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Everything posted by Moy_X7
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I guess I meant to say that I liked Tsubaki's school outfit design and NOT that horrible mess that is her actual battle outfit (dat hat with wings, shit's ridiculous). I taste your delicious rage-filled tears.
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Trololol I'd say something but then I'd get in trouble like with my last prediction involving the Murakumos XD Here's to hoping she turns out to be fun. I always liked Tsubak's character design but I never really liked the whole Order-Sol wannabe theme.
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I wonder if she can move upwards or downwards while using air CDT. She'll be a true lolicopter if she can do that lol.
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Reversal type moves usually always have crappy P1. It's the meter that you get out of it which really counts. lol, RC that shit if they block it for some frame advantage... or to avoid getting punished if they jump canceled lol.
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That thing was out there for about a second or more lol. What's even more interesting is that you can combo afterwards, I'm guessing that on CH only and maybe she was only able to combo off of it that one time because she hit Ragna during what seemed to be the end of its active frames. We'll see how it shapes up in the end but I'm guessing that characters will be able to punish Plat if they jump cancel the move that got caught by the counter.
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Even people who know what they are doing will try to mash out of pressure. No one wants to sit there and eat 5B x N and 2A x N. You're right about the anti-air part though, 2C has never been known for it anti-air qualities. Unless you're playing against someone like Tager or someone who tries to bait anti-airs with double jumps. Yup, we'll just have to wait and see. @shtkn - It was confirmed that 5C > j.2C no longer works. Hopefully it does work on FC and it would be awesome to do the 5C > j.2C > j.C loops lol.
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Negative Penalty usually only happens during the X character vs Tager matches or when you're trying to time someone out. I rarely have it happen outside of that. I dunno, might be the characters that I play. Is Tager's anti-air Spark an AUB? That's about the only time I would see it truly shine in this situation.
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2C is better as a fatal (IMO) for 3 reasons: 1) Even though it's a situational anti-air, the chances of tagging someone with 2C as a FC are relatively high. 2) Frame traps, a lot of people like to mash out of Jin pressure, that's where a 2C FC shines. 3) Your combo options after a 2C FC are quite good and you still have your freeze. 5D in the other hand is bad as a FC for a few reasons. 1) If you tag someone with it at max range, you'll most likely only be able to confirm into 214D. That's assuming that you have the meter for it. 2) It uses up your freeze, weakening your combo by a bit. 3) It can't be used as a frame trap as well as 2C. Assuming that 5D is still as negative on block as it is in CSE (which is very likely), it's a very dangerous thing to try and frame trap someone with it as dash canceling leaves you at frame disadvantage and the move can only be canceled into the EX specials.
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Yeah, it's probably going to take some getting used to. My pad wished that the C mash command had been 22C all along, my circle button sticks and sometimes it doesn't register the input now lol. I don't think that 5D > 214D(1) will lead to too much damage mid-screen, probably the standard 5B > 5C > 3C > 214B. Then again, some small combo is better than no combo like in the past iterations.
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Hahah, that's the most likely reason for the lack of Sekkajin footage. They're so used to mashing C that they completely forgot that the input changed to 22C. If I remember correctly, doesn't the combo end the moment Jin sheathes his sword after the mini-Yukikaze? It could be that there's no way to follow it up unless you RC or something.
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Holy shit, Negative Penalty is going to be a bitch this time around. Not only do you eat extra damage but you're prone to getting Guard Crushed instantly or eating AUBs.
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I wonder what they were thinking when they removed so many of Jin's options. Oh well... Also, is it me, or does 2D's start-up and/or recovery look a tad bit slower? I also wonder why Sekkajin > D follow-up didn't get used even once considering how they still spent the meter for 214D(1).
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Bleh, just another thing to "deal with it" lol. I still can't get used to that huge air Ice Blade and IAD > j.236D cross-up is the one thing that I'll never be able to live down. Hopefully we can move before we hit the ground after j.236D for empty jump and j.2C feint mix-ups. It's good to see that crouching confirm combos (5C > 6C > 2D) are back to their old self. No more sending your opponent flying all over the screen and watching 2D miss more than half of the time. 214D(1) is a blessing as well.
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Nope, I see it too, we really did lose 2C FC in exchange for 5D FC. Cross your fingers and hope that doesn't make it into the final version of the game lol.
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The hell? So you no longer teleport after Happy Magicka? Well that's good news, unless there are two types of Happy Magicka? Oh ho ho, I like that mid-screen Mami > present box. Looks like you'll be getting quite a bit of damage if you happen to have a present box at the right place and at the right time. Ugh, Sena's new voice is awful. Luna's in the other hand is as adorable as it should have been lol.
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You can do j.C > 5C without having to land a CH, in fact it should be the go-to confirm whenever you land a j.C j.C CH is so ridiculous that you can usually have enough time to dash under your opponent and 5C them to switch sides. I can't say I'm too taken back knowing that the untechable time got reduced a bit. Can't wait to get my hands on Plat and work on some MJ OD combos. Edit: I slapped some of those moonrunes on the Google translator and I at least found out that Falling Melody does a fixed 300 points of damage as opposed to 400. Meh, not too much of a deal.
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Hahah, one day we should make a joint combo video with all 5 Meguca. Pan j.D > 6A? Don't know how to feel about that one if 6A's proration is still as crappy as in CSE. Hopefully the j.D > AD > j.C > 22C combo path is still available. Hammer instant Guard Crush sounds awesome though. We'll probably be able to quickly drain the opponent's Barrier meter if we use it in tandem with CT. Just the thought of getting Guard Crushed and eating ridiculous damage will make the opponent antsy and they will try to jump out/push buttons/reversal mash.
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I'm holding him to his word and looking forward to whatever stuff he comes up with.
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lol, Arakune's Curse meter duration got nerfed like a mofo.
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Here That Q-Bee color goes hard.
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I was like "damn, he's caught my Bat mash" lol. You can punish that thing with a micro dash 5A if you're relatively close to me. I'm actually still doing some pretty derpy stuff myself. Gotta play this game some more to get my stuff together.
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GGs Errol, one day we'll play lag free matches, one day lol.
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Yup, I'll send you the invitation.
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I'll play, hopefully no laggy interruptions this time.
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That was the case after the second location test. Dunno if that change stayed but I'm guessing it did.