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Everything posted by chzchan
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Her 5B is nowhere near as good as Mu's god poke but I think it is alright. It has bad hitbox structure and cannot be confirmed into at any range that isn't short unless you get a CH. She struggles in neutral since she actually has to play it conventionally and her air normals suck. Her AA is also slow and she is the only character in the game that doesn't have a cross up hitbox on her air normals. She gets very little reward off of random hits and you have to be on point with your confirms just to get a smidgen of damage off of anything that isn't a perfect AA hit or a standing confirm. She struggles to hold people down because of her normals and she requires a ridiculous amount of conditioning to just get people to sit down and actually take her mixup. Her mixup is great but her pressure is godawful especially if the opponent uses system mechanics like barrier and IB at the right spots. She also lacks something to make the opponent immediately afraid especially if the opponent knows how she works. In this version her damage is pretty good and she can turn most hits into near full screen corner carry with her special charge resources. Good luck actually staying on people after a knockdown midscreen though hahaha. That shit is difficult. She is definitely a challenge to play, especially in higher level play but I haven't had enough experience to say much about that. I'd say that besides fighting Tochigin and Nakkiel in my pools at the BB side tournament in EVO I haven't really gotten to the point where I can give you perfect advice. Definitely try her out though she could be much better or worse in BBCF depending on what they do to her.
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I'm pretty excited about the 3CC > 5C route if they keep that. 3C's P1 value or 3CC's P2 value will definitely drop though because it would do too much damage. Having a + on block special that is potentially an overhead for 1 charge that ALSO moves Tsubaki forward sounds like a great deal on paper. I hope it allows you to hop over certain pokes like Sol's Bandit Revolver/Bringer does. Since it does also move you forward I am really excited for being able to hopefully continue pressure from near max range 5B poke. Maybe some 5B > 3C or 5B > 22B/D shenanigans may be in place if the opponent actually sits down for some reason. I wonder if they actually measured charge speed though. People only hinted at acceleration before but I'm guessing the Japanese players didn't notice it because it was so subtle and didn't really change much. Going to have to do proper measurements when the game comes out again haha.
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Haha I'm sort of sad about losing it because my current main gimmick that I use takes full advantage of its new non-followup attributes. In neutral and most other situations it isn't that great, but it was good for setting up since I was able to use it creatively. I am really hoping that the new 22X provides a new tool that she desperately needs as well as maybe new oki options. It really just depends on how much utility the new special provides and I am hopin it provides tons. I expect to be disappointed though.
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It is going to be strange but if this does offer some greater utility than the current 22X I am all for it.
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Yeah, I would like changes to the blade super as well. I would like it if the regular version didn't knock back so you could use it to close distance and then the OD version vacuumed or did a ton of chip damage or something. The only time I can really combo into into it is off of a max height 214D>jcc22[D] and I may as well have gone into mugen with those two charges and 50 meter instead of using them like that. I do have some gimmicks I can use thanks to the pushback which vacuums them towards me if they somehow find themselves behind me while the bananas are appearing. Also, after reading what people have been saying about all that new OD stuff, her new super will be OD only and I don't think it will be anything more than a damage super which is kind of disappointing. I wonder what Tsubaki's Active Flow will be like or like how exactly Active Flow will work. If it benefits her meter in some way then things could be neat. Just be glad she can actually end air combos in a super by only spending 1 charge anywhere on the screen now. You had to do air aura in order to end in a super in CP outside of the corner before which was ass.
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They really could just do that, but if they wanted to stay consistent despite it being a counter, it would need to cost magatama. They could also just not give a shit though. Ha, they could have a bunch of special D inputs that would have their own respective tiers of expense and utility like his ground and air specials. 236D - 1 magatama 214D - 2 magatama 623D - 3 magatama ...leading up to the super 236236D - 4 magatama Then it would be like an investment where you get some magatama back if you spend it on the counter. Each would do some cool shit or be like a lesser form of the super counter. So like spend 1 magatama to counter both high and low on frame 1. Spend 3 magatama to counter lows and grabs ha. Or they could just give him magatama-free special counters that he can use to close a massive amount of distance against projectiles and long pokes like Bang's drives.
