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Everything posted by Skye
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In some ways it's a buff, having less use without meter makes it so your opponent isn't conditioned to block it so often. Hell look at Hazama, 5 years and 6a > hotenjin still works. It works so well they don't even hit confirm it, they just do it which creates some hilarious situations when it is blocked.
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Are we still holding out for new development? He still looks rip to me.
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I think they just extended the super cancel window, it certainly didn't look like a link.
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I asked about his 5b because I'm seeing the midscreen a orb > confirm with a lot more consistency. It's like the thigh area has a better hitbox.
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Did his 5b get a hitbox buff?
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Fucking genius.
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Your input is appreciated, forgot to add that in!
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2d is a viable and optimal punish on Ken's dp, it will stuff the dog super and Ken doesn't have to land for the punish to work so spear super isn't a factor. I don't think his dp nets a reward that makes the risk worth it, he can lose 4k meterless, 5k with [25 sp + burst] or 75 sp and up to 6k with 100 sp + burst or 7k with 150, and the 4 & 5k punishes are very practical as far as resources and situations, the 4k one specifically on Ken. Ken's 5a isn't a major worry namely because he extends his hurt box, the 1 frame difference usually doesn't matter that case unless you're TAS enough to exploit it, his 5b is his most threatening normal because of the range active frames and second hitbox that can serve as an anti air, mashing iad punishes hard. To whiff punish 5b, a yomi roll is required + prayer that the dog won't hit you out of your roll. I didn't mention 2b namely because I actually don't feel 100% comfortable with it as an AA, combine that with Ken's protected jump ins and it's a sticky situation. I'd sooner air grab or dp Ken then try to AA him on a consistent basis. That said I have landed successful AAs, so it's not a worthless note to put in. I plan on revising this thread as the development of the MU makes me think this more in Ken's favor than Minazuki's at this point. Just slight, 5.5/4.5. Both have to work hard and Minazuki is fairly balanced in offense and defense, and while Ken I think has an imbalance, his defense is subpar, but his offense is very good, often crippling. I've lost rounds just blocking Ken, not completely sure when and where to strike a counter measure/evasive maneuver. It's a very dynamic game of Rock, Paper, Scissors, Kamehameha.
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Arakune had such a volatile offensive game that tying him to a player of a character with great offense isn't really fair.
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Everyone but souji and eki chan have been tight lipped about the whole thing. Eki chan doesn't really understand how to use him in neutral anymore. I asked him and He said Arakune feels find of weak, but hold out hope for new development since 2.0 is still fairly new. Souji said he was sticking it out with him, but in the latest set of videos, which was streamed last night he was back to Valkenhayn. I've yet to see fumo, VER, hiyoko, or kimuchan.
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Hey guys, I'm really digging 2.0 Kagura. What do you guys think of him so far?
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Maybe.
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I saw a 2c starter with full curse only go to 4k and he lost oki. Aside from CT or super ender, I'm not seeing much in doing a full combo.
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Oh boy, we get to relearn the character again.
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Gordeau shouldn't have so many reversal supers, I can live with it being just EX Grim Reaper, but remove the invul from the others. Other than that I would like for Hyde to have a better air to air than j.6c and be able to CH orbiter without needing the follow up.
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Celica's AH http://www.nicovideo.jp/watch/sm24650000
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You can still burst in blockstun? I thought they replaced that with ODR. Even if they can, they would have to burst immediately. I'm just theory crafting, but if it's an option, I'll use it.
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It's not bad of the opponent is content with standing on the ground. It depends on the character and how they AA, but luckily you can time the teleport in ways that they will get hit by the knife upon cross up out trying to AA. It's less of a mix up and more of an oki-doke to fuck with your opponent. If they jump, they're out for free and they can just roll the knife and be out of range of the teleport. So keep them honest with 2d and continuous knives.
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These are big changes. I'm already thinking of blockstrings that can go into f.g and then into curse mix up. C bug guard crushing changes the way we approach cross ups almost entirely. I almost don't care about the j.c nerf at this point. Plus in a pinch we now have a new overdrive, with raw or ODR can be used to punish a variety of stuff from anywhere on screen with minimal curse meter. It's good to have something that actually helps in bad MUs.
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Oh, I guess I didn't put down the real cross up version...
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I believe I made two versions of the j.c b bug, one of which is a cross up, yes. Also I made a teleport cross up that involved 214a and looked very similar to 214b. Did I put that in there? I should check...
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I think it's even. Neither really overwhelms the other. Yosuke can flail all he wants, Minazuki has better space control on the ground and can easily avoid his air shenanigans. Yosuke have great oki going for him, but Minazuki can touch him 2-3 times and wipe him out. So in that respect I think Yosuke runs a bigger risk in neutral, but if he wins, he comes out on top with great oki and decent conversion. Teleport is a second hand, second rate way of approach only useful if you see them derping fullscreen away. You shouldn't rely on it to get in. Control space with 2d and knives and let Yosuke make the big risks to get in on you. 5d/j.d aren't useful for him because you can 5a the persona for free or it can get hit by knives, and full screen away, your 2d will beat his.
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I think you should save your meter anyway. 214ab CH is a godly starter, gets 3k off of just a bnb, and 5-6k with burst and/or meter
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You shouldn't be throwing out teleports like that anyway. Minazuki can 2b fc himself into 4k.
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On standing hit you can just do 5aa > 5b > 5c > 214b > 4b > 4a Microdashing is possible but really tight and not worth the small extra damage for the ease of use imo. On crouch or CH, it's way easier to dash in to fit a 2b into it.