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Myoro

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Everything posted by Myoro

  1. It's theorized that it has something to do with Active Flow. Kinda like ho the negative warning notification pops up. This "Attention" isn't 100% confirmed to be anything yet to my knowledge.
  2. Alternatively, learning the second character can give you insight on how to fight a player using said character. In a way it would buff every character you play in the match-up against the character you're learning, including your main.
  3. We end up talking about how adding characters screws up balance with each new addition to the series. Can't we just skip to the end where people realize that CT with its cast of (12 was it?) was no paragon of balance, and CPE with it's Cast of 28 though not without its issues has every character being able to stay competitive at the very least? Let's not assume a broken game 'til we see arcade gameplay.
  4. First thing I noticed. It's faint, but it's definitely in the trailer; sound effects are different. Check for yourself: https://www.youtube.com/watch?v=wxXGVJSINHk It's best heard when it's going character to character. (They sound much more anime, much less like a fan smacking something, and therefore much better.)
  5. Well all the sprites seem to have been redone/reshaded, so Tao's might look odd if they didn't bother. That said it's true that they could change her astral for after they add Jubei, although that doesn't seem to be their style (they reused Nu's sprites for lambda, and have re-used a lot of old sprites in other moves before like Tus' sprite in "Id Zein" or Vinum's sprite in OD Tedo. I don't think the team would put any unnecessary effort into polishing sprites that won't be used, but I could be wrong.) I could however see them simply re-purposing the sprite he'd use in the astral in his actual sprite-set. Still I think it's something to look out for as whatever the case it could reveal a lot. Just noticed, the fact that flash happens after Ragna hits the first time in his OD Blitz lends credibility to the guard crush-esqe mechanic theory too.
  6. One more thing If anybody here is attending lokes, test Tao's astral if possible. If Jubei was going to become playable they wouldn't do new sprite work for it right? Whatever the case it may offer hints.
  7. I have a thought on these "OD only" distortions. Firstly they end OD immediately. Secondly, they all seem to consume the remaining OD gauge and do roughly 2K by themselves. This is odd because other distortions in OD do over 2.5K in general. I got to thinking; this could ether mean that resources are not consumed in the same way or that there is some added benefit to the usage of these moves. From most likely to least I give you my conclusions based on the facts present. It's probable that the answer numbers among these or is a combination of a few: 1: They do not cost meter or cost a reduced amount of meter. Terumi's distortion seems to support this as he has over 60% meter even during the distortion. I don't believe Terumi's character model is the cause of this, because Ragna doesn't get health steal from his. 2: They all have first frame invuln and can be used as reversals from OD raid universally. 3: They scale differently and can net larger damage in different circumstances in combos. 4: they can be comboed from. Ragna OD Distortion>Scissors might do more as a combo finisher. They could have follow-ups a-la Magnitech Wheel too 5: They are unblockable options. Crush Triggers come to mind with this. CTs deal 1K universally, so these dealing 2K universally lit some warning bells. Also in the mean time I'm calling them "OD Blitz" because "OD only Distortion" is too unwieldy a phrase.
  8. If you think that's bad look at Rel and Ignis. The couple went on a diet.
  9. Chill mate, CS gave us 5 new characters, CP gave 7. I'm expecting 7~9 added in total to CF and so far we've got 3. The game is so young literally anyone could get in. Let's see what they do.
  10. Safejumps in general are good countermeasures. Also you can kill their DP buffering if you cross-over before your attack. I think Tao is capable of both of these. then all else fails just tick throw them and they'll get TRM'd I think. Try putting a little 665C>94A+B>2B or 4D in your mix-up here and there when you suspect funny business. worst that'll happen is you get pressured. Remember that your reward for baiting a DP properly is much higher than theirs is for DPing you most times, and get inventive; Stuff like baiting a DP with a lower HP OD can lead to 8K for a lot of characters.
  11. I don't even want this plate, but I kind of want to force them to make it... Is that inhumane?
  12. Quick question, with a bit of a explanation. I'm told uploading replays from the PS4 is much easier than from a PS3. Is it possible to use the Replay theater function in the player rooms to copy replays stored on a PS3 memory onto a PS4 memory and export them to the web from there?
  13. Myoro

