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chzchan

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Everything posted by chzchan

  1. Midscreen, yeah it really hard to deal with rolls, but this is a corner combo. I have been testing it. If you tap 5D right as you touch the ground after j.214A and let go, you can still catch rolls with 5A/2A and you will get exactly 0.5 charge. Maybe they increased knockdown time or something to make it not as hard on Tsubaki in 2.0. Hahahaha, as if.
  2. Yeah that new route does a ton of damage for being a minimum multi-resource route.
  3. Against non-zoner characters who can destroy your projectiles with their normals while moving forward, what do you do to change your strategy? I'm talking about characters like Noel, Hakumen, Terumi, etc. These are probably the worst of the worst (non-zoner/setplay) offenders, though.
  4. The combo Konan did here was sexy as hell. 236D > 5C(dash) > 2C > 214D > jcc > CT > 6CC > IAD > j.CC(delay) > 5C > 2CC > j.C > j.CC > j.214A for 4925 Damn that's like FC 3CC damage with the same resources minus the FC. The same combo done now by substituting a RC for the jcc only does like ~4.2k. That's 800 more damage for the same resources. Also seen here is Konan using 421A to eject out of a 6C because no more jump cancel.
  5. Yeah the delay route was really really unreliable and I barely ever went for it. I'll keep asking Spinoza stuff. He said something about using the jump cancellability of 214D. It was like 5CC>623C>j.214A(w)>5C2C>214B>5C2C>214D>j.7D>j.C(delay)>j.236A And that gets you the old corner oki. It costs a dingle, though. I just now realized that the time value that I got for 3.8 charges earlier is actually less than the time value I got for 3.4 charges from the earlier 2.0 PV video. I'm pretty sure this is just a case with sound and visual cues not matching up, but this might maybe just maybe mean that there could be some kind of dependence on the amount of charge that you currently have. In the second video, the Tsubaki started out with ~0.5 charges instead of 0 and she got more charge in less time than the Tsubaki in the 2.0 video did. I should try different techniques for this besides sound analysis because it could be wildly inaccurate. According to Pikuri, the corner combo with j.236A > j.D ending with j.214A > 5/2D will get you 1 charge without giving up your ability to meaty/catch rolls when you end the combo.
  6. After trying out that j.236A > j.D combo in the corner a few times, I realized that it is possible in 1.1 already if you adjust it a bit. 5CC>623C>j.214A(w)>5C2CC>sj.CC>j.236A>j.D>j.B>j.CC>j.214A for 3111 in the corner. 5BB5CC>623C>j.214A(w)>5C2CC>sj.CC>j.236A>j.D>j.B>j.CC>j.214A for 2648 in the corner. So yeah it isn't exactly a new route, but it does more damage in 2.0. Just tried adding 1 charge unconventionally for the sake of it. 5CC>623D>j.214B(w)>2CC>sj.CC>j.236A>j.D>j.B>j.CC>j.214A for 3305 in the corner.
  7. Oh I was just talking about chargeless damage. According to videos, uncharged non-followup 22D in the corner can no longer be followup up with 6C any more, so the damage that we will be getting off of using 22D in the corner will not be that much different from the DP whiff into j.C > j.B > 5C which can be used anywhere on the screen. Just tested the chargeless version with tech disabled in training mode. The first one does 2712 out of 5BB5CC right now. Out of 5CC, it does 3111.
  8. Yup. It just seems like Tsubaki will be doing constant damage regardless of screen position now. Corner changes nothing or at least it seems like it barely changes anything damage-wise. From the new j.236A > j.D, it seems like we will be given the option to not do the combo that works everywhere on the screen if we want to end the combo with some resources without having to hold D after getting the knockdown.
  9. Wow j.236A has more combo utility now. That's neat. Is this due to the increased gravity / decreased launch height or pushback or did they make the ball have more untech time on air hit? I just asked Spinoza and apparently this is corner only. So our meterless corner combo does like 50-70 less damage than the j.B>j.C>5C route but it gets you 0.5 charges during the combo.
  10. What could it possibly do? Make every D special even a fraction as great as Ragna's D normals and D specials when he is in OD? That would be awesome, but you know it isn't going to happen. Also, I really don't mind it. I've been practicing unpredictable resource wasting in matches recently and OD or Mugen cancelling during blockstrings is the most fun thing ever. I like instilling fear into people even though it doesn't last too long and costs way too much for what it gets me. Most people think I will spam D moves nonstop so they usually just sit back and actually block instead of jumping or grabbing me out of my strings and I take full advantage of that because if I do get that one mixup in or that one random confirm they are pretty much dead or forced to burst. Mugen is fun as hell even if its cost/reward is messed up. Using OD on wakeup or after you know blockstun has ended and your opponent is doing something unsafe and then getting the CH 5C > 6C > Mugen is the absolute best feeling ever because nothing can be done to stop the damage from happening and if you already have a good stock of charges and some heat beforehand, you can do a DD ender and get way more than 6k. Probably the best buff they could possibly give Mugen in OD is make it so that it doesn't eat all your charge when it is over if you started it up while in OD. I would love that.
