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Everything posted by Moy_X7
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This is something similar to what I had in mind. Showcase examples of the common combo paths in a video and provide a link to said video in the combo path descriptions.
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Mmm, I might just listen to this advice. I got a feeling that the amount of people who actually cherry pick combos from that ridiculous combo list are very few. That and it'd be boring to just have everyone do the same thing. We need some originality among ourselves lol. I've decided, I'll get rid of that whole list of individual combos and just go with the tl;dr version. It dramatically lessens the workload for me. I'll just give the readers the fundamentals and they can work on combos on their own. Why should I go to ridiculous lengths when most people are just gonna do their own thing anyways? Besides, instead of worrying about little things like combo theory, we should really be worrying about the match-ups. When CP hits the shores, that's the area which will get a lot of my attention. As for the wiki, I haven't touched it and I don't plan to either until I get my hands on the game. I'm just glad that Jyo has at least set-up the skeleton.
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So much for a true 50-50, it's still a strong mix-up option though lol
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It loses its effect. The whole point of 4B(1) > RC > low is to have the opponent prepare to block the high only to get hit by the low which you can only guess on. Does the first hit have enough blockstun to prevent the enemy from using a reversal before the second hit connect? If it does, then that would make the 4B RC mix-up a true 50-50. If I were to play Lamb, I'd agree with Overheat. A well-spaced, incredibly fast overhead beats an "anytime" overhead that you can actually react to.
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So 4B is slower after all, that's a relief lol.
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Spacing requires skill? I thought spacing required... spacing lol (judging the momentum from a dash or the distance/pushback from other moves). So 4B is no longer a 2-hit move, huh? Well at least those 4B(1) > RC > low shenanigans will be gone. Does that also mean that 4B is slower? She has her non-battle outfit in the final battle during Ragna's story mode so I assume that she has it as one of her normal battle intros: https://www.youtube.com/watch?v=AUlbEJyA53s&playnext=1&list=PL223159961EC694B5&feature=results_main#t=8m28s
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I'll do it for my combo thread and I'll include a link to my thread on the CP Jin wiki combo section. It's like Errol says, we gotta keep newbies in mind since the wiki is there mostly for them. Newbies don't wanna sit there and read every single combo. I visited the Plat combo thread the other day and if I were to put myself in the shoes of a newbie just learning the game, I would be intimidated by such a huge list of combos lol. It's much more convenient for them to just know common combo paths and tweak them as they see fit. For me, and you, and people who want to squeeze a confirm for everything its got, we'll have the comprehensive combo list here in DL.
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lol, I didn't even know that the CP wiki pages were up. Basically I'm just adding optimal combos or combos that aren't gonna get any better like the 5B > 5C > 3C > Ice Car or the crouching confirms. What I wanna do this time is just add the "quick combo guide" to the wiki. Much better than listing every single damn combo which not many people have the time or the energy to read over.
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That's exactly why Tager vs zoners/fast movement character matches are a snore to watch lol. Yeah, just having a Spark at the ready is enough to force the opponent to be a lot more careful. Yet most Tagers just blow that thing the moment they get it which means a free bait for me lol.
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^ That Crawl > Spark Bolt Edit: If Tao has the health lead, she really doesn't have to do anything but keep out of 2D range and bait the Bolt lol. Hazama though, I guess he'll have to be more careful.
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Normal system mechanic? You mean how most normals can be special canceled?
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> 10 guard primers > Afraid of getting Guard Crushed > ¯\_(ツ)_/¯ If you use two Green Bursts in a row, then maybe. Under normal circumstances... lol.
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Multi-hit attacks are guaranteed IBs. If someone is not IB'ing the second hit, then they are screwing up. In the other hand, if you see the IB flash, then it most likely means that the opponent will try to use a reversal. So you can just bait it by doing nothing. It's kinda weird that you can cancel it into 6C but not a special move. Then again, canceling into 6C is a much more safer option than special canceling into SoD or DP lol.
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I can't really tell DC anything since I play Plat more than I play Jin nowadays
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I saw Yumekami a couple times before. I saw Yamachi once throughout all this time. Shirou Madoushi seems to be the Plat with the most footage out there. I'm keeping my eyes peeled for 8C, Nosuke, and Maven. 8C and Maven were tearing shit up last time I saw them. Nosuke was doing some nice combos.
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Sad times with the j.D Bat CH nerf. 5C CH > 6C also works. I mean it always did but there's no way to capitalize off of it on a grounded opponent in CSE. Plats are still dropping combos left and right and still not knowing what to do combo-wise in the corner. At least they got the SMP fail combos out of their system by this point lol.
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Y U LYING!? lol, the Jin army will rise again as it did in CT and CSII.
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Too slow Cirno lol That thing is going to boost Plat's damage output by quite a bit. Edit: Oh man, looks like j.D Bat doesn't wall bounce on CH any more www.youtube.com/watch?v=sB0Tj20v3TA&feature=youtu.be#t=8m
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I hate this game, I don't play this game but I did pay 60 fucking dollars for it so I might as well play it. Sign me up for team Yukiko lol
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Yeah, after 2 games, one would get tired of mashing C for combos. The new Sekkajin is just eye candy. 3C > 22C sends the opponent flying, D follow-up does a mini-Yukikaze, then you do an air combo or the DP C variant that no one in Japan knows about or if they do it's probably an extremely tight link. AA Fubuki has always been godlike. It's not easy to punish, 6F start-up, godly range, combo on CH. Jyo was telling me the other day "I don't use it because it doesn't combo on raw hit", you gotta look past the "combo potential" and just use it as a way to control space and condition people into not just jumping for free. In CP it at least leads to decent damage thanks to how the new 214D works. 6C > 6B Hizangeki da bess. I imagine a combo that uses a CT, 214D (Whiff) ~ C, and Hizangeki dealing a ridiculous amount of damage. 6A has always been unblockable, what's wrong with you boy? lol CP Jin is going to be the most fun Jin ever. Maybe not as strong as CSII Jin but boy does he come close to it. 5B > Sekkajin > mini-Yukikaze path does 3.6K mid-screen and near/in the corner. Give CP Jin some meter and he will make every hit-confirm count.
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CP Fubuki is CSE Fubuki A using CSE Fubuki B's command. It's not THAT confusing lol. The untechable time for air attacks is a bit higher in the BB series. 5C > 6C usually works on airborne opponents. If anything, they probably reduced the "air untechable time" seeing how 5C CH > 6B still works. Well that or maybe they reduced the CH untech just enough so that 5C CH > 5C is like a frame or two from being a red beat combo.
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Assuming that CP Fubuki has the same untechable time as CSE Fubuki A, Fubuki CH should work at any height mid-screen but your timing on the 214D has to be absolutely flawless. I'm talking about CSE DP C CH > 66 5C flawless. In theory, Fubuki CH > 214D ~ C should work but I guess we'll just have to wait and see.