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chzchan

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Everything posted by chzchan

  1. Audio cue stuff done. In the range of ~222 units/frame and I think acceleration is gone. She definitely gets more per tap though, so it'll be back to finding times in neutral to just tap and run, block, AA, or DP since you'll get a full single stock in 5 of em. I stopped doing this in CP because 0.1 charge per tap is garbage. I have been sticking to charge-generating combos and setups combined with OD instead.
  2. Charge rate is double per tap. 0.2 charges per tap instead of 0.1. Still working on sound cue stuff for holding it down. Not sure if charge acceleration is still here or not. Hey, even if it is visual effects I'll take anything I can if it helps.
  3. Yeah, I did some myself and it is slow as hell. There's also something peculiar about the fakeout animation. It apparently isn't just 6B. It actually copies the animation of the move you special cancelled 22D out of. This is very very interesting. Not exactly sure how useful it will end up being, but it just seems neat so far. Images make it look like she kind of phases into the next part of her animations, but the startup animation of the previous special actually replays a second time after the special is cancelled into the next special. Maybe only the D version replays normals it was cancelled out of??? It still replays specials as well, but only non-D specials replay other specials. Not exactly sure what the utility of the non-D specials replaying though. A lot of speculation here.
  4. Oh did you figure it out yourself? You got a source? Wait a sec, 22B is slower? I actually thought it was the opposite.
  5. Oh man you don't even know how excited I am for Active Flow combined with the Crush Trigger changes. Since you initiate Active Flow automatically by depleting the opponent's barrier, I will be using the new faster CT all the time to indirectly convert small amounts of meter into OD gauge regen. Active Flow makes you get your Burst back at a ridiculous rate so it just goes so well with how I play Tsubaki, you know using OD as often as I can and all that. If Tsubaki's CT is still +2 on block, I will be using it all the time in pressure since all Crush Triggers apparently have sub-20f startup now. Damn I am excited.
  6. Something super subtle that I noticed when Tsubaki did her 22D. Seems like the move does a fakeout 6BB animation while she hops up. I wonder if it only did 6BB because she used it out of 6BB. I wonder if it mimics the followup normal of whatever you used it out of. If it does then that's pretty cool. To me it makes up for how ridiculously slow it is. We're looking at 33-36 frames here.
  7. Nah, the only reason why it crossed up was because Izayoi did her D teleport and appeared behind Tsubaki during 236D's active frames.
  8. YOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Finally some actual gameplay footage. Tsubaki got the hops. It doesn't look too slow, but it is definitely slower than GH. Whatever they did to OD Banana's sound effect makes it sound like it hurts a lot. Or was that Izayoi screaming? Pretty sure 236D has similar startup, but it almost looks like it teleports you forward instead of lunging at high speed. I have always wanted this. New 22X as a distance closer after doing 6BB seems pretty neat. Almost all of her normals were barrier blocked and 22D could still reach. They messed up the confirm off of the bounce though, but that's alright.
  9. I'm guessing it is really slow and easy to AA or mash out of.
  10. See you guys there at around 11.
  11. I think I got a fuzzy setup going if any of you are interested in trying it out. You get actual reward off of it thanks to j.214D and it also makes attempting the setup safe. Then you can spend more resources to get even more reward like I did in the example combos. I think I would still classify this as a gimmick because of the j.D stuff, but I think it is pretty solid at least on the characters that it works on. God I love j.214D so much in this version. It is just so amazing. You can make it plus on block at certain heights.
  12. Yeah I remember seeing Konan use that ender a ton in the FT10 against Dogura. It worked really well due to the minimum 0.5 charge you get.
  13. I can easily do all of that actually since I have all of them in mind and written down across multiple evernote documents. I just need to find the time to convert them into video form and make them watchable. Maybe once I finish bringing one more prototype gimmick into concept stage and get all of Tsubaki's data confirmed on the wiki I can put some time into addressing each and every point you noted. I'm sure Reptar would be happy to as well. Is there anything else you would like found out or done?