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After talking to Hakumen buddy about it, you are probably right. It only does say "Counter". What I am guessing is that this is maybe a followup to a counter because it sort of looks like Koko is frozen there for a second before getting grappled. Either replacing one of his current D move's animations or being an option to use since it looks like it covers a lot of distance. Like maybe 6 after a D catch so you aren't just stuck there if you are out of the range to hit the opponent. I am not sure on all of this since he only just explained to me how CPE Hakumen gets magatama off of counters which is during the second part when he hits or flips the opponent rather than during the counter's catch. Didn't know that until today. What if it is the animation of some magical new 3D or 4D or some shit? I don't know.
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That sounds pretty neat. Like superflash would freeze the opponent and leave you at a frame advantage sort of like how Mugen leaves you at +3 except it would vary depending on how long you would hold down D instead of your proposed set amount of charges on normal and OD activation. This would have application actually everywhere depending on how you plan to use it since the ability to move before the opponent during superflash would be so versatile. So the input would be like 222D or something and what would happen is superflash would last 12 or so frames and base recovery would be 4 which would allow Tsubaki to move for 8 frames during superflash like how Mugen's superflash lasts 10 frames and has a recovery of 7 which gives her 3 frames to move. You would gain an increased charge rate of 2500 units per frame which would allow you to get 3 stocks during superflash and be at +/-0 since it would take 12 frames to get 30000 units. If you would want more you would hold the button down a bit longer but it would allow the opponent to move a bit while you are getting the last two stocks. It would by default give you 1 stock without doing [D] which would be where the default 4 frames of recovery would come from. Allowing you 8 frames would let you link some normals together or if you would want to get some charges in pressure, you could just turn any move that is special cancellable on block into a pressure reset. It would be like a rapid that gets you charge but you wouldn't be able to make things like 3C or DPs safe because no special cancel. I am not sure how exactly superflash works concerning your opponent's movement, but maybe you could use it to punish an opponent whiffing something in neutral from a distance they wouldn't expect if they really are frozen after you input the super because Tsubaki runs fast. OD version would have superflash last longer or ramp up the charge rate to 12500 units per frame so you would get 5 stocks without holding down [D] or like break the limit of her bar and let you temporarily have more than 5 stocks for whatever reason. Don't know how useful/practical that would actually be though. Would be fun to get creative with all of this, but this is really just a dream. Still can't really imagine her just getting another straight damage super unless it is one that can actually be used to end combos combos without blowing the charge gauge (because 236236C is garbage) or does something special. It'd have to be a new support super.
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The bottle opener is definitely mine because I brought it to open up the cider. Thanks for picking it up. Power strip might possibly be mine but I don't think it is. That'd discourage people from coming and decrease numbers unless snacks/drinks were guaranteed. I brought in a ton of drinks and let people take them for free because it was hot as hell in there and I didn't know how else to pay shtkn back since he didn't accept my money. Even if it was take all you want small snacks and drinks, 10 dollars per person would still act as a huge barrier especially with gas prices in California spiking due to a shortage in some materials required in the refining process for California-specific gasoline. If this spike stays and Super Arcade doesn't happen, we'd need to figure some stuff out. Not sure if 40 will be a regular number either.
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Yeah I should have taken notice that there was not the whiff air loop visual indicator. Whoops.
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Same here. See, I don't mind her outfit color swap from beige to black, but what I missed the most from CSEX to CP was her blue eyes. She went from red hair and blue eyes to red hair and red eyes which was no. I am glad that she will go back to having blue eyes. Maybe we'll get Playstation colored specials for each button again too haha.
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CPE is so much fun though. Man once EVO is over I'll finally be able to make the rest of my gimmick videos. Though she still suffers, if they don't actually nerf her too hard in any category in BBCF and just add that new special and most likely a new super like every other character seems to be getting, I think she'd be pretty well off. She still isn't "solid" relative to other characters, but she is solid as a Tsubaki iteration in my eyes with all of what she has this time around. Don't forget, I only have secondhand BBCS2 expereince which skews my perspective. I just really hope they don't take shit away from her.
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Looks like a whiff cancellable command grab or strike grapple out of 623A that might not cost magatama. Might have low invuln. Ha, maybe they just made Kishuu a command grab or gave it some kind of new properties. Magatama gain is pretty big though so I don't even know what to think.
