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Everything posted by chzchan
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I never noticed until now for some reason. I was trying to do 5B > 6C > j.CC > j.D > j.C > j.CC > j.D > j.CC but all I got was 5B > 6C > j.CC > j.D > j.C > j.CC. Probably because I rarely ever use multi jump in pressure against anyone who isn't Tager. Welp. Another question if anyone else bothers to look here again: Is it possible to hit with the latter active frames of 5B and does that actually make a difference recovery-wise if you charge cancel? I am curious about this because 5B was given more active frames (and recovery) in Extend. Also here's a bonus question: Would you sacrifice 3 active frames to make 5B +1 on charge cancel?
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Oh shit I'm actually really sorry about that if that was where all this started. I wasn't even posting my own opinion there, just something I hear thrown around by word of mouth at locals and other forums/message boards. I shouldn't have even posted it. Really really sorry.
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Just after some experimentation, I find myself not able to do more than one j.D in the air while applying pressure. Are you only allowed to use j.D once without touching back to the ground?
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HAHAHAHA HELL NO Bullet is like Tsubaki+ without a run type dash. Her resource system (with passive benefits), normals, range of confirms and damage are all immensely better than Tsubaki's. The only thing that she is really lacking in when compared to Tsubaki is mixup. I mean, she even has ways of keeping people grounded and not jumping which is something that Tsubaki really really really doesn't have. Our best matchup is Tsubaki by far and maybe Makoto. Also, something on the side. Here's a new gimmick sort of. It combines a few different things that already kind of exist. So what I have seen some Tsubaki players do is go 236X > 214B > 22[D] > 6C > 421A(delay) midscreen in order to maybe trap someone with the fireball after they wake up. It has to be delayed a bit for it to work, but it really depends on what your opponent decides to do. What I tried out is instead of using 6C, you use 6B. When you use 6C or 6A, your opponent is grounded and there is quite a bit of untech time. When you use 6B, it knocks your opponent slightly off the ground and enables emergency tech upon reaching the ground, so regardless of what direction they are holding when they touch the ground assuming they are holding A, B, or C in order to tech as early as possible, they will neutral tech. If they delay their tech enough to attempt a roll, they will be hit with the projectile and it will go blue, so they really can't do much aside from neutral tech. One subtlety to note is that you can't be right up in their face when you use 6B because the projectile will whiff if they neutral tech due to its 1.1 speed. You have to be about a Tsubaki length away when you do it. Having them neutral tech is the boring part, though. If they actually delay or try to roll and it does go blue, you won't really be able to combo and a tech window will open up in the air for them. Really fun fun thing that happens if they forward or backward tech is (guess what) the same kind of short hop that happens when I use my regular old corner reset with the 214B SMP and 6C. So this can lead into the reset if they forward air tech or backward air tech near the corner and you get automeaty (that is non-Ranga DP safe) if they neutral air tech. Again, loses to slightly delayed neutral tech etc. Been trying this out recently and it is pretty great. I wish it didn't cost 1 dingle to use, though. Instead of standing a Tsubaki length away you can actually delay it just like with 6C and get the same effect. Leaves you closer to the opponent when they get hit with the ball so you can maintain pressure, but it also leaves you in 421A's recovery for a longer time. Not sure which one is better.
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I'm too loyal to even think of not playing her. I'm both scared and excited for the super duper subtle frame data and property changes of each of her moves because they may potentially lead to new gimmicks and combo routes.
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I'm talking about the tip of the tip of the tip of 5BB here like not even 5B hitting either. Does sj.A have enough range to work? 2C really does not work at a distance. See, I have gotten used to turning screw ups into at least a knock down with like 5CC air hits using a simple super jump where 2C will whiff, but 5BB has just been giving me a lot of trouble.
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You land a stray 5BB on an airborne target that isn't right next to you and it isn't a counterhit. What do you do?
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I occasionally hear Relius being given the name "pinnacle of balance" in BBCP.
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See what I really wish we had is a move or something aside from 6C that pushed us forward prominently. You know like Bullet's 5C or Ragna's/Jin's Dash cancellable moves.
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Haha, SKD's fingers melted after he attempted Izayoi in tournament play with a pad. I doubt that's going to change in 2.0.
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Yeah, you no longer get midscreen TCL oki after a dash, but you get more corner carry.
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You're talking about the step forward, right?
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If you are not close enough even 236A will whiff.
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That was pretty good. I'm watching the recorded TSB stuff after going through related videos. In the second match of LK Kokonoe vs Lucanet Tsubaki, Lucanet drops 5BB > 5CC > 236A and I heard the commentator say "How can you drop that combo." I just realize now that a lot of people don't know that Tsubaki actually has spacing requirements for some of her combos to actually work.
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Because possible belial edge midscreen followup maybe probably not. There will be new routes don't worry.
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I will always remember his response to the question at SCR about a playable Celica being "How are you going to fight with Celica? How would she be able to fight? It would be impossible." God dammit Mori. Also are you talking about Scud invuln frame wise or range wise?
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Her new DP in 2.0 will definitely be beginner friendly. Also looking at this now, isn't this a gigantic nerf? Having them in stagger state forced them into a mixup with Azrael having a pretty large frame window to do what he wants. This also completely gets rid of the non-OD unblockable setup.
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Whoa what the hell. That's pretty spooky. I'm going to need to do some more research into this one.
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Was that Azrael's VA playing Azrael? Holy shit he's not that bad. And then the one playing Ragna was commentating his own play. God dammit this is really funny even though I can't understand it.
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From the video you can hold down the button from the input for the DD heal to make it heal more. So the gameplan is to beat people up, get heat, knock people down and far away, and then DD heal for as long as it is safe.
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So am I. I really just want information. I crave it. If you do a frame by frame of the latter part of the ver2.0 PV you can see some new OD distortions, but that's about it.
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Oh you just reminded me she has the Murakumo large distance slide backdash. Oh boy.
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Looking like it. I wouldn't say high tier, but more along the lines of strong character. I remember people saying Izayoi was going to be incredibly overpowered when she came out, but with the restrictions of her drive, resource system and teleports as well as the awkwardness of her normals that didn't end up happening. Celica has most likely gorilla+ tier hitbox structure for her normals and specials, a chargeable DP that gets invuln while it is charging, a large and fast projectile, super duper easy combos and straightforward neutral with automixup to top it off. If people figure out how to make her do more damage then she will become Unlimited Azrael. It doesn't seem like she has any of these potential restrictions. Everything looks really good for her so far. Like scary good.
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I was thinking about that too. Misleading low invlun on second hit while still leading into a low attack. Probably RC into air normals.