  14. I also happen to have equipment but not editing software or skill. I focus on data and gimmicks and usually just put out short clips instead of full videos now. If you want to, though this is something I was planning on making eventually, make a short video explaining how relative vertical air positioning affects oki after ending with j.214X. Been wanting to make it for a while but I have been busy and I am still in the process of learning how to stitch things together and use proper font color, placement, and timing and all that. Still super new to all of this. If anything I should be asking for tips even though you say you can't promise nice editing. Probably way better than what I can do.
  15. I wonder if you'll be able to combo off of hop Tsubaki guard crush with decently prorating moves. That would be super scary. It wouldn't be as abrupt as instant 2.8k to the face like right now, but I am sure it would lead to more damage depending on magatama usage since guard crushes themselves deal no damage but should have P1 of 90(?).
  16. Oh man I did some gimmick exploration at around 4 AM last night with 421D and here's what I came up with. I am going to take this far. And yes that is a green grab. Sister gimmick using 421A to condition the opponent not to jump after the stagger caused by the grab. Still as gimmicky though. Requires fear. Here are some more shenanigans I recorded while I was just messing around in the lab.
  17. Yeah moving her forward is something that is really big compared to 6A. For bing a rushdown character she doesn't have very many things that keep her in her opponent's face while still doing mixups that other characters can already do. It is plus AND it moves her forward so she will most likely not have to dash in before hitting another button unless barrier pushes her far enough away unlike 236D and 22D. I always thought it was kind of stupid that Tsubaki has so many things that push her away from the opponent compared to other characters. This is HUGE. And then the other thing is that this is something that keeps her in AND is also a mixup. Regardless of how slow it is, it isn't a mid which makes a gigantic difference since her pressure is garbage and she is destroyed by barrier and instant barrier. Most of the time when you will be resetting pressure, you will be using mids to get back in since they are fast and her other normals that actually have low or overhead attributes are slow or have no range. This changes EVERYTHING.
  18. Took me a bit too long to realize that Mugen in CF is going just be plus on block overheads for days and I will truly enjoy it. I don't think there have been too many notes on Mugen but I do hope they make it more worth it. Being able to use 22D an infinite number of times in pressure makes it worth it to me.
  19. Tried doing thing and it worked. You can link j.236A > j.D > j.B midscreen on every character except Makoto, Hakumen, and Rachel. Gets you 0.5 charges mid-combo without having to charge cancel the ender. Does less damage than doing a dashing 5C2C after 236D though. Blowing the 1 charge after a normal confirm using 236D guarantees that you break even charge-wise midscreen if you do charge cancel the ender. I previously thought this was only possible in the corner, but I proved myself wrong in the lab today. Nx4... > 236D > 5B(dash) > sj.BBCC > j.236A > j.D > j.B > dj.BCC > j.214X The combo that you should be doing for max damage without going for the immediate DP whiff combo part and instead doing 236D is: Nx4... > 236D > 5C(dash)2C > 214B > 623C > j.236{A}(w) > 5C2CC > sj.BC > dj.BCC > j.214X but I like that the version I do in the short video carries nearly corner to corner and gets me charge as well. The damage trade-off is ~300 so I am pretty comfortable giving that up for the carry and charge.
  20. I was about to make note of that but I thought it would be too crazy if specials could be charge cancelled on block haha. It would already be crazy if specials besides combo-ending specials could be charge cancelled on hit, but if any of them could be charge cancelled on block that'd be like mad broken. And by mad broken I mean it is something I would not mind her having because pretty much every special (aside from 623C) would be +/-0 on block and why the hell not.
  21. I know right? I can't wait for all the conditioning that will be possible now that an overhead can be done after more than just 5A, 2A, 5B, and 2B. Like look at all the conditioning possibilities: 5A/2A(2B) > Grab/Command Grab 5A/2A(2B) > 22X Hardcore grab bait especially with the longer grab recovery introduced in CPEX. I wonder what the 22B CH state is like and if you can followup with 6C or not. Man this'll be fun. 5A/2A/5B/2B > 6A 5A/2A/5B/2B > 22X Even MORE hardcore grab bait because Tsubaki's 6A is godawful and I get grabbed out of it all the time. Now we get to use that to our advantage without committing too hard or having to wait for jump arc or having to deal with j.D landing recovery. Not too new of a thing since you can just do a delayed 5C or something else, but this just seems like so much fun. 5CC > 6B 5CC > 22X Between 5CC and 6B without IB is exactly 4 frames which means that 6B catches jump startup. I am guessing that 22B will be at minimum 26 frames of startup thought I bet it will be more so this is a great place to condition people who like to upback. 6B{B} 6B > 22X You can time 6B's followup to catch jump startup and it is a second low. Another great point to mix up. There are definitely a bunch more but these stick out more than the rest I can think of. OH WAIT. Also if the first few hits of the new 22X leave her in the air still, there will be a lot of potential RC shenanigans that I can't wait to lab.
