything posted by chzchan
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Ha, the only reason that the air ender is used so much is because you actually do sacrifice a good chunk of damage if you go for a slide ender. There's also the fact that 22 is a key part of most of the combos so using it again will trigger SMP and make the slide ender not work. I was originally going to do air knockback ender with j.236A > j.214A routes, but I decided that it would be better to show air knockdown ender instead. I do use the air knockback ender a lot more often, though, especially if I know my opponent will forward air tech again so I can catch them with an air grab from behind to reset them into even more damage. For example, the chargeless CT route can be done a slightly different way so that you get the slide ender, but you deal about 500 less damage. 6C(AA) > CT > 5C2CC > 236C > 5C2C > 236B > 214B > 22 for 4442 damage. Much shorter combo for less damage. Maybe I'll record some footage to show the destructive power of the opponent not learning from their mistakes and make that into a video. There are a lot of times when I have blown up opponents if I get just one 5A confirm in the corner even if I have barely any resources. The reset path in the corner into the 6C usually gives me enough heat to do the chargless CT route. I know it isn't good to autopilot, but I use this to help profile the opponent while getting me maximum reward. 5A5BB5CC > 236B > 214B > 22B (1594) > 6C(AA) > CT > 6BB > 22 > 5C2CC > 236C > 5A5C2CC > j.C > j.236A > j.214A (4961) > Air Grab > 6CC > 214B > 5C2CC > j.C > j.CC > j.214A (3284) That's nearly 10k divided into a confirm and two resets. Again, if your opponent is wary or calm, don't go for this, but if you can trust that they will fall for it, abuse the hell out of this because you will just roll right over them if they fall for the entire thing. Just figured out another less suspicious route out of a grab as well. Probably should have added this to the video, but it is too late now. Grab > 214B > 5B > 236A > 22B > 6C Unlike the 5A route, this one is actually j.A mash safe just like the SMP route so it is probably the safest and least suspicious route because it doesn't give any indication of it being a reset. Also if you air grab someone while you are facing the corner, there is another route that can be taken to get to the reset. Air Grab > 6CC > 236A > 22B > 6C Just another thing to note if you catch someone trying to hop out. Very handy if you DP someone who has their back to the corner and you have a charge. You can go 623C > j.214D > 2B and then jump backward to catch their air tech. Another thing I have been trying out recently. Probably the best thing about these routes out of grabs is that they will more than likely be 2.0 proof.
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Just recently got a capture card so I decided to make a video explaining one of the many gimmicks I have come up with. Pretty much a simplified explanation of what I have already posted here with video to make things easier to understand. Probably going to do a video per gimmick eventually. Looking forward to using the card when 2.0 hits to display any new tech that gets figured out. With how properties of Tsubaki's moves and whatnot are changing, I'm going to have to figure out different ways to get my dirty tricks to work. 6C corner gimmick reset and combos.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
Oh I already have a ton of ballin loli squad combos with Tomoka + Enju team. I can break 5k with 4 bars so long as trump card is active so that the assist cancel is free. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
Well then I am limited in what I can do because I have no idea how to do that. I'll provide what I can. Also the Selvaria army is becoming real very very fast and I am starting to hate it because she is actually good and pretty hard to fight against. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
Anyone know how long superflash on EX moves lasts or how long superflash lasts in general? Or is it different for each move/special/super? Trying to do some calculations. Been working on this, but it will take a bit more time to complete it. For Tomoka. Lacking a lot, but there's way more here than there is on the wiki. Trying as hard as I can to keep things accurate, but there are a few things that are pretty difficult to measure. How do you vets measure active frames? -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
Alright. No use being impatient. I already have a bunch of stuff written down, so it'll just be copy and paste once I get access. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
I desperately want to contribute. Usually how long does it take bell to respond to e-mails? Or did I do something wrong and not follow some special format when I sent the message? -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
Anyone figure out super secret tech to deal with Kirito Minazuki yet? -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
I don't know. I most likely don't have as much experience as a lot of others on this, but it feels like clashing just happens a billion times more often in this game. Maybe the active frames of certain moves or something. Again, it could just be me. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
So far I am at least entertained. Clashing in this game is really really really stupid so far and I can feel the glaring weaknesses of certain characters, but I am having a ton of fun. Very simple, straightforward, and no stupid amounts of damage even with max resource spending. Going to do as much as I can to fill out the wiki, starting with my main if I get access to the wiki. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
So how do I get permissions to edit the Mizuumi wiki? I just want to log some data. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
chzchan replied to Setsuna's topic in Misc Fighter Central
So is the only requirement for Enju to show up in Tomoka's RO-KYU-BU! super that she is selected as the assist? Does it change the properties of the super at all such as slightly more damage, or is it just aesthetic? Does Enju have her own specific voice lines for when they say "Shougakusei wa saikou daze" at the end of the super and she joins in with the pose? -
Since it is being brought up more I'm going to take a few more samples and see if there really is any now that we have more gameplay footage to work with. The two trials I did with the earlier videos are not sufficient to prove that the acceleration exists, especially because 2.0 charge rate and 1.X charge rate seem apparently the same to Japanese Tsubakis.
