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Everything posted by Tari
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236C isn't a full-screen projectile. It only shoots ~90% distance to begin with, regardless of whether you're midscreen or in the corner. You just usually aren't at max screen distance.
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Yeah, I only mentioned the j.C being awkward because I tend to use 5D for 6C combos. I'm just expecting them to be on the ground afterward when they aren't. :P Overall untech timer and gravity changes are just messing with my head at the moment. Tried a couple characters and was surprised by how everything felt. Gonna go sleep on it and worry about it tomorrow.
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The higher-gravity effect during combos feels really awkward, as does the overall combo tech times at the moment. Hm. Was pretty surprised that 5CC > 236B~5D > tk j.214C doesn't seem to combo anymore. A bit sad about that, I used to use that quite a lot more than I probably should have. 5D causing a launch from j.C is interesting, but for the time being, it's also just an awkward change. Not really up-to-date with combos or anything, so I'm just messing with silly things at the moment. Man, I'd forgotten how slow BB's training mode position reset was. ...somehow I was so tired that I started trying to do Sword Iris with 22 inputs. What is wrong with me. >_>
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Is there a new oki route (maybe 4B > oki?) or are we just left with weaker 3C oki? I imagine midscreen is probably 3C regardless.
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Oh, that's gone? Guess that's an easy mixup route gone. VSS for pumpkin sounds pretty annoying, too. I'd say we should just go into a quick knockdown, but with 3C oki being nerfed and wind regen being worse, I'm not sure that's as good as before. Hmm. I'll probably mess with the game a bit tomorrow. Don't have my own copy at the moment.
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Discuss the newest iteration of Rachel here! We've finally reached the console release of CPEX (previously known as CP 2.0), and there are a lot of changes to deal with, from wind regeneration to oki paths to lobelia usage and so-on. Notable changes: - 3C oki is weaker (usually vacuums on hit) - Lobelias have their active frames refreshed after bouncing off the edge of the stage - Wind regeneration is weaker - 4B hard knockdown - (system change) combo untech scales faster or is just shorter in general (gravity during combos may be higher as well?) I'm fairly sure I'm forgetting some changes (or even getting some wrong), so please do correct me. Note: I've returned to calling this 'General' discussion after so many years of avoiding that! Whoo!
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This thread is for posting stuff from non-JPN players or stuff from users here. Videos can be posted to show progress, some general match up tips, or just to be flashy. Rules 1) All criticism is to be constructive. 2) If you post a video and ask for criticism, it will be given. Please do not get butthurt. For CP 1.0 video discussion, please see the CP critique thread. As a parting image: (drawn by ishii666)
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Off certain hits, you can only link a 5A after the flip, but you're almost always guaranteed a combo if you're fast about it. It just goes into the normal combo route for high-hit/unstable 5C: ... > 5C > jump > (delay) j.B > (delay) j.C > 66C > etc. Flip oki is +3 if done right and beats most reversals due to the side swap. It is not in any way a safe jump, so if you same-side it, you'll be completely vulnerable to DPs and reversal supers that aren't incredibly slow. With meter, you can however reaction whiff cancel it on the opponent's superflash into your own j.214C super to either try to avoid getting hit or to hit them out of their super. In the corner, it still beats a good majority of reversals due to being directly above the opponent. It trades with a few of the ones it doesn't outright beat, as well, which is generally pretty good considering it's not really a safe jump. In midscreen, though you generally won't be doing it from 66C, it can beat almost every reversal in the game if spaced and timed correctly. It literally beats every single one of Gordeau's reversal options. Having said that, midscreen tech-chasing is a guessing game if you go for this oki, so it's generally pretty unstable and unreliable outside of the corner. edit: btw, if you want to be silly and do a jump-loop, the flip is a good starter for it: flip > 2b > 236a > 6c (whiff) > j.b > j.2c > j.c > 5b > (delay jump) j.b > j.2c > j.c > 66b > slashes, etc. Iirc, it's either max damage or fairly close to it, but it's weird and silly and not really useful in general.