    [CPEX] Relius Clover Video Thread

    RYO is back!: https://www.youtube.com/watch?v=XCMqj7yXnXM All is good again.
  14. There's usually a specific time of day PSN updates, come back in an hour or so and it'll prolly be there.
  15. Okay, that makes sense. I tested it by comboing Ragna's 5A into his 2C and 5C. Ragna's 5A has 12 hitstun and his 2C has 12 start-up while his 5C has 13. The fact that 5A>2C works and 5A>5C doesn't confirms this. Thanks for the advice by the way!
  16. Ragna's inferno divider is 9 frames before its first active though right? it's not active on frame 9 is it? so if I put the last frame of my 2A's actives in the first frame of its start-up I should still have 8 frames to recover right? And I do frame perfect stuff in combos all the time (offline at least) so I'm not too worried about difficulty. If I get it in my muscle memory I'll have it or something close to it 90% of the time. I'll try the mash thing for the DP on wake-up! It sounds like as close as I'll get. I wish I knew how to use training mode better in general. Thanks for the response by the way. I still need those other questions answered if at all possible.
  17. Oh such questions I have. For starters I'm trying to learn 2A option selects for DPs. I've run into a couple queries. Okay Relius' 2A has 8 frames of recovery. does this mean his option select will or will not work on Kagura who has 8 frames of start-up? If not Kagura will it work on those with 9 or more frames of start-up? Also is there a visual cue used for timing this kind of option select, or any disadvantages I should be aware of when using it? Some people use the buffering system for barrier to cancel their A or B normals into barrier when the opponent uses a distortion flash DP. What is the timing for this? Does it work on Distortions like Arakune's which have 7 frames or less of start-up? How do I use training mode to practice option selects? is there a way to set up the dummy so it DPs on wake-up? On the topic of instant blocking, is there a way to IB safely in lag? Is there any way to protect from cross-ups screwing up your command moves? too many times I've tried to get cheeky with led leying Koko's 22B and instead gotten punished for 4K from my 214A because she 22C'd. I've had similar problems with Arakune's fake-outs and moves like it and not just with Relius. Any solutions? More questions as they emerge.
  18. Myoro

    [CPEX] Relius Clover Video Thread

    He's returned in full force! Thanks for the vids Wakky!
  19. But the non return thing also hurts her defensively not being able to access her DP very easily. It also makes her switching between modes harder and riskier, which affects her whole playstyle. Once you throw your stick you never know if or when you'll get it back. I remember there being more stuff that validated that placement, although I don't quite remember all of it. For one thing her [e]6A is only special cancel-able now and they nerfed CT starter rate among other things.
  20. I've heard nothing incredibly solid in terms of tier lists, but from the data I have seen I think it might go something like this: S: Hazama, Nu, Azrael (?), Carl (?) A: Ragna, Haku, Taokaka, Bang, Relius, Valk, Jin, Mu (?) B: Tsubaki, Makoto, Noel, Tager, Izayoi, Litchi (?), Platinum, Lambda (?) C: Amane, Arakune, Celica, Terumi D: Rachel, Bullet, Kokonoe, Kagura I put question marks next to those who may have been put one tier too high, but considering the info I've collected this seems pretty accurate. Anyone with more official tier lists feel free to step in...
  21. Is there a full changelist for 2.0 Kokonoe?
  22. I suppose if you suspect something like a throw upon your landing is going to happen you can target your landing at your max poke range instead of right next to them (If that makes any sense). Basically try to land yourself in an area where Rachel's 2B/5B/6B will be able to hit, but a grab will whiff because you'll be too far away from one another. Another techneque is to attack on your way down if you don't see an anti-air happening. This option takes a good reaction time, but most anti-airs are kinda slow on start-up and you can get a j.A/j.B out right before your moment of landing sometimes. If they choose to anti-air late, it won't really matter because when you land from using a falling air normal, the recovery of said normal ends and you'll end up blocking it and more likely than not get a tasty punish off of it. If they don't anti-air and were going for a grab or something your j.A/j.B will hit them or be blocked and you can press 665B the moment you touch the ground to confirm into pressure or a combo. Rachel's wind is an important thing in a situation like this, because j.2D and j.3D can both be used to make you hurdle toward the ground quicker, so you can make the whole process much faster. This gives your opponent that many fewer frames to get to the actives in their anti-airs, so even lightning quick anti-airs like Kokonoe's can be toppled like this. (Only Kokonoes can also gatling into more normals for some absurd reason, but you won't get clipped on their reaction to your falling air normal.) When baiting anti-airs I also imagine you could do something fancy with double jump>j.2C+j.1D, but then again I'm no Rachel expert, so take all my character specific advice with a grain of salt. Someone like Errol or TD could probably tell you something much better to do, all the while wording it in a much more articulate way. :/ I do hope this is helpful though.
  23. Myoro

    [CP2.0] Loketest News (NEWS ONLY)

    This is the news thread, so I think this belongs here for all those who will be looking for this article: BBCPExtend announced for Japanese release April 23 2015 Get hype!
  24. So there are very few characters who can air unblockable you when they themselves are in the air, the ones I'm aware of are Haku Carl and Relius (Haku using Hotaru, Rel using 4D on jump start-up and Carl using 8]D[ or 623]D[ in the air I believe.) So for the most part you can just Barrier guard when the opponent is grounded and normal guard when the opponent is airborne and watch for grabs. [4A+B]~C should work to tech airgrabs though (Meaning yes you can throw break while using barrier, even in the air), but using barrier in the air is such an awful waste when the opponent is also airborne. In CP2 Barrier is looking far more scarce, so it may turn into a good habit if you start rationing it now.
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