Isorropia
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Also once we get CS2 I want to test if there is some level of held 6A which will catch the backdash.
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2C>3C. Volt charge > 720. 6A superarmour. I wouldn't call that a 'lot of new tricks'. >.> But that being said he certainly hasn't lost access to his old tricks, notably everything involving gadget RC (consider that gadget itself now gives an additional 5 meter, meaning more combos will end with enough meter to reset).
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Yeah but mike, he coulda canceled into barrier then air jumped. >.>
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This was possible in CS, but you had to delay the backdash after GF, executing it just as ID's active frames start. That backdash looked like it wasn't delayed....ID active frames reduced....What now? Good times is what now.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Isorropia replied to Lord Knight's topic in Archive
5C hits her before the staff connects - the dp loses it's second hitbox. If she's magnetised 360B is your best shot, but use 5C if out of range etc. -
Actually that tager hasn't read up on changes, he actually did the pre-CS2 method of letting XYH end, then doing 720 (and did it too late). In CS2, you just cancel into 720, i.e. without him doing the animation where he throws his hands out at the end of XYH. http://www.youtube.com/watch?v=HTo_8H3gcUI&feature=sub#t=11m0s Is what it looks like.
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But that's the thing: it's to prevent exactly that and....it fails at doing that. The opponent immediately neutral techs (no combo outside of like...RC 2B or RC spark) and at best you get a midrange pressure reset when they get back up. Also worth noting was that was 5A (IB'd) > 3C. With the IB nerf it's harder to jump out of tager's pressure in general, if the tager did 5A > 5B > 3C > 2B > AC etc, (I think) he would have caught him before he was actually capable of jumping, and converted the jump-defeating-string into a combo with damage and knockdown, rather than just giving a neutral bounce tech.
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Also 3C is air unblockable: http://www.youtube.com/watch?v=RQ5ZPtoB9kg#t=9m03s Doesn't look terribly useful though. >.>
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http://www.youtube.com/watch?v=-z-k0cpMYxQ#t=12m34s Well that's new. o.O
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In CS1 that works on everyone except hakumen hazama and valkenhayn. (Well, at a specific range it works on hazama, point blank j.2c > 2B > AC fails, but point blank 5A > 5B > 3C > 2B > AC works). So yeah, always been able to do that. Just that 3C prorates better now so it's a good idea. Not necessarily. Most people suck at performing gadget flinger, seeing them mess it up isn't surprising.
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Nah, there's no way j.C will connect with them, they're flying too far. It might be possible in the corner, but even then I'm not convinced it would be the best option damage wise.
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At the moment we still haven't seen optimal damage combos for both back throw and forward throw, I think it's fair to wait until then to determine which is better. From the vid I linked, the combo he did wasn't optimal, but appeared to be around 3k. Most backthrow combos I'm seeing so far are around 2.3k.
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http://www.youtube.com/watch?v=gl_jRcRvA64#t=0m17s Combo from forward throw with magnetism, no spark required.
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The sledge followup has projectile armour, not super armour, as far as I'm aware. Assuming it's the same from CS1, Asledge>hammer has a 5f gap and Bsledge>hammer has a 6f gap. So all people can throw out is a jab or a DP, and trading with a jab is very, very favourable.
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The gatling is still there, however an uncharged 6A doesn't have the same magnetic pull it has in CS1. So, eg, if your back is to the corner and you hit a long range spark, in CS1 you can 5C>6A>collider and it's stable, but in CS2 the 6A will whiff. However it might be possible to slightly charge the 6A and get a little magnetic pull but still combo.....we'll have to see.
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Unless other meter gains have been changed, tager can gain 42 heat from a 2B or 6A starter with magnetism. When you factor in random blocks/attacking a blocking opponent, adding 47 meter to that means even non-FC combos can reliably end with >50 meter. And since we haven't seen anything to suggest tager's numerous Gadget RC setups have been altered....slight buff, but a good one nonetheless. Edit: Just got me thinking, are there any non-super attacks in blazblue which deal damage but -don't- generate meter?
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Aerial back tech escapes consistently unless tager is point blank or has magnetism. Aerial neutral tech isn't consistent - it only works when they're quite high when getting hit by the 5B, it is dependant on the point at which they tech and only works on some characters (read: most of the time if they air neutral tech they drop to the ground and CH your AC whiff). Air forward tech can be caught without magnetism if you time it right. Blue beat AC is legit though. But I can see it pretty easily losing to air neutral tech into CH combo or just, air-barrier the 5B then punish the AC whiff (unless you guys can like....hitconfirm an AC from a blue ! 5B anti-jumpout hit. I know I can't. >.>)
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5B doesn't combo into 5C. (Unless, as I've already made note of, frames have been changed on 5C startup or 5B hitstun etc etc.)
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Not really. You hit the jumping opponent with a 5B and then....uh....yeah. It doesn't combo into anything. They airtech and you're back at normal. >.> (Unless some frames have changed somewhere in CS2)
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No, they can't. 3C is roughly the same speed as 4D. (14f instead of 13f)
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Forward throw with mag > 5C6A or 6A2C works on most chars, no luck without magnetism though (except in corner of course).
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This doesn't mean anything. Just wait for the game to come out and for the new characters/character styles to be explored before you start talking about tiers. I remember early in CS1 tager was doing well in tournaments, and people were calling him high tier.
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That's 6B. 3C is the one where she slides along the ground and shoots low.
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Yeah, that's what I meant. It's allowing them to burst, I didn't say the burst would work. >.> Straight AC whiff > MTW is unburstable, but if you add the 6B (and slightly delay the MTW activation on it) it can sucker people into wasting a burst and eating more damage than they otherwise would have.
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Skipping the 6B is more damage, -if- you follow up with terrabreak. If you're just doing MTW, the 6B in there adds about...50 dmg or so, a bit of heat and the opportunity to burst.