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Looking at the combo video, 1 tap is still 0.1 charges. I guess nobody has checked if there is acceleration yet, so I don't know if the charge rate really has been increased. I was using sound cues before with my analysis and those may not be accurate. According to Spinoza, the charge rate has not changed, at least that is what he told me when I asked him. He said that it feels the same. Just be glad they made it easier. I have spent the past few weeks trying to perfect it in training mode since I have never used it in a live fight and I have still yet to get it to happen online. Delay really messes up the DP route at the moment because of how tight the timing is. Now that 623C is made to launch lower, things will definitely be more lenient, though I'm not sure if it was made to launch lower or if the lower launch is a result of the supposed increased gravity in 2.0. Still haven't got a confirmation on the gravity, though.
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Nah, it's fine man. I really wish she got buffed in a different way, but I can't say no to damage. I really wish there were more ways to maintain pressure and keep people from leaving our pressure. We will be even more limited in what we will be able to do to stay on our opponent with the loss of 6C jump cancellability on block with how easy it is to push Tsubaki out with barrier. I have been hearing that barrier drains faster in 2.0, though that is just a rumor.
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Yeah, originally I thought it just applied to screen placement and maybe IG usage, but now I know it also sort of also applies to punishes after seeing the damage and proration chart.
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Well, her punishes are her true source of damage in BBCP as she gains access to better prorating moves to use earlier in a combo through the routes that become available on CH. What makes them seemingly strong is the fact that a majority of her moves prorate like shit. This would turn a confirm that would net 1.5-1.8k midscreen into a confirm that gets her 3k+ even without resources. Her punishes are strong and they will stay strong in 2.0, and get even stronger in fact. There is a subtlety to note here, though. What I have been thinking from watching the videos, reading Japanese Tsubaki twitter posts, and looking at the proration and damage table from the Tsubaki combo video I am going to repost below is that even though she has become stronger, the Δdamage from having resources, getting hits in at certain positions, or scoring a counter hit has gone down. They boosted nearly all of Tsubaki's P2 values so that her damage doesn't deteriorate into nothing after getting in multiple hits like it does right now. This drastically increased her damage, though so did a few other things like knockback adjustments and the like so that combo routes are more consistent and do not require badly prorating jabs to work. This is amazing. She has real damage now, but something to take notice of is that she probably won't get that much more damage normally out of having conditions met like she does right now. Just looking at the chart, notice how all of her D moves have had their damage reduced. Though their P2s have been slightly improved or left alone entirely, the decrease in their base damage means that the diminishing returns from using them will be even more prevalent than now. There is another thing that should be given some attention. Notice how 6C and 6CC have both had their base damage reduced. This means that the difference in damage between a punish and a regular combo will be smaller. The 5BB > 5CC starter midscreen is confirmed for ~3.2k, and if you look here at the combo video, even the super difficult d22 > 5D > 6C combo path in the corner only adds on 200 more damage compared to the combo that can be used anywhere on the screen. So, again, her overall damage has been increased, so she can do big boy damage regularly, but her Δdamage has been generally decreased. There are a few instances where the Δdamage is significant like with the new 214D > jcc > CT route, but most of the new routes involving any condition have a smaller Δdamage than the current game.
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Ragna IB'd 6C, so he was able to smack Jin before the projectile even comes out. You're talking about the supposed guaranteed startup, right?
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Isn't all the game data a closely guarded secret now? Nobody has been able to crack it (or had the motivation to) so far, right? Like nobody knows if the CP hitboxes even look remotely similar to the Extend ones. I find that funny.
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I still wasn't expecting her hitbox structure to be that horrible, though. Maybe the tip of Minerva's kick would be a hurtbox inside a hitbox, but from the images it looks like that is not the case. She may have hurtboxes on the outside. This is just from the pictures so I may even be wrong about the extent to which the structure is terrible.
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Minerva confirmed for being a giant hurtbox during Celica's attacks. I can see now why she is not considered to be powerful as a character. I had been assuming the entire time that Minerva would be this gigantic wall of active hitbox frames that would shield the hurtbox which would be Celica herself, but nope. She may have even worse hitbox structure than Tao.
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How does one get this "life lead" you speak of? What if you are in a situation where you don't have the lead? Is the game already over? I so very rarely start off with momentum in this matchup because she is one of those characters that can beat out 22B on round start. Actually, that's another question I would like to ask. What should I be doing on round start assuming I have never fought the Platinum player before?
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What is the best way to approach a Platinum that likes to fly around and hang out in the air a lot using her airdash and swallow moon all the time? This is actually a problem I have a with a lot of characters. It seems like I have a significant disadvantage when the opponent is able to keep gravity from acting on them for extended periods of time when they are in the air or just make themselves fall slower. Bullet, Hazama, Amane, Rachel, Arakune, Mu-12 come to mind.
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If a character has normals/sepcials that are projectiles with strike properties, does 214X's invuln allow you to go through it? For instance, with Terumi, I always get hit out of using 214D's homing to close distance by his 5D.
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Ah I was just kidding. It was just a feeling. I did a simple test and you are right. Plat Super Missiles and Phalanx projectile blew each other up. Is there a general rule for these across characters or are they just discovered and then never logged on the wiki as levels? It says that all are assumed level 1 unless stated otherwise, but I don't think all of the ones that need to be noted are so far.