  22. Yeah so this means that 236A/B push the opponent far back so maybe she can't be punished by jabs which is pretty great in my eyes. 236C is version that has the cross-through attribute and it also vacuums a bit so it will leave Tsubaki in the range to still connect with the followup version of 22D in pressure. Good stuff. If it augments her hitbox in the way that I think it will, characters without a really good AA-structured 5A will not be able to mash out of it since their normal will whiff. What I am also hoping for is that this hitbox augmenting goes beyond this and actually works like Sol's does and just makes any horizontally-structured fast pokes just completely whiff like Ragna's 5B or Jin's 5C. That would be godlike.
  23. 236X might have a bunch of pushback in the new version. What I am guessing is that the special pushes the opponent far enough away for the new 22D to not land in pressure. That or the followup version of 22D does not move her as far forward as the raw version does. Could mean a ton of things.
  24. BOTH OVERHEADS YES. Thank you so much for doing this.
  25. Just got some new stuff fresh from about a day ago from this new evernote doc. [collapse] システム関連: コンボ時間が減少された。5BB>5CC>槍光スカ>5C>2C>B剣がつながらない。(5CCからなら可能?) 同技補正が削除、必殺技の同技補正はダメージにのみあるらしい アクティブフロウ追加、攻撃を当て続けると発動し、ダメージ上昇やODのたまる時間が短縮される。 エクシードアクセル追加、OD中に全ボタンを同時押しすることで発動、アクティブフロウ時だとダメージが二倍になり生当てで4000近く減る ODをすると時間が表示され、ODが終了するとODアイコンにカウントが表示されたまるまでの時間がわかりやすくなる。 rcODをしてもcODの時間になるらしい 通常技関連 3CCが通常ヒット時でも5Cで拾える JCC>JD>JBはできる 6CCからの低ダコンはできる、ただしコンボを少し刻むだけでできなくなる チャージキャンセル(何か>5Dによるすき消し)は存在する、通常技だと0.25回収、必殺技だと0.5回収 5Bと2Cはjcあり、6Cはなし 6A>5CC>6BからB剣がつながらない 6Bch>6BからはB剣で拾える、6BBの進む距離が短くなったかも? 6B微不利? 5D2Dは変更なし、JDのみ変更ありで高空だと高速で0.5たまり、低空でもう一度高速でたまるらしい 投げはほとんど変わらず、いつものコンボで大丈夫 必殺技関係 槍光スカコンも槍翼スカコンも存在、5Cで拾える 各種D必殺技はスカしてもガードされてても派生可能 C槍はたぶん無敵がある 特殊翼から6Cで拾えない、 D翼は硬直増加、2Bも難しいとの報告あり 必殺技は今回も生出しと派生で性能が違う模様 生D剣はjcが可能、jccCTも可能 A閃はたぶん変わりなし、C閃は裏回る、D閃5分 特殊閃は変化なし、普通に6Cで拾える 鎖はIG2回収 C焔のダメ上昇? バナナはたぶん据え置き 新必殺技、鎚 B版D版両方中段 ガード時B版5分、D版有利 B鎚はダウンがとれる、チャーキャン可能 D鎚はバウンドし、5C等で拾うことが可能 閃ガード派生D鎚をするとスカる、すかし派生で距離を開けるとあたる エクシードアクセルはかっこいい [/collapse] Definitely needs translation so I will ask news thread unless Errol is willing to help out. The most I got out of this is that the new 22D can be picked up with 5C after the bounce.
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