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Everything posted by XDest
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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 j.2D~A is obsolete it seems.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.
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We have no clue right now about OD hexa-edge, we're just going off the translation. It's just that removing OD double hexa-edge seems like the most logical change, I don't think it was actually intended to work that way. Maybe it'll be like the unlimited one? http://www.youtube.com/watch?v=CHrXPzqs_po#t=3m27s
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They seem really hesitant in fiddling with core character's strengths with this patch if they're not new console characters. So it makes sense. Why would they do anything to Valkenhayn's wolf mixup (other than damage) when it practically defines the character? I mean, their answer in BBCP initially was to give him even better wolf mixup, and nerf the damage.
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No... CSEX was actually the first BB where Taokaka actually had to confirm standing combos. CP continued this trend. CT had the easiest confirms ever, almost all for 4k. CT also had 6C that could wall bounce in combos, not just on CH. It was a silly game.
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And it might break the character (in a bad way) too if done too harshly, is what I was implying. It's not an easy character to balance by any means.
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To be honest, if she was put in this game at CT state she would be way better than she is now, which is scary as hell. She had almost 4k midscreen standing combos off 5B that ended in a hard knockdown. The only reason she wasn't top was because of horrible matchups with the top tiers, mostly Arakune/Jin/Rachel. The only thing worse about CT Tao would probably be the lack of j.B, and the recovery on her drives. She also didn't have the max D range (it kept going in CT and CS1), sticky kitty jump went twice as far, she had no lock on her D moves after exhausting her jumps (added in BBCP). CT Tao was extremely good.
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The character is hard to nerf without breaking the character, and they have had 5 games to figure out how the character is supposed to be played. That's probably the best explanation I can think of. Same reason Hazama and Valkenhayn are always top or at least right next to top.
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I have to play you now don't I? Anyways, these changes look pretty nice, looks like the only ones to receive a lot of changes were the console characters, as expected.
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For the unison change: 壁バウンド = wall bounce, not ground bounce. Probably works like the BBCS j.236B fifth hit did. Definitely a nerf in that case, that won't be a knockdown. The 6C nerf definitely seems to be the SRK translation. Less active, more recovery. 攻撃判定の持続時間を短くし、= Less active 硬直時間を長くしました。 = More recovery
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You do know that BBCP combos are based 100% on a set timer based on the starter type (and hitstun decay over time), not by proration right? Combo time based on proration is a BBCS thing. A's are generally short starters, everything else (except for 2B and 5B) is a normal starter. This information is located in the BBCP frame data. Increased P1 means a more damaging combo by the way. 100 P1 does way more damage than 80 P1. 6C was way too good in BBCSEX and BBCP after the startup buff it received in BBCSEX. The startup is staying the same, but you have to commit more to it now. The nerf is justified.
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Those are all nerfs except for the 3C OD cancel. 3C was almost never used as it is, and will probably continue to see limited use. - 6C has smaller hitbox and more recovery; (Self explanatory, nerf to some corner combos possibly and poking at midscreen with 6C) - Hexa-edge has OD version; (No more double hexa edge OD combos) - normal Unison does a ground bounce in the last hit. OD version is still the same. (Still has the pose at the end. Prevents hard knockdown on unison.) To be honest, the character will probably be almost exactly the same.