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Everything posted by chzchan
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Haha I knew I would have missed some kind of subtlety. The bumper shenanigans look pretty great though. Leaves a lot of room for creativity and I love it when new routes for tech open up. Looking forward to people discovering possibly unintended changes that allow them to play in new, different, and unprecedented ways.
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CT replaces your B orb as combo fodder, but I really don't know if that is a good thing because 25 heat. Wyvern having less pushback and possibly added vacuum on block which can lead into command grab as shown in the demonstration seems super scary.
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Bang looks really good. Like really really really good. I'm no bang main, but I'd like one to tell me if all of what is shown in the small dozen second video aren't just a ton of buffs.
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If 236C does cause that on normal hit, 236B will be the go to when doing 5C > 2C during a combo that has the opponent off the ground. This means slightly less damage unless they actually fiddled around with her damage and proration data behind our backs.
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Is that going to be her new corner route?
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Oh man 623C > j.214X leads to knockdown now. Seen here. So this confirms that 623C > j.214A(delay) corner combos are out the window. So this means that both j.236A > j.214X lead to knockdown so we get no variation. What I am maybe guessing is that they gave j.214B and j.214C different properties? All I saw was j.214A based on the angle in the video. I am a little afraid right too because I didn't see Tsubaki doing any corner combos. I think it is just because she wasn't able to, but no slide on whatever amount of charge 22B is making things look not too great. I think maybe just maybe 22B has less recovery, though. Tsubaki was able to run after the opponent even though there was very very little slide.
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Haha 214D into j.236D > j.214D for maximum resource wasting. Also Celica matchup looks like it is going to be a huge pain. Like fighting Ragna and Noel at the same time.
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Welp. I'm trying to think about why they would do that combo route-wise. Now that the IAD combo is kill, what would be the point? Like is there any point in just completely omitting 5C > 2CC? Did they change air move P2 values so we get more damage out of it? I guess we'll see what new combo paths arise.
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Isn't she getting 3C > Heart car?
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Whoa whoa I'm not either. I'm actually just curious. I wanted to instigate you into giving me information. What matchups will become significantly worse for you because of these changes? How much harder will you have to work in order to achieve what you currently are able to do right now with ease? Have you already started coming up with ideas/gimmicks to continue to find a way to make up for what you lost? Probably should have been more direct about this instead of mean/angry.
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It's not like they gave her amazing normals hurtboxes in the lightsaber portions. Not the end of the world. You just won't be as oppressive against characters with inherently inferior neutral anymore. Maybe cut that down to 500 instead of 1000 so you don't kill yourself.
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It could just be a secret. I hope it is just a special surprise. Pretty scared of the Makoto matchup now that she'll probably be able to Space Counter DP-safe frame traps like delayed 22B after 5CC or 6BB.
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Oh yeah I actually thought I typed that, but I typed "attack" instead. I knew it wasn't a command grab, but it was more of a comment about how little range it has. Mu-12's lasers having limited range is the absolute best thing for all characters that may have had a hard time in her matchup in every iteration. Navigating the screen will still be hell, but it won't be completely hopeless anymore.
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Makoto's space Counter looks like a command grab, but I guess that it is just a really short range attack with frame 1 guard point plus a catch. Her Infinite Rush looks and sounds really satisfying.
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I am still waiting for these to be revealed man. I am curious. Also, what do you think the potential combo routes will be? I still use it. I still use your 214D corner reset all the time alongside my own SMP corner reset. I also use it in neutral to make 236A scale the screen if my opponent is not used to the matchup or to catch people who are about to touch the ground after I whiffed a 236C under them while they are jumping. It works on people who don't think to try to hit me with j.A. This would work much better if it had head invuln, though.
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I would have done all this regardless. This is fun for me because I just used to lurk and write all this stuff down on pieces of printer paper. Information is the best.
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Did some testing myself. See, the audio cue for when she begins charging starts at around 3:12.40 and ends at 3:14.80. That is 2.4 seconds. If we take her current charge rate which is 250 Tsubakis/frame from frame 7 to frame 21 and 200 Tsubakis/frame from frame 22 and beyond then she should normally be getting 28100 (3500 + 24600) Tsubakis in 2.4 seconds which is pretty much 2.8 charges, not 2.4. So in the video, she actually gets around 3.4 charges instead of the 3.2 that you eyeballed. So she gets around 3.4 charges for charging for 2.4 seconds. 3.4 charges translates to 34000 Tsubakis. So she's getting 20% more charge just as you said. It isn't 30% definitely, more like 20.99%. If I use the same 20% figure and compare to Extend 5D charge rate which was roughly 5x the speed of what we have in CP1.1, CP2.0 5D will only be 24% the speed of Extend 5D instead of 20% the speed that we got in CP1.0-1.1. On another note, just looking at the video again, I really hate that they made sure not to show us what 2CC does now. That combo near the end 6A > 5CC > 214B > 5C > 236A > 214B > 22B is something I can already pull off now. I can't tell what the difference between 2C now and 2C in the video. The fact that they omitted the 6BB scares the hell out of me because I remember a tweet saying that 5A > 5BB > 5CC > 6BB > 236B > 214B > 22B doesn't work anymore. I hope they didn't make 6BB start up slow enough to no longer connect and that it is actually the 5A short starter timer that has been changed. Where the hell else would 6BB be used in a combo? Oh yeah another thing that really really scares me is the fact that 22B probably doesn't slide means that corner combos will have to be completely reworked from the ground up and we may be losing our j.236A corner oki. The distance that 236C and 236D leave you at on block seem oddly specific which is making me think. It is like perfect 5B range, but 6C is no longer jump cancellable so 5B > 6C, which is the only thing that can be done at that distance would not be worth it. Is it spaced that way so she has an easier time running away? God dammit I don't want to run away. Oh best thing ever would be if they made it so that you get cross though aura with 421D > 236C. I really hope that that is a thing. I wonder what 421D > 236D looks like on hit now. I wonder what 236D looks like on hit as well. They probably changed around a lot of knockback properties just based on the video. There is the spinning from 214B. I wonder what everything will do now. I like that there is more variation in what each move does now the regular and followup specials are being put in their own categories as seperate moves. I wonder if the properties change depending on what special you use before the next. Another thing to take note of in the video is that in the air, the j.236A projectile hits before j.214A happens. I wonder what they changed about it to make it do that.
