Stephen Tchaou (@bubbaex) header
Stephen Tchaou (@bubbaex) profile picture

Aspiring Guilty Gear Player / Fighting Game Enthusiast / Formerly Ranked Super Smash Bros. Melee and Project M Player / Former Regional Tournament Organizer

Oakland, CA
Joined November 2009
I kid you not, this was during my last set to get Arjun into Master. GGs, good sir!
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Just some small observations while labbing. If you're too close after H or OD Cruel Shoulder to link the cr.HK followup, you get an auto-timed safejump. #SF6_Arjun
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Cloak & Dagger gameplay
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No idea if this would ever be worth over just cashing out the 5U stock on a full combo, but Versusia can apply a similar concept to autotime a meaty 66M that is +1 on block. It's a little complicated because everything needs to be ASAP, including both the 623H-U and jU. #GBVSR_VE
Version 2.61 Throw > 2Lw > 66M autotimed meaty, +1 oB CH 66M > c.M combos #gbvsr_mt
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Bro, it's my turn with the single brain cell
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This is some great research! The only thing I think might be off is the bit about 66L. Fastest 66L is 9f, so with +4, there should be a 1f window to beat out mashing. Luckily, they added the dash attack buffer, but I've had trouble making this consistent without the dash button.
Looking at the new chain attack mechanic: you're +4 on block and likely in range in midscreen to press a far medium or heavy and frame trap. 66L is a fake pressure reset that loses to mash in the corner you're next to the defender. Back dash shimmy or frame trap with cM
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Autocombo overheads are 18f, and the new Chain Attack lets us combo off them. Id's 22H is a 19f low that gives a combo anywhere. These give him a 50-50 on block with both sides of the mix giving a combo. My combos are probably sub-par, but this is more proof-of-concept. #GBVSR_ID
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In the same cancel situation, left one gives shoryuken special and right one gives hadoken special. The frames are almost equivalent except where the left one has 5 frames of holding right, the right one has 4 frames of holding right and a frame of neutral. Make sure you're clean
This input reader seems so finnicky. If you don't input your DPs cleanly ending in down-forward, it feels like anything could happen. I'm not very used to 236 being prioritized over 623 when 6236 is input, but the game isn't even being consistent in that #MARVELTōkonFightingSouls
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This input reader seems so finnicky. If you don't input your DPs cleanly ending in down-forward, it feels like anything could happen. I'm not very used to 236 being prioritized over 623 when 6236 is input, but the game isn't even being consistent in that #MARVELTōkonFightingSouls
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Haven't had the most time to look at this extensively, but it seems like some actions leave you actionable in the air but with ~4 frames of landing recovery where you cannot block. Double jumping (not air dashing) during this time seems to clear the landing recovery. #MARVELTōkon
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