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Everything posted by chzchan
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I already stopped the moment you pointed out I was wrong, ya know, looking at the other values other than combo rate. I guess I could have also looked at the base damage too. Sorry about that. I probably shouldn't even try to think about what might be causing the increase in combo damage, at least not so shallowly.
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Wait, nerfed? They probably changed the P2 values of individual moves. Based on what I read Errol say, I think they improved raw special P1 and P2 values, but nerfed or left the same the P2 values of the followups. Those could heavily influence damage. He may have been talking about their utility or something else completely different, though. I don't want to put words in his mouth, though, as I really have no idea. This is just still a simple change of non-frame-data numbers, though, so it is still nearly as lazy as changing the character combo rate.
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I guess a discussion about how to keep BB alive until 2.0 comes out won't work out after all. Guess I'll stop with the setup here.
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I'm still terrible at BB but I don't mind it. Hardens your nerves and makes you more adaptable. More fighty games is always better for you if you have the time.
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Just from the videos of 623C being used, it knocks the opponent much lower and slightly closer to you. You probably don't even need to dash forward in order to catch them with 5C anymore. The hardest and most unreliable part of this combo right now in 1.1 is hitting the 2C after the 5A/C, especially after 5C and this is heavily affected by the opponents' falling air hitbox. This will be much easier now that they will be closer to the ground. Also did some more calculations. So the new charge rates maybe will go from 250 (7f - 21f) and 200 (22f - etc.) to 300 and 240 respectively if the increased charge rate is exactly 120% the speed of the current 1.1 charge rate. Also, regular charge cancel rate will be 750 for charge cancellable normals and 1500 for charge cancellable specials. This also means that the we will be able to stop charging at where, in 1.1, we would usually have gained 0.83 charges before heading after our opponent after preforming a knockdown after a combo and have 1 charge stocked after ending the combo.
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Yeah. It really was the lazy way out. See, it is an attempt to fix her ridiculously unbalanced risk/reward by giving her more reward. It is a core problem being fixed kinda, but I wish they would have done more things about the risk part instead and gave her more room for creativity that is actually practical. I can't really complain about the extra damage though.
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Well that's why you pick up every game without dropping one and try to support the ones that aren't the most popular at the time even if you own the current game going through its hype period. It's what I am trying to do at my FGC. I'm that one guy who brings the BB setup amongst the 4 that bring P4U and the 2 that bring UNIEL. Playing all of them is fun as hell.
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It would be really funny if this is happening because they bumped her character combo rate up to 75 or 80 just because they could.
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If that is off of 5BB > 5CC, then I wonder what it will be if you just do 5CC. Or what if they adjusted base damage and P values enough so that it doesn't matter? For instance, 5CC > 623C > j.214A(w) > 5C(dash) > 2C > 214B > 5C > 2CC > j.CC > j.236A > j.214A does 3151 damage while 5BB > 5CC > 623C > j.214A(w) > 5C(dash) > 2C > 214B > 5C > 2CC > j.CC > j.236A > j.214A does 2742. If P values are the same, the 5BB > 5CC combo should maybe probably do 3500-3600 damage if started with 5CC. Man this is gonna be fun.
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A few decades minimum, so definitely not before Xrd console release or SoCal Regionals. Talked to some people at locals and they said they are expecting it to happen early summer which is sort of really bad for BB's chances at EVO 2015 as if it had any in the first place.
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Spinoza in particular is posting a lot of combo stuff. Others like Wara and Kuresu seem to be posting more about specific specials or moves? Wara posted a few combos, but overall the largest mass of information is coming from Spinoza's twitter. I wish I knew what they were saying.
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@Spinoza33: BBCC>C槍スカ>5C2C>JBJC(C)>5C2C>B剣>5C2CC>JCC>A光翼 3231
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I hope it is. At least how I am interpreting these changes so far, now with the news of higher Midscreen and probably overall damage as well as her slightly faster charge rate, charges may be shifting focus to utility and neutral use instead of absolutely needing them in combos so that the 3k ceiling can be broken. I want to see what else they did to her D specials.
