Sounds like a good time for me to relearn him and Bang. Not touched either since the CS2 balance fucked with everything I knew about the cast.
Sounds like a good time for me to relearn him and Bang. Not touched either since the CS2 balance fucked with everything I knew about the cast.
PSP ver
This game is great
It's odd that they would bother with a PSP version, but I guess it didn't cost them much of anything to produce.
Man, I can't wait to get some of the better items in Abyss mode.
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On a side note, would it have KILLED Aksys to rehire the same voice actors for the new scenes in arcade/story? It's been a year and a half since CS1, how they could not have been able to recontract the VAs during that time. Rachel/Bang/Hazama reps sound horrible.
Holy Shit
Is there a reason why a combo will work in challenge mode, but not during actual gameplay or against a training dummy?
For example, Tao challenge #4 is B C 2C 6C. Super easy to do as far as the challenge is concerned, resulting in a 4 hit combo, but if I try doing it in any other mode, the combo counter ends after the 2C, allowing the opponent to tech out.
Is pissing me off because I'm trying to relearn her for CSE since I can't find a decent guide thanks to the completed lack of interest in Extend, and none of the shit I used in CT/CS works here. I'd have assumed the challenge stuff would actually be applicable to the gameplay.
Not sure if this would even be relevant, but are the opponents different / does the challenge rely on a specific opponent?
Challenge used Bang, and I did the same in training.
I don't think any of the challenges use anyone but Bang now that I think about it...
At any rate, Abyss mode got more fun for me to farm. Finally got the Turn Unlimited ability. My Tager just became even more OP, two-shotting pretty much everyone with his unlimited distortion when I'm starting matches at 50 ATT, and max heat gauge.
Didn't appear as fatal in the challenge. I wouldn't mind it as much if they didn't fuck with her combo options for 3C.
In CS2 you could go 3C 236A D to start a mid-screen air combo, but not anymore in CSE. They can't seriously expect me to only have 2B 6A (or whatever it was) as my midscreen air combo starter.
Is the opponent crouching in the trial? Hitting a crouching opponent adds 2 frames of hitstun/untechable time to every subsequent move in the combo just like Fatal Counters do.
also XBL lobby on stream tomorrow, hit me up
How the hell did I not know this after years of BB.......
Seems to be the trick to it after all. Sucks for me since I got a 4k combo I can almost nail perfectly offline, but the opponent has to be crouching...
[EDIT] Of course I can't pull it off online due to a 4-frame'ish link near the start. Fucking Tao...
Hence the things about how important mixups are in BB, lol
I just really miss being able to cancel out of 3C into her drive like back in CT/CS1...., gave her amazing flexibility. CS2 it got nerfed to 236A being the only thing to link to it only on a running 5B start, and now CSE killed off 3C's utility entirely to my knowledge outside of going into a DD.
Hell, I can't abuse 22C anymore to get someone to burst since there's pushback on block for it now. It has a new purpose now for launching someone in a corner but that's about it.
CSE seems to have more emphasis on RCs than previous versions.
I've not seen much demand for RC combos outside of Ragna and Jin, and they were that way in CS2 also.
At any rate, this Tao is fucking godlike. 6.2k combo on a fatal counter start without using meter? No clue how much of this stuff is even viable or able to be pulled off online in anything but perfect situations.
Makes me want to drop the character, I can't even do hit-stops on her drive reliably for starts.
FC combos are typically pretty viable(and 6k off one is pretty normal) in that you use them as frame traps to fish for counterhits.