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Hm, I always thought that 3C then frog gave enough time for a meaty 2A so they can't jump out. It's been awhile though.cs2 Rachel is definitely great at rushdown, but her oki seems mediocre at best, to me. Basically the only thing she's good at preventing are rolls. George meter and slower lobelias limit her a lot, you can neutral tech and then jump out of the standard setup that she ends 90% of her corner combos with, and the only way to stop them is to iris, and it's not like Rachel's are going to be wasting their pole all of the time just to stop a jump out, especially when the best it can lead to is around 2k meterless. And that's assuming george doesn't accidentally zap them after they get hit by the iris too.
I think you only have time if you did 3C Sword iris 3C summon Frog since you'll have more time, and the lobelia there isn't a situational one either since it should be there after the 1st frog after BBL. Although I'm still not sure if it's a perfect frame trap though so I could be wrong.I never have enough time for anything after the frog.
Especially against noel, who only gets hit with 2 of the hits.
****ing Noel.
I would agree with Impish Gypsophila having invincibility on startup (since she does do a spin like she's dodging something), but not on George. Invincibility on George would just be silly for getting around pressure close up. Just picturing that makes me laugh.Throwing out George and the pumpkin should give Rachel invincibility frames
Why wait? You can learn stuff like that, and it'll carry over to future iterations.Once CSII+ comes out, I'm going to practice Rachel a bit more considerably. Learn matchups, proper pressure, stuff like that.
Now I'm confused lol. After remembering her combos now, her corner oki is great since the opponent can't roll since there's a pole and also a frog after her corner BnB with heat. It also is a frame trap also so they should be able to just jump out.I was talking about 214a > 236a corner oki, minato.
If we're talking midscreen they can just roll away.
Of course she can chase them but that's not character specific, lol.
Hopefully there should be more characters coming. I can't see them adding only one character.Relius and STILL no Kokonoe?
That's what I'd like to think.Wouldn't they want the other new characters to be apart of the playtesting too though? D:
Relius is totally going to help good guys at the end, that mask just screams it. Or he will be against everyone.Carl but with less whiny-ness, weird shorts, and much more EEEEVIILLLL?
Kokonoe doesn't need to fight everyone once she becomes playable just because it's story driven. Hazama pretty much sat in one place while Noel cooked in CS except for when he went for his little adventure in his story mode. Kokonoe could be pretty similar once she's playable.I'd like to think that Jubei would come first. Mostly since BB is very story driven and Kokonoe publicly detests to using her powers, I think there would have to be some major event in the 3rd game's story that makes her change her mind and want to join the action.
バング
・5DCH時の壁バウンド削除
・コマ投げの補正きつく
・6DCHの受け身不能時間減少
・JDの発生鈍化
・J4Cの浮きが高くなって追撃しづらく
Bang
- Walbounce on CH 5D has been removed
- Command grab prorates hard now (low P1/P2 values to be clear)
- CH 6D has less untechable time
- j.D has slower startup
- j.4C causes opponent to fly higher on hit, making followups after difficult
レイチェル
・6Bのjc削除
Rachel
- 6B is no longer jump-cancellable
タオカカ
・コンボの補正が少し優秀に。CSと同じレシピで2B始動が2800が3200に
・しゃがみ食らいに対して5C、2C>6Cが繋がる
※6Cのフレームは19フレーム以下らしい
Taokaka
- Combo proration has been tuned to be slightly better. You can use the same combo recipes as from CS1; a combo starting from 2B can get 2800-3200.
- 5C/2C > 6C works on crouchers
* 6C's startup is at least 19 frames
ラムダ
・5Dと2Dに4B、6Cのガトリングが追加
・4Dに4B、6Cのガトリング追加
・重力発生時間が短く
Lambda
- (the note about gatlings from 5D/2D to 4B/6C has been crossed out)
- 4D > 4B/6C has been added (I haven't seen this anywhere so :/)
- Gravity [seed] has faster startup
ツバキ
・衣中のD技の同技補正は別技扱いに
・小パンの補正きつく
Tsubaki
- Repeat proration for D moves does not apply to D moves that are used while in 214214D
- 5A prorates hard now (low P1 value most likely)
ハザマ
・ジャコウの硬直増加
Hazama
- Jakou has more hitstun
マコト
・コメットの発生鈍化、硬直増加。レベル3が壁バウンドしない
・空中投げの硬直増加
・JBCHの浮きが高く、接地前に受け看取られる
・シューティングスターLv3の全身距離が増加。パイルバンカー!
・マーズチョッパーがD系統でキャンセル不可。DDも無理
・ビッグバンスマッシュの硬直増加
・インフィニットラッシュの硬直が増加し、画面端で追撃不可に
Makoto
- Comet Cannon has slower startup, hitstun increased. Level 3 version does not wallbounce
- Air grab has more hitstun
- CH j.B launches the opponent higher, opponent will tech before they land on the ground (verify)
- Shooting Star's total range has been increased. Pilebunker!
- Mars Chopper cannot cancel into any D followup (verify). Cannot cancel into Distortion Drives either
- Big Bang Smash has more hitstun
- Infinite Rush has more hitstun, cannot followup even in corner
Some Bang nerfs too.バング
・5DCH時の壁バウンド削除
・コマ投げの補正きつく
・6DCHの受け身不能時間減少
・JDの発生鈍化
・J4Cの浮きが高くなって追撃しづらく
-Walbounce on CH 5D has been removed
-Command grab prorates hard now (low P1/P2 values to be clear)
-CH 6D has less untechable time
-j.D has slower startup
-j.4C causes opponent to fly higher on hit, making followups after difficult
(why are they nerfing him even more i don't understand)
w atBang nerfs
I know Arcsys' joketests never have an effect on the final product, but I'm just waiting for this to show up on one of the Japanese loketest sites:The problem is that if Tager mains expect the worst, they'll be right.