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DC

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Everything posted by DC

  1. Eh, I think I overhyped this game for myself. While playing CT I was having a lot of fun up until I played the top characters, but I swore that if CT was just a liiiiiiiiiiiiittle more balanced it would be an amazing game. I got so excited for CS because I thought it would be perfect, but it just ended up not being so. I'll admit they fixed some of the REALLY dumb shit, like special cancel rolls, the guard system (...almost), the burst system, mashing out of ice, etc. But it seems like for everything they fixed they added more dumb shit, the new projectile properties (debatable), autocorrect on certain moves, RACHEL, etc And then some of the original dumb shit they left unchanged. For the love of god, why can I only cancel the clash animation with another attack? If that doesn't encourage mashing then I don't know what does. If I see my attack clash I want to block, damn lol. In summary, I'm not getting the same feeling I did in CT where if this game was a LITTLE more balanced it would be perfect. I'm not sure whether or not it has to do with all of the new characters, but it definitely seems like on average, matchups are worse than they were in CT. (Whereas most characters only had bad matchups against the top characters, in CS many characters have bad matchups against other characters.) DON'T MISINTERPRET ME though, this game isn't MvC2, but in 6 months it seems like they have A LOT of shit to fix, and tbh I don't see that happening. Hell I wouldn't be surprised if Bang gets it worse than Rachel did. This is all my opinion btw, I thought it was relevant since we were talking about balance shortly before. Feel free to ignore. :p
  2. Optic Barrel.
  3. It's actually a NOL-girl thing.
  4. Yeah that's what I'm saying. I don't understand why Spike Chaser gets special treatment. :p
  5. Lobelias should go back to the way they were in CT. The fuck? I hit Lambda and Spike Chaser still hits me. J.2c should be cancelable on hit, 6b should have SOME type of use. w/e
  6. shtkn, you ever thought of adding character balls (lol) to peoples profiles Similar to Smashboards? You choose your character in your profile and it shows a small version of your character ball somewhere underneath your avatar. lol
  7. Noel x Tager = 35/65 imo of course, same reasons I posted above. Also find more stuff like 720 beats her air attacks pretty clean, 360/720 auto-tracks chain revolver, etc Also what's the reasoning behind Rachel x Hazama being 5/5?
  8. yo I'm creepin your page like you do to mine

  9. Hm, maybe the frame 1 invincible uppercut she has?
  10. Fyi while you are doing the D follow up for parry, you don't have invincibility, so you probably don't want to parry bugs. Also don't forget that you have a DP during fever mode. I wouldn't abuse it but Kune's swear that everything is free in fever. I like to DP~D follow up and then when he techs I mash 2a on his wakeup for as long as I can to waste the fever meter.
  11. Imo her air to airs against Kune is terrible. j.b loses to his j.b and his j.6abc are the bane of her existence. :p
  12. I don't want to say that it doesn't matter, but we know how Ragna plays and we can pretty much see Makoto's character archetype. They both have comparable damage and meter gain while Ragna has a range and air-to-air advantage. It's probably too early to give a concise ratio but this matchup is pretty clearly in Ragna's favor. Unless in the future we find some way to safely approach Ragna and/or punish his ranged pokes consistently.
  13. Thought I'd make this one because it seems like a pretty interesting matchup. Makoto is a great rushdown character and Arakune gets rushed down pretty hard on the ground. However Arakune is a wholly aerial character and Makoto's air to air game is arguably the worst in the game. She has no safe attacks to poke with when he has a cloud around him (unlike some characters with projectiles, Ragna's j.C, etc etc) Sadly her projectile is very easy to see coming. BUT in the case of rushdown style Arakune she has parry and a great DP. Also it's worth mentioning that since he's a zoner, he can be punished for pulling out a cloud, 6d, 2d, j.b etc etc ON REACTION with Big Bang Smash (lvl3) FULL SCREEN. Very useful. If Arakune knows this you can use it as a scare tactic to stop him from pulling out clouds. Anyways I'm not sure if I can give a matchup ratio just yet. It seems like it's in Kune's favor but I couldn't say how much. If he keeps jumping it's really hard for Koto to do any real damage. THEN AGAIN landing an air combo into 623c~d leads to ground mixup. Landing that aerial hit though against Kune seems pretty tough.
  14. Yes, which is why shes a bad character, along with Tager Noel and Rachel. Why do people think I'm saying she's a good character?
  15. Exactly. I'm well aware of her damage but she has no safe way of getting them. If you were to try to play Noel as safe as possible your average damage is around 1.2k. Thus, if you want to do damage you have to start guessing, fishing for random 5d/2d hits (and note that 2d is no longer an overhead). Good yomi and IBing helps with fishing for those hits, but at the end of the day, MOST of the time you're not 100% sure that it's gonna hit. That's guessing, that's bad. You could say the same for ever attack in the game (if you're not punishing someone) but throwing out Tsuba's little hand poke (5c I think?) ain't the same as throwing out Chain Revolver. Sure, there's overhead (1) and lows with Chain Revolver, but against DP characters it doesn't make a damn difference. If you fish for a hit with Chain Revolver and don't hit with the first attack, you CAN get reversaled. I don't know why so many people try to block Chain Revolver. You don't have to. Dacidbro knows, lol. I saw some video with him vs. a Noel player who swore Chain Revolver was some sort of good mixup tool. As soon as you block the first hit, mash dat Daifunka and it's free. Mash guard point. Mash counter. Mash DP. Hell, you can mash Chain Revolver against Chain Revolver. If 2d was still an overhead it would be a better (Read: still bad) mixup tool, but it's not. That's how it is.
  16. I edited my post before you quoted, soz. But yes, I do think Tsubaki is better than Noel and Tager. Maybe not in every matchup but a better character over all. But no, I don't think she's a good character. Kinda like a lesser of two evils thing, except like, lesser of two shit characters.
  17. IMO bottom tier goes Tsubaki Noel Tager Rachel. I don't think Tsubaki could possibly be worse than Rachel and two characters whose entire game is based on guessing. Don't get me wrong she IS terrible, she has terrible damage and weird dumb hitboxes but at least she isn't going through entire matches saying "Man I sure do hope this command grab/5d beats this attack."
  18. lol I like how you labeled the topic title "Continuum Shift." For a second there I thought you were talking about Makoto x Ragna in Calamity Trigger. Anyways I'm thinking Ragna is gonna end up with the advantage because he does comparable damage with way more range. He can jump and throw out j.C with little fear and ID any "fakeout" bs if Makoto gets too greedy once she gets in. But if he whiffs a dp............. lol. lol no
  19. Why is Tsubaki lower than Noel and Tager? lol
  20. Who did you talk to to get your name changed? Damn man I've been trying to get my named changed since forever. :|

  21. this is fucking nuts

  22. 2d has startup frames where you're technically still on the ground. Happened in CT, too.
  23. DC

    [CS1] Noel Guide

    6a is a terrible, terrible AA. You'll only catch the sloppiest of jump-ins with 6a.
  24. I'm sure this has been discussed before but wtf is up with Mu's DP? Is it really frame 1 invinci? Every time I try to IB >> DP I get CH for some reason, but it looks more like 6c is coming out. I know the timing for IB DP, but it seems like her DP won't come out in small 1-2 frame gaps.
  25. In before AF starts crying about Mus corner loop
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