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Toronto, Canada
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XDest
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mashykaka
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To add to these changes: CH and NH 6C are the same, no wallbounce or blowback, large amount of hitstun. 3C(3) -> 2B works near-corner and in the corner. 3C -> 22C works in the corner. Encore no longer has forced stand, has a crumple knockdown instead j.236Bx5 -> 6C connects in the corner
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What if 5B -> 3C -> 22C in the corner is actually a route again? I think they would need to have some sort of change since you can't do 5B 2C 5[C] 6C BnBs anymore.
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Both work for me, but both do poor damage.
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Time for 1.1! Mid-screen 6C -> 214D -> j.2D~B -> 2C -> 5[C] -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A -> 6C -> 236C~B [4088] Corner 6C -> 236CC -> JC -> j.2D~B -> 2C -> 5[C] -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A -> 236C~B [4390] Near Corner or Corner j.C -> 2C -> 5[C] -> 6C -> 214D -> j.2D~B - >2C -> 5C -> j.B(2) -> j.D~A -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A -> 6C -> 236C~B [3177] Near Corner Only j.C -> 2C -> 5[C] -> 6C -> 214D -> j.C -> j.236B -> j.2D~B -> 5[C] -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A -> 236C~B [3256] Corner j.C -> 2C -> 5[C] -> 6C -> 236CC -> JC -> j.2D~B -> 5[C] -> 6C ->4D6~B -> 6C -> 236AAA -> 5D~A -> 236C~B [3510] j.D~C -> j.2D~A is obsolete it seems. All aerial confirms took a huge hit in damage, but I think that's a universal change.
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There's plenty of corner BnBs on the OP that are still relevant as of 1.0. There's two reasons this combo only would work off charged/CH 5C, 2C, or 6C. 1. Combos in BBCP are based on a timer. The longer the combo goes on, the more hitstun decay you get over time (until it's possible to chain anything together). 2. 5C is a normal starter. If you tried with a short starter like 5B, 2B, or 2A, you wouldn't be able to do this combo at all. For more ideas with the starter you chose, I suggest looking at the opening post in the corner category. CH 2C would be equivalent to 5[C] in terms of routes here. The general route people use in the corner off normal starters is: Starter -> 2C -> 5[C] -> 6C -> 214D -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C -> 4D6~B -> 6C -> Ender. If you do something which takes less time, like 2C -> 6C, you should be able to do something involving the 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C route (see some of the 6C combos). Some of this probably won't be relevant in 1.1, as j.D's proration is taking a hit.
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This might be a good idea, I'd say go for it.
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Well, I guess the main things to test would be to see how the 6C and drive changes really affect her.
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Try it right after you press the D. You will go further forward.
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Did you try holding forward after the 4D?
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The changes seem fair to me. Probably still high tier.
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Wait, I thought this was talking about attacks after drive low to the ground? I don't really understand this landing change then.
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pastebin.com/3t02Gqgg - All charged C attacks have to be fully held to come out (no more partial charges, gotta commit!) Will a partial charge cancel, give the uncharged animation, or charge it all the way regardless? - 6C uncharge version is now a level 3 attack instance of level 4 - Dancing edge: Doesn't deal chip damage. Attack boxes don't come into existence unless the opponent is relatively close (ie long ranged normals will lose more easily) 5D knockback increased. Another nerf to her drive like her CS2 one. It's basically telling you to use mobility more than just the drive itself to hit people. Be creative and cautious when doing drives (we already have to do this in some matchups), and you will be able to adapt. If you drive close to the ground, you will still attack before landing.
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Backdash: Nerfed from 18 to 22 frames. 6C: Recovery nerfed from 18 to 29 frames. Don't whiff~! Active nerfed from 6 to 3. You will now be required to cancel 6C on block/hit at all times, you don't have a choice. 5D: Knockback increased. Probably won't affect anything near-corner or corner. j.D: 92 P2 nerfed to 82 P2. For the corner carry you can get from this, it makes sense to nerf this damage. Since the combo system isn't based on proration in BBCP, routes will not change, but damage will. j.236B -> .. -> j.D -> j.4D~A -> 66 -> 6C will probably be optimal, and the corner routes won't take much of a hit either. j.236Bx5: 60% minimum damage nerfed 40% minimum damage (aka 400 minimum now instead of 600, not a huge change). I believe OD j.236Bx5 stays the same, since it's listed separately in the frame data. 214D: Nerfed by 3 frames. Unison Drive: Nerfed from 2113 to 1960 damage. Minimum damage nerfed from 1050 to 820. Buffed in OD from 2307 to 2497 damage. Minimum OD damage nerfed from 1640 to 1225. (Needs confirmation: At mid screen, you can tech after the wall bounce)
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2C -> 6C, 2C -> CT, and 2C -> 236C doesn't combo on normal hit, it does on counter hit. You're also not going to land a normal hit 2C very often. It'll either be: punishing a DP, or an opponent getting hit by a 5B -> 2C frame trap. Either way, it's a CH. 2C -> 5[C] -> 6C would combo on normal hit, but obviously takes a bit more time, if you use the same route you use on j.B/j.C with this, that would work.
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Taokaka: Learning curve: Long Combos: Average Confirms: Average Bowling ball oki is a bit too slow in general, nobody uses it. It's better to just use 5D~A or 236C~B in most situations. At midscreen, 6C into 214D or 5D~B or late 5D~B is an option. 3C is basically only for midscreen 3C -> 22C -> 5D~B right now.