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Wait so the jump loop lives? Or is this just because of 623C not launching nearly as high? Is this Midscreen or corner? That's some good damage I must admit. They must have changed some damage or P2 values around somewhere. So they're buffing her chargeless damage along with making 623C > j.214A(w) combos more lenient. If her chargeless damage got buffed then what do her 1 and 2 charge combos look like now. Damn I am excited.
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Ragna uses tk.Gauntlet Hades out of 3C or 6C after I successfully block everything he had thrown at me prior. I'm just done after that. It disheartens me way too much to continue to put effort into even trying to win the current round or any following.
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Figured out that if Hakumen catches your 214D with his 236236D DD counter, you can rapid and then activate OD right when superflash ends and dodge the unblockable attack. You are at a pretty unfavorable position after you dodge, but if you know the timing for when Hakumen's full body invuln wears off you can try to grab him while you are still in OD for big damage. Also, 214D specifically does not allow Hakumen to get a Fatal Counter out of his DD which I think has to do with the late invuln frames on it. You can also rapid out of 623C catching on the DD and time a jump correctly in the air to dodge the unblockable attack. For some reason I think that her DP is treated like a projectile in this case but I really don't know.
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Okay my Kagura buddy just did it, but he says that you can't stance cancel out of Wyvern or else it pushes you too far back for the command grab to happen because stance cancelling locks your position to the ground instead of letting you slide forward with Wyvern's recovery or something like that which is what allows for the command grab to happen due to the positioning. In the 2.0 demonstration video at 1:12 it looks like there is a much smaller gap between 6D~C and 5D~B. I am probably wrong, but I dunno.
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I swear I have only seen it done to people in the corner.
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Well we all know that a raw charged 6C never happens in a real fight. I'm guessing that japanese players, at least during the next few weeks, are going to post a lot of screenshots of 1 billion damage combos with characters even though they are impractical as hell and will never actually happen.
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Out of a 6C confirm or 22[D] FC into OD into Mugen will get you around that much damage with a DD ender if you started with 5 charges. It has always been possible for her to deal huge damage, but like with every other character, she needs the absolute best confirm as well as all of her resources and a full meter.
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Thanks man. I'm interested in if they really did change up her 5D, 2D, and j.D. I'm pretty sure they probably just buffed j.236D, though because changing 5D to have faster recovery would be too good of a buff. Oh also you are right about D光翼 not being 421D. I actually went back to my shitty earlier translations and I had a guide for them and I confused the hell out of myself and didn't check twice or edit. It is referring to using j.236D into j.214X.
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Command Grab does 1200 damage now. Still gives 2 charges, but that's 240 more damage than it does now.
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適当>C槍スカ>5C2C>D剣>jccOD>6C>CT>6BB>特殊閃>6C>D焔 落ちぶれたタカヒロSP。 Etc. > 623C > (implied j.214X whiff?) > 5C > 2C > 214D > Jump Cancel? > OD > 6C > CT > 6BB > 236X > 236236D 中央 5BBCC>C槍スカ>5C2C>前ジャンプC>D光>ディレイ翼>5D>5C2C>C閃 3054 5BB > 5CC > 623C > (implied j.214X whiff?) > 5C > 2C > No idea > 421D > What the hell > j.214X > 5D > 5C > 2C > 236C Holy shit I am so confused. A翼>D焔。 j.214A > 236236D Okay so we can go into DD ender after air combo without charge. D剣>jc>JD>JC>5C 214D > Jump Cancel > j.D > j.C > 5C That's pretty neat. You charge as the opponent falls downward and then hit a j.C right as both of you are about to touch the ground and go into 5C. 中央はD風、端はB風。そっからいろいろ考える。 Something about 214B and 214D. No idea what he is saying. グラヲさんのD光翼>弾当てからの追撃は5D>ダッシュ5Cもok。 Something about 421D, but really no idea. From Spinoza twitter. There's also this from him which is making me afraid: バイバイツバキ。 Bye bye Tsubaki.
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I would actually like it if they did not just have global OD time decreases, but just have more varied OD lengths. Since OD's introduction, the length hasn't been too variant across characters.
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Not worrying. Just trying to think about how they will actually work or spur discussion about it.