  11. Yeah with the new j.B route the increased gravity may make sense because j.B currently lifts the opponent when compared to j.C. I just thought they increased untech time even though I expected the complete opposite because I thought the IAD combo would be dead. I wonder how the increased gravity will affect other characters if it is true.
  12. I have been reading people point out that the gravity in the game may have changed, but I really doubt that.
  13. Does this mean they upped 5CC's untech time on air hit, or did they make it launch the opponent lower?
  14. Well I don't think she's ever felt above average, not talking from experience, though, as my experience with the game before CSE has just been videos. Though she has received buffs, I don't think they are that exciting because none of them really bring much new to the table in the realm of fixing what is fundamentally wrong with her and the subtle changes and nerfs she has received take away a lot more than you would think they do. It feels like ideas are just being recycled instead of being built anew. Like I know that I will have just as hard a time in neutral because of frame data and hitbox structure and there doesn't seem to be many new tools that will be useful for closing distance safely, applying pressure, or maintaining oki. It will probably be just as hard to play her as it is now by the looks of it. In fact, it may be even more difficult to play her in 2.0 because of the possible loss of what few options she had to stay on her opponent and catch them after a knockdown with the loss of long 22B slide and the j.236A corner oki. Won't stop me from playing her, though.
  15. Well, it's not like the dropped combos. It is the usage of DPs and the height that he was air dashing at when trying to apply jumping pressure. He air dashed right over Tetsuwo a few times and j.CC whiffed a billion times in neutral.
  16. Yeah, Konan didn't look like he was playing well in the few videos he was in. I see him making simple mistakes that I make all the time.
  17. 214D no longer tracking the opponent makes me sad. Just saw Konan do 236D > 214D in neutral under a jumping opponent and it traveled no distance at all. Man that was the most fun shit ever. Oh well.
  18. Ah the sound not being in sync hurts me.
  19. Eh I don't know if it is followup only. It is just a guess. What I do know is that I have not seen a fully charged 22B followup or non-followup used aside from out of a grab in the corner so far. Followup and non-followup may have the same fully charged properties.
  20. Our chargeless ground ender is gone, but with charge it still exists. I'm pretty sure that with followup 214B used on a grounded target, it does not knock the opponent high enough into the air to allow a fully charged 22 to land. If you knock them into an air combo or maybe used 214D, I am pretty sure that something neat will happen. I have yet to see it used in videos, though. All the combos I have seen so far end in 214B > 5C2C > j.C > j.CC > j.214A when people could be trying out 214B > 22 as an ender due to the height. As I saw in the video out of a corner throw, 22 wallsticks in the corner so that may be a potential new route or have oki potential. I know that we'll need a new route, though, as our 236C > 2A/5A > 5C > 2C > etc. route went out window with the 236C crossup property additions. It seems that combos that can only be done in the corner out of non-Grabs are seemingly limited to when charge is used which worries me, but we'll see what happens.
  21. I never said that this is what I wanted to be done to Tsubaki. It is actually the exact opposite of what I would have wanted. I'm just trying to adapt to what we have been given because I really am never going to give her up. If you saw the simple diagram sorta thing I made earlier, I would have wanted her stuff with resources to be more powerful and give her both more options and more damage. ====== With Charges (damage) Risk : Reward -> Risk : Reward With Charges (neutral) Risk : Reward -> Risk : Reward The above is what I truly truly desire. On the surface, the changes that are coming in 2.0 now only make her more shallow of a character which really bothers me. As you mentioned, I hope that her D moves give her way more utility. I swear if they didn't change 623D at all from 1.1 I'm going to cry.
  22. What's going on here? She's able to use her counter as a combo ender because it is a strike, but what do you think the properties of the tech are? Seems like it can be used mid combo for brand new combo paths as well with the Space Counter D followup to add to midscreen damage output. Really really neat. The new Cosmic Ray corner wallstick routes and Lander Blow air hit routes seem pretty cool as well. 4.7k meterless in the corner out of 5B starter is ridiculous.
  23. Celica Combos. Whoa boy. Mori where's my SMP?
  24. Well look at it this way. We are essentially getting the same or slightly more damage we currently get for using charge. The only difference now is that there are more diminishing returns here, or at least the diminishing returns start much sooner. We gain less damage than before for spending a charge, but we start out with more damage to work with. This is not a bad thing, though, as the base chargeless damage we have now is much higher. They brought her minimum damage up, but left her damage with charge relatively the same. This means that using charges in neutral or as oki tools (most likely the new 421D) isn't that bad of an idea now, especially because of charge acceleration.
  25. Yeah, I don't want to trail off either. I know there will be some new tech that'll be discovered. I'm going to try and figure out what corner oki will look like even if it does require charges in the corner now. Maybe we can get something chargeless out of a crouching confirm near the corner. Who knows. Spending charges for oki will probably be okay now that we can get so much damage chargeless now, and we will also be getting more charges in the matches where we are allowed to charge due to the new acceleration. I'm already practicing jcc CT on other characters with jump cancellable non-special cancellable moves in anticipation of the 214D jcc CT combos we will be doing in 2.0.
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