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Off-stream station matches (match lists are in the video descriptions): GGAC+R GGXrd UNIEL There is a bit of frame drop in the middle of the Xrd sets for some reason, but it wasn't too severe. I also didn't have time to get audio working this time around, but I'll get it working for next time.
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There's no short or easy answer to the question of "how do I teleport effectively". This might be strange sounding advice, but if you can, try playing like a nut for a little while. Just mash teleports out and flips and short/long slashes and try to force yourself to do strange things with stance options. While you'll likely not win very many games this way, it should be a decent way to quickly acclimate yourself to her stance options and their uses. Obviously, this assumes that you are familiar with how the stance moves themselves work, of course. In a more limited scope, if you're only wondering about movement, you can try using teleport in places that you might think of backdashing/blocking/jumping/etc. sometimes just to find out how it interacts in those situations.
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Hard matchup, learn the angles her lasers don't hit you at, take advantage of when she clearly doesn't have a charge held down that will screw you over (laser, flashkick), macro dash and block, watch out for flashkick. Remember that she cannot flashkick you out of crossup dC > 623a. She also can't fk you out of dC > 623b unless she shields the dC, if I recall correctly, but that's really all that useful anyway. Once you reach her, be fearless, haha. Pressure her nonstop. As soon as you see her let go of her fk charge, try to do whatever you can to open her up. Also, above all else (and this is true for every character), learn how to avoid dying to stein pressure.
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This was a great first UNCD! :D Where was the melty team tourney!? :D
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That's actually fairly interesting, because I specifically thought the Hayabusa's switches were too soft and switched back to a JLF as a result. The main differences people will probably get thrown off by are the actuation and throw distances, though. The actuation point is a little shorter than a JLF's, and the throw distance is a bit longer, which can feel pretty strange if you're not used to it. What did Hori do to the door? That thing's been a nuisance forever.
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You can confirm any of the short air slashes into j.236B (though j.6A can be height dependent), which pretty much always confirms into j.214B+D for a full combo. I'm assuming it was an air confirm and he didn't land and do 236B into 214BD, which, while possible at certain heights on CH, is really unnecessary. As far as pressure goes, you will have to get in at some point and mix things up. Staying at 2C range will actually really limit your options. Try mixing in some 5B > 5A rebeats, tk j.6C > j.214B pressure resets, and so-on. You'll find that if you do enough stance things, most people eventually get confused and push a button somewhere they really shouldn't. If you really can't open someone up, it's time to start being risky and doing long delays into buttons, throws, assaults, or backdashes. I'll note here that I really dislike Yuzu's backdash for baiting things, as the recovery is slightly too long and the invuln slightly too short, though it remains useful as a defensive tool.
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Doesn't seem particularly dead to me. It gets fairly good entrant numbers at all the major tourneys. Netplay is somewhat different of a story, though, and obviously local play depends on where you are. Either way, probably the wrong thread to discuss it in.
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The Carmine infinite blockstring is quite infinite, unfortunately, assuming they're doing the right string. However, if you have vorpal and he's doing it, he's losing more health than you are, and you can guard thrust him away at many points. As a character without a reversal, even shielding the right spots won't really give you any reasonable opportunity to get out, either. Fortunately, the infinite blockstring has no mixup in it, so you can just block until he decides to do something else or you get bored and VO/guard thrust him away.
