Rutger
Smash Master
New loctests start tomorrow. Hopefully we get some videos this time.
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Hakumen has a drive?That's the main purpose for Hakumen's drive imo.
I don't know what to think.System changes:
Break burst -Hitting with or blocking a burst gives 25% heat
Knockback -When air guarding a ground attack, knockback is increased to make it easier to gain some distance
Barrier guard -Larger knockback on moves with a higher attack level
Instant barrier guard -Knockback is even larger, making it easier to get away
Gravity twice with 1 gauge? Whoa.Lambda:
Gravity seed can be used twice with 1 gauge
5C - Holding the button causes all hits to come out
5D, 2D - Added revolver action into 4B, 6C
Act Parser: Cavalier - Untechable time decreased
Midscreen BnB is no longer valid unless already crouching. No 6B force crouch would probably also mean that 6B leads nothing too lol. I really wish they had more details too. If Mars chopper doesn't let 2D follow up that means it's useless at midscreen. I have no idea what "bound properties" means. Untechable times I assume they want to get rid of all the 2Cs in the combo lol.Makoto:
* Mars chopper - removed some D followups
* 6B - Slower startup, removed force crouch on hit, decreased hitstun
* 5cc - No longer combos into 6b against standing opponents
* Various D moves - Untechable time decreased
* Lightning Arrows - Bound properties removed
Have my issues with awkward button presses in corner combos truly been answered?Lambda:
Gravity seed can be used twice with 1 gauge
5C - Holding the button causes all hits to come out
5D, 2D - Added revolver action into 4B, 6C
Act Parser: Cavalier - Untechable time decreased
omg don't tell me to relax. Overreacting is what I do and complaining is my calling. Why can't you be more supportive of this!?what, why would she only do 2.5k?
5cc combos into a bunch of **** in the corner, which can lead into good damage.
ALL they're doing is getting rid of 2 moves in your midscreen bnbs. That's it.
My god you guys.
You should not be complaining this much about nerfs to a god tier character.
On the first day of tests.
Which might not even be permanent.
AND could possible be faked or mistranslated.
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...it is useless because after i use it it will either beJin's 6A is not useless. :I
Also, Jin's 6A as it is now in CS1 is only -4, which can only be punished by IB. It's also the second fastest overhead in the game or something, so unless you are godlike and amazing, you can't actually IB that. It's practically unpunishable. And it breaks a primer.
Also, they changed it so it relaunches if it hits in the air, instead of knocking down.
Jin will be fine. You can always find new combos with a character.
It isn't because:...it is useless because after i use it it will either be
A) a hit which i cant combo off of unless its a rapid or CH, which rapiding is now not worth it midscreen unless they are about to die
B) they block, since jins 2A hits on frame 7 and 5A whiffs on crouching chars unless its tager, anyone with a 2A faster than that (which i believe is everyone) just mashes that **** and i get hit or forced to block X:
and if i remember right jins 6A is 0 not -4. and....have you seen the startup for that thing D:? why would you use it for a anti air or combo when you have his 5B and 5C
I know there will be a new RC/CH combo, but as of now it would be barely 3K combo if they havent made any other changes to jin and the reason i brought that up about it not being used as an anti air is because that makes the new bounce to it , sorta pointless since you wouldnt use the move as a anti air and the bounce only happens when they are in the air.It isn't because:
A) they will find a new RC/CH combo for Jin's 6A. Just like they do with everything else.
B) the recovery on Jin's 6A is -4 (see here: http://www.dustloop.com/guides/bbcs2/frameData/jin.html), which means unless you can IB that, which I have never seen anyone do ever, you can't punish it. The fastest jab in the game is Makoto's, which has 5 frames of start-up, which means no one can punish it, if it's blocked. Everyone's 2A is slower than their 5A, if I remember correctly. That doesn't mean that Jin can't be counterhit out of it's start-up, but he can't be punished after it is out. And Jin's 6A isn't used as an anti-air anyway, regardless of its head invuln. It's used as a mixup tool.
And if your opponent is mashing out of your pressure, punish them with a FC combo. :I
It's obviously going to be amazing off the 2DD, but I suppose at close range it gives you the option of canceling a blocked 5D into something else. It'll be nice for catching opponents off guard that try to punish her.I still dont get the 5D>4B gatling for Lambda , how would this work ? I can see 2D>4B but the other one , seriously..