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Yeah, but that was for projectile. What could [2]8X possibly interfere with aside from super jumping into normals if you are sloppy. It could even be an [8]2X input or a [6]4X input which I haven't seen so far in BB. [2]8X would give 2D some kind of utility aside from low profiling things sometimes and confusing people since you could start charging [2] during one of her followups regardless of what it is and if you use 2D to charge cancel, then you can go straight into this move afterward. It looks like it has far reach, moves her forward, and has low invuln so it'd be pretty neat. You could be all 5A5C[2]C > 2D > 8X and overhead out of 5CC to mix up with 6B since 6B catches jump startup unless they IB 5CC. Maybe wouldn't even need to do 2D and just hold down [2] while attempting to frame trap with 5C{C}. Would be way better than attempting to do 6A after a charge cancel since 6A would require a dash to even hit from the range 5CC would leave you at after a charge cancel and this special actually moves you forward. This wouldn't make too much sense based on it being used as a followup to 214D in the video though because I am not sure how possible it would be to hold a charge while doing a 214 input. [8]2X would maybe work if you do strings of normals and followups that aren't jump cancellable on block like 2A x 3 or like anything that doesn't include 5B, 5A, or 2C. Same problem with the other input because it wouldn't make sense as a followup to 214X. [6]4X would be cool too because of things like 6C and just running forward and doing this. Same problem though. It will more than definitely be 41236X input though I hope that doesn't interfere with shit.
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2[8]X 4[6]X 46X 63214X I really hope they aren't charge inputs unless this actually is a real overhead though. I would feel less bad about using it if I wasn't able to use it like Ragna can use Gauntlet Hades.
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Exceed Accel: Shinbatsu Mei wo Iru Ikazuchi Shintsui Chi wo Kudakutsuchi (22B/D [Can be used as a follow-up after 236A/B/C/D or 214B/D]) * Sanctum Decus "Shinken:Kaze wo Nagu Tsurugi" removed Loketest News - Source by Gurawo: https://www.evernote.com/shard/s613/sh/59717f13-d81a-4158-8726-558bda9133fe/247d99e16a761d91e0434f7ef8194e63 System: - Combo time got reduced. 5BB>5CC>623C>j.236A(w)>5C>2C>214B doesn't connect (might work from 5CC?) - SMP scaling got removed, looks like SMP on specials only affects damage. - Active Flow added, triggered by continuously attacking. Increases damage and speeds up OD charge time. - Exceed Accel added, activated by simultaneously pressing all buttons during OD. Damage is doubled during Active Flow, doing close to 4000 on raw hit. - A timer is displayed during OD, and there's a counter over the OD icon when it ends, making it easier to tell how long it will take to charge up. - rcOD seems to just give the same duration as cOD. Normals: - 3CC>5C works even on normal hit - JCC>JD>JB works - You can go from 6CC into low dash combos, but they drop pretty early - Charge cancel (something>5D to get rid of recovery) is a thing, normals give 0.25 stock, specials give 0.5. - 5B and 2C can be jump canceled, 6C can not - 6A>5CC>6B doesn't go into 214B - 6Bch>6B into 214B pickup works, the distance 6BB moves forward might have been reduced? - 6B slightly minus? - No changes to 5D 2D, only JD is different. Done high up, it looks like it quickly charges 0.5 stock, and then does another quick charge at low height. - Throw is pretty much unchanged, regular combo still works Specials: - 623C>j.236A(w) and 623C>j.214A(w) combos are both in, can pick up with 5C - The various D specials can go into their followups even on whiff or block - 623C probably has invincibility - j.236D>j.214D can't be followed up with 6C. Due to j.214D recovery increase there are reports that 2B is hard as well - Specials seem to have different properties when done raw or as followups this time around as well - Raw 214D is jump cancelable, jccCT works too - 236A is probably unchanged, 236C passes through, 236D is even - No change to [4]6D>236D, can pick up with 6C as usual - 63214C gives 2 stock - Damage on 236236C increased? - Banana(632146B) is probably unchanged. - New special, Tsuchi (22B/D) --- B, D versions are both overheads --- On block B version is even, D version is plus --- 22B gives knockdown, can be charge canceled --- 22D bounces, can be followed up with 5C etc. --- 236x>blocked>followup 22D whiffs but if you use the pass through followup to open up some distance it will connect - Exceed Accel looks cool 623C > j.236A whiff possible, but 2C > 214B does not connect. 214D does. 2C > 214B not connecting is rough New 22B downs, 22D bounds. 6C followup impossible. 22B is even on block, 22D is +. j.214D has increased recovery, even 2b feels tough. 236236C damage increased from 1514 -> 1868 Tsubaki's new super does not use IG (stock / charge) 236236D damage increased from 3222 -> 3318 High hit 22B doesn't seem to be able to be followed up IAD combo possible OD new move doesn't use IG, does a lot. Is a Bow attack. Exceed thingy does 4020 damage? CH 6BB > 214B connects? Charge speed is the same CT > 6C connects 22X ender > cross under 2BB possible Blade super unchanged? Startup might be faster Tsubaki 6C does not have SMP. Command grab unchanged Normal hit 3CC > 5C works Mugen combos do quite a bit, Connecting D moves led to 8000 damage j.CC > j.D > j.B connects. Jump cancel on block for 2C & 5B remains. So who's ready for Tsubaki to potentially get an overhead special? That hammer.