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Vaguely feasible VO routes off of hitting a cornered opponent w/ 236b > 22c: https://www.youtube.com/watch?v=jyvGGvEdvJ8 At mid-range, use 5b. At mid-far range, use 236a. At point blank, it doesn't work, and 236b is sorta silly anyway. At very long range, unless you do a bunch of crazy microdashing, it won't work. Requires earliest possible CS, which is why you see/hear me mashing the D button. Would've posted this earlier, but I hadn't realized that 236a worked at longer ranges, so I disregarded it as a funny combo route at a very particular range. 236a opens up the range by quite a bit, so it's arguably feasible, if not suggested or altogether very practical. (edit: just to clarify, her other VO route [5c > 4c > 22c > cs > 3b > VO > 623a > etc.] works better in most situations... but I wouldn't suggest using that at all, either, unless you just want to be stylish)
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Where are you struggling, input-wise? UNIEL's input buffer is reasonably relaxed, especially for directional inputs. As for doing things on your own wakeup, you honestly just have to respect your opponent's meaties. This is true for pretty much any fighting game. Either you perform a reversal of some sort, or you block. If you really don't want to block for an extended period of time and don't want to reversal, you can spend your meter or vorpal state to guard thrust (214D while blocking) and knock the opponent away, or you can spend your meter to veil off in a gap in the middle of the opponent's blockstring (you can, of course, also DP that gap, but it's usually harder to do a 623 motion than to just mash 3 buttons). Rather than "praying for the best," as you put it, blocking really shouldn't feel like a losing game. Take the chance to gain vorpal with some careful shielding or throw breaking, and then make your play from there. Or just find a good spot to mash out of the opponent's pressure, since all pressure has to end at some point. Shielding can also help in that regard, since it pushes the opponent further away and gives you better frame advantage. On top of this game simply not having very much unreactable mixup (Hilda has pretty much the only legitimately impossible to react to high/low setups), many characters also have good OSes against throw/assault mixup. Eltnum in particular has a pretty good one in her 3ACD input (3C if opponent doesn't throw, throw-break if they do throw). If you're midscreen, you can also try wakeup backdashing, but it will lose to certain types of meaties and longer moves as well. Similarly, wakeup jumping occasionally works if the opponent isn't in range to meaty properly (usually a result of someone backteching), but tends to be much higher risk than reward.
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When writing combos with damage values, it's worth mentioning if you're doing them with or without vorpal. Hard to compare damage otherwise. You don't need to write both damage values, though, as it's just a constant 10% difference. Regardless, I'd suggest using 2C > 4C > etc. for the last parts of your combos, as it's significantly more stable in most situations. As for a combo from j.214A, I don't know what's optimal, but I'd probably work on something like this: j.214A > 5C > 3C > 623A > 3B > j.A > j.B > j.C > 5B > 214B > 2C > 4C > 214B > 214A - 3408 dmg w/o vorpal (3740 w/ vorpal) Again, I'm assuming it's not optimal, but it's a starting point.
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I don't understand the question. Just push a button on the opponent's wakeup and meaty them if they're mashing. It beats every form of mash except invulnerable reversals. Heck, if you have vorpal and do 5A/2A meaty when the opponent tries to do a reversal super, you can just chain shift it and block anyway. If you're mistiming the meaty, that's just a matter of practice. You can opt to use something like 66B (cancelled into j.214A once the opponent blocks) or 2B or so-on for better active frames to make it a bit easier to time. If you mean on your own wakeup, you can DP (623B) if you think the opponent is trying to meaty you.
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Just going to make sure, but the venue opens at 2 and the first game is scheduled to begin at 3?
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It's been moved to the 28th to accomodate folks coming from PNW and SoCal, and to avoid overlapping with Final Round (http://www.dustloop.com/forums/index.php?/topic/9561-march-20-22-2015-atlanta-ga-final-round18/). Sorry about the confusion. I hope you can still find some way to make it.
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Just a reminder that Caliburst is this weekend, and we still don't have a thread for it. @_@? If I remember on Weds, I'll poke Fred about it, but otherwise I've got nothing.
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I usually just wait until Seth is done placing the orb to do the dive input. It's not actually all that strict, timing-wise, but it can be somewhat annoying. To be sure, when you say BnB, I'm assuming you mean something like (5A >) 5B > 5C > 214X~[C] > 6C > etc., right?