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After analyzing them and speculating, they seem to take more than they give and what they give may or may not actually be that great. I would need to test them out to see. She potentially may do a tiny bit more damage now, but she lost some of her resets and her moves push her even farther away from the enemy than before which has been a problem for Tsubaki as a rushdown character since forever. She can now do a sideswitch combo without requiring resources or any special combo routes, though. That's pretty great. It seems like it will be immensely harder for her to stay on her opponent now that her conventional BnB combo ender doesn't cause slide anymore and then much much less corner carry. It is a mixed bag of bad and "well I guess that's alright but meh" so far based on looking at the subtleties of the video rather than just reading the patch notes. I want to know more about what they changed, but that will come soon. I'm still glad that she so far hasn't had any drastically game changingly bad changes like Litchi's staff dropping to the ground when she gets hit while it is flying.
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That's pretty great.
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Yeah I was going to comment on charge rate. How did you get that 20% figure?
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DID YOU NOT SEE 5D > YUKIKAZE DID YOU NOT SEE 4C INSTA STARTUP I am already crying.
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Whoa boy did you see Hakumen being able to cancel into Yukikaze out of his 5D. Holy fuck. Also they made his 4C faster. Oh god. I hope that it isn't Ragna 5B speeds because that will be ridiculous.
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Ha I was right. Well let's all hope that 236D has some kind of utility that they didn't showcase. 236C being able to happen without a crouching confirm is pretty huge, though. Now we don't need resources for side switch combos, but I am guessing there may be a subtlety to it. 214D being jump cancellable is strange, but it is something that was not posted by Tsubaki players that went to the location test. All I'm getting out of that SMP change is that we'll be able to do use 214D twice in a combo and that FC starter 22D(max) will allow for a second 22D(max) so long as it is a followup which is pretty great because it is the only move that actually delivers 120% bonus proration as opposed to the regular 110% by every other move. The lack of SMP on followups and raws literally kills my conventional corner reset, though. I guess I'll be able to use it out of 6A still with 236B SMPs. Oh well. 421D > 236D not crossing through makes me sad because it kills some gimmicks, but I guess that's alright. That is a shitton of pushback, though. 214B followup knocks the opponent much lower and max charge 22B looks like it happens a lot faster, unless that was not max charge of course. At least it looks like it did after that 236C. Maybe I was correct about there being 3 types of 22B now, uncharged, slightly charged, and fully charged. They may have been showing slightly charged there. That was not a lot of slide knockdown on the 22B, though. WHOA j.236A > j.214A does knockdown. What will be the point of ending with j.214X now? No more cross-though stagger recovery resets either. 236C doesn't cause long enough stagger recovery, though we don't know if 236D does or not. I wonder if they reversed the air special ender properties. So like j.236A > j.214X gives knockdown while j.214X does the knockback. I wonder what that knockback looks like. What the j.236A > j.214A dealing knockdown means is that super lengthy combos will need to be slightly shortened so that the opponent isn't able to tech out of j.236A before j.214A hits because that does happen. Raw 214B launches the opponent and causes them to spin instead of what it does now with them being launched straight upward and then falling down. Not sure exactly how this affects things yet. Will think about it. I think we will be losing 6CC > 214B > 2C route because of this. Actually, that doesn't even matter because we already are losing the IAD jump loop. 214B raw along with causing spin launches slightly forward so 6CC > 214B will probably not cause a side switch anymore. Just realized 236C ender is perfect for OTG blue combos punishing delayed tech. Lets all hope and pray that they made 2B faster.
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You ain't seen nothing yet. Those were mostly questions I added in on my phone before I went to sleep. And also, 5CC > 6B is definitely not gapless on non-IB. There's a 3-4 frame gap and I know this because I take advantage of it all the time in the Tsubaki vs Tsubaki matchup. My Hakumen buddy likes to 2D there if I am autopiloting 5CC > 6B and he does not need to IB. And as for the question about frame advantage I was just asking how you feel. I wasn't looking for what the true numbers are, but what you feel they are. For instance, if you end a pressure string with 6B and you are in the face of your opponent and they do not IB, you can immediately start up 5A without dashing forward and the +1 that 6B leaves you at is a true +1 as in your opponent would need a jab faster than 4 frames in order to hit you out of the 5A that you use. So like if you charge cancel out of 5B and then use 5B while in place, you are at true -2, but if you charge cancel out of 5B and then dash forward to 5B again, you are definitely not at -2, but at a much greater negative, so your opponent will have much longer than the 12 frame (-2 frame advantage and 10 frame 5B startup) window you would think using 5B after a charge cancelled 5B would leave. That is all I was referring to. This is very valuable information to me at least. I look forward to more and more responses in the future. Really, thanks for doing this.
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Always prepare for disappointment so you will be surprised when something good actually happens. I'm excited for Wednesday now because I really was expecting there to be a decent time lag between when 2.0 hits arcades and when we start getting shaky cam videos and then an even longer time between the shaky cams and a bit higher quality footage. I'm happy that we will be getting tournament footage so quickly which will be happening hopefully between Wednesday and Thursday.