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I actually had never been to that hotel before so I drove around the area to look for places that you can park for free and there are a few in walking distance. Parking at the hotel itself is not a good idea because it is incredibly expensive just like parking anywhere else in Irvine and there are time limits on the free spots. On the other side of Main street opposite to the hotel is this lot with a Souplantation and there is parking there without risk of being towed and it has no time limit. Just take Park Plaza across Main and it is just right on the other side. There are a few spots reserved for ONLY certain restaurants or shops so just avoid parking in those spaces. If you go deeper into the lot, there is a parking structure for residents of the condominium connected to the retail area. Inside this structure, there is "retail parking" which is on the first floor and slightly into the underground. There is not a lot of room, but I think it should be okay to park there. The other option is parking in the lot across the San Diego Creek which also really isn't that far away. Just drop shit off at the roundabout in front of the hotel and then go park in either of these places. If I remember, parking in the hotel's parking lot is $18 dollars which is ridiculous so just avoid that completely.
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I can also help pay if you need it. If we are allowed to, we can do semi-fundraising by heading over to Costco and buying drank and selling for a slight profit from a cooler as a "venue fee" as well. If you are low on capital I can ask the UCI FGC and see if we can work some things out if it does become a repeating thing
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5 for sure including myself but there could be more. I am bringing two PS3s and one ASUS monitor. 3 of those people I know are going are bringing one full setup each with PS3 and monitor as well and then the others that are iffy or have to schedule off of work first may also bring setups. There could also be more if my friends from Northridge come down to Irvine somehow and stay for the weekend. Looks like things will be packed. If you can remove the mattresses from the beds you can turn them into tables and have up to 4 back to back setups on each.
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I'll mention it at this week's UCI Fight Night later today and see how many setups on top of the ones I can bring can potentially be brought over the weekend. I also just realized that I could actually walk to that particular hotel from my apartment in ~10 minutes after I googled the address. What is the count right now and how large is the room? Would extra tables/chairs/power strips/extension cords/HDMI cables/power cables be needed as well?
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Found a few ways to do j.236A oki in the corner. You have to deal with the landing recovery of using j.D to halt air momentum, but you can still keep people in blockstun if they immediately roll forward to avoid the projectile. It is charge free if you just get a grab in the corner, though you do sacrifice the 0.5 charges you'd get by charge cancelling 22 as well as the option to end a combo by cancelling into 5D. The other routes cost a charge, but are not complicated and fairly consistent. This is all just to avoid having to do the Konan loop at perfect corner spacing and all that shit just to get the air fireball oki to work. Most likely isn't as legit or legit at all in fact. Ragna can DP on wakeup and hit Tsubaki before she touches the ground, but he will still trade with the projectile.
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Perfect timing for me. I have two setups at the ready which are the ones I used in the West Hall at AX. I'll bring over some DRANK and I can even cook if there is a kitchen.
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Oh shit I'm sorry. I should edit that. I must have missed it when writing it down and then copypasting everything. That will also depend on the distance that you hit them with 236K at when you get the CH.
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Another thing I saw a lot of in this series of matches that I didn't know about is that j.H forced standing on grounded opponents. I was wondering why j.H > RC > j.S > j.6H worked at all.
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Ah that makes sense. So it is because of the wakeup meaty, pretty damn neat.