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Ciel's Tech Support / Re: CCCaster not starting correctly
« on: November 14, 2017, 04:29:49 PM »
Win 10 single language? If yes it won't work for my notebook too, but works on all my other PCs.
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Hm, I see. Another thing I find interesting in that tier list is that you list C and H-PCiel above F-PCiel? Why is that? They both have some bad match ups compared to F IMO and their defense is pretty bad compared to your average character. I do think that C Pciel is the most fun to learn and play, but I woudn't put her on S tier.I think C P.Ciel horizontal laser is ridiculously good in neutral and also very good for mix-ups. If the opponent jumps, which is likely, since she dominates the ground with lasers, she can anti air, which is rare trait in Melty, and if that move whiff or get blocked (the super is air unblockable), she's in a good position in neutral. She also has a chargeable overhead that can be canceled midway into a low, which can be very tricky to block and a really good cross-up. The throw, that can be incorporated in the mix-up, leads to relatively big damage and good oki. Also she always gets good damage and good oki. I think F is really strong though. About H, she has even better mix-up potential, the vertical lasers are also strong (and annoying) and the damage is even higher. She has neutral, huge damage and oki with strong mix-ups.
Is this your personal list or is it based on japanese pro scene?Actually on both, but the potential is the most important. For example C Satsuki, which a friend mentioned was a little off. I think her neutral might be almost as good as C Seifuku since she has awesome ground normals and specials and also high priority air normals. She can also combo off most situations really well (even OTG) into mix-ups with good damage, but I think her mix-ups are much more dangerous then C Seifuku's. I never really had a problem blocking C Sei's mix-ups. Satsuki's 4-way in the other hand, I can only hope for the best. Also she has better wake-up options, including a 22 reversal.
Beating shield and bunker is just a simple safejump. Beating heat is an OS. You input 44 right after jC and then whatever normals you want. Done right, you get jC whiff backdash on heat and jC --> your normals on block/hit. Not sure what you mean by control which side the opponent will be.Thanks for the explanation.
I finally finished what I had been dreaming about for quite a while...Good stuff man, how are you doing with it?
http://imageshack.us/a/img14/218/jm4x.jpg
http://imageshack.us/a/img6/9073/p5bs.jpg
http://imageshack.us/a/img545/4553/3tey.jpg
I totally love 24mm seimitsus, they're way better than cheap kbs I've been playing. Good luck with your kb mod though. Hopefully, I'll also get a decent mechanical kb someday :3
Still ends up as about 5k against Kouma. Better than a basic at least.