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Everything posted by Justice7541
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Kagura's overhead is pretty subtle, he doesn't really animate in any major way until right at the end. Unlike Relius's which is like LOL GIGANTIC CLAW THING FROM FRAME 1. Also let's not forget that when Kagura has an orb out you can barely even see him, it's like Kokonoe fireball super mixup. Either way it's a very good overhead, even if he has to RC it to get damage now it'll still be a pretty decent overhead. Kagura seems to build meter very fast in general.
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Someone's mad. 1) C change is fine. Recovery buff is big, hitstun change doesn't matter, blockstun nerf makes some stuff slightly less tight but that just means you should stop autopiloting 5C > 2DA. You'll live overall I think. 2) 6A gave 4k midscreen with orb oki, meterless, for a 22f overhead with a super subtle animation that you can obscure with orbs. What other character gets that off an overhead that good, meterless? Maybe, like, Tao, minus the oki? 3) 2DA cancels into air stance which means it can be air stance canceled, making it no longer hugely unsafe. That's a GOOD thing even though it means your combo route changes a bit. Overall Kagura gets better neutral (which he needs) and worse damage (which he has plenty of already). I don't see how that's a nerf.
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She gets nothing if she whiffs but if she ever catches you with a hit then the game's pretty much done. She has to read you properly but she only needs one correct read. Meanwhile I dunno if she can actually punish a whiffed 623B off air backdash so at best you're back to neutral with maybe half a stock's worth of charge.
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Chrono Phantasma Story Discussion [fun tentatively allowed again]
Justice7541 replied to Chaoschao222's topic in Zepp Museum
Okay, so here's a legit question. Kagura's, like, an NOL general AND the head of some super rich and powerful ruling family, right? He's like the richest and most powerful man in the world. On top of that, he's strong, smart, handsome and did I mention he's rich? Cause he totally is. Women want him, guys want to be him, etc. So why does spend like the entire game chasing after a flat-chested girl and a xeno? You'd think a guy who literally throws girls around would have some better options. At least enough that he doesn't have to resort to assaulting a squirrel. -
Unless you're badass enough to somehow avoid 720 on reaction, I'd say the whole 5A > 2.5k > vortex > repeat thing was a little bit too good and probably deserves a nerf. Honestly Tager's weaknesses have nothing to do with his damage/oki/mixup options, this isn't CT Tager where he couldn't even get in on anyone. He actually fucks with projectile-based zoners quite hard thanks to Sledge now, now it's just the guys with long non-projectile normals that give him problems. 2D buff might help that a bit though so maybe he'll do better overall, less bodying of short-ranged characters and less bodying by long-ranged ones.
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5C 2DA frametraps mashing and 5C 2BD frametraps mash and jump. It's not impossibly fast to get out of like random Rachel j.A overhead on dash-in but it's not a free mash out whenever you see him going into stance either. If your character doesn't have a meterless DP that he can't bait off a 2D you're just gonna have to sit and react.
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He has a low off the same stance so it's not like seeing him go into the stance helps you react to it.
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If you're charging j.D over Sonic Sabers you're just asking for her to run and DP you. It's not a guaranteed punish but one DP into the corner potentially gets her a full 8 stocks so it's probably not a risk you want to run too often.
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Because his 2DA is a 17f overhead that leads to 4k midscreen? Soulds like a fair nerf to me. It's not like he didn't get any buffs, in fact I'd say his buffs substantially outweigh the nerfs, being that now he can stance cancel 2DA into mixups or shenanigans. 2DB being safer is also a big deal because it means a blocked 6DC is less likely to get him killed. C recovery is a mixed bag since less blockstun = C > drive is less tight but it also means that whiffed C is safer. Either way it's a bit early to speculate about Kagura until we get the full list of changes for him.
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Hopefully "about" 7 frames actually means 8 frames. I guess 236C 2A 5B 2C 214~66B 5A 5C j.Cx5 will still work for okay meter gain though.
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[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
I don't think it's super hard to figure out from the notes: 1) j.C loop doesn't look like it'll work at all. It might work once in corner at most. 2) You're probably not getting anything off Ressenga other than like 2A 5B 3C 236D. 3) 5B probably still works off Gasaishou but not 5C. 4) Jayoku combos still the same but less damage. -
[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Justice7541 replied to MikelAL93's topic in Archive
Yeah, it doesn't really work on fatasses like Tager unfortunately. Either way though the 2DA timing is still the same as long as you hit it as late as possible so I don't think it's really any harder than the 3C 5DA 2DA link, which I believe is also a 1F link or close to it. -
Hazama's execution got a lot easier in BBCP, probably even more so in 1.1 because he's losing his j.C loop.
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Good Azraels who know the matchup won't fall for this but you can troll the bad ones by throwing A orb just out of range and let them whiff the Growler. Free 5C CH into kill combo. Azrael's 5C beats Kagura's btw so don't rely on your C moves too much.
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[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
Wow, well at least they buffed his backdash by one frame. -
[CP] Hazama Gameplay Discussion [New members read first post]
Justice7541 replied to Lich's topic in Archive
New Hazama nerfs, someone go translate them. -
He is full invul all the way through to recovery once he absorbs but you can take advantage of this to go for a meaty mixup since the recovery is so long. Just make sure you kill him with the followup because he's gonna have three Phalanxes after he gets up otherwise. On the plus side once he has three Phalanxes stocked you can go full ham on the orb oki without worrying about him eating any more.
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Wait, when does TSB actually start on Friday? I will be there if I can make it but I have work and shit.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Justice7541 replied to MikelAL93's topic in Archive
Turns out the 5DC route is really easy off A orb 5B 3C btw. Miight be late to the game here but 5BB 3C 2DC A-Orb 5B 3C 5DC delay 2DA B-Orb 6C delay 6DA 2DB is much easier than that 5B delay 3C 5DA 2DA combo above, although it carries to the corner behind you instead of the one in front. -
Just press the buttons fast, there's no trick to it.
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It means it's a hit and not a throw, i.e. it can be blocked but not jumped, and you can potentially combo into it as well.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
Justice7541 replied to MikelAL93's topic in Archive
How are you doing 6DA > 6DC? I didn't realize you could 5B 3C off midscreen A orb though, I need to workshop that. For corner the 5C A orb route (after B orb, do 5C A orb 5C 2DA instead of 2C 5C 6DC 2DA) is way easier IMO and you lose like 50 damage. It also looks way cooler. BTW if anyone wants to tell me the midscreen command throw combo that'd be nice. -
I think it'd be funny if the Yukikaze whiffed Ragna cause he was too high. I know Jin's Yukikaze goes through Ragna's ID cause he's still invul.
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Does it beat Mu/Jin/Hakumen reversals too? Ragna plz