Saturday, January 14, 2012

TLDR Update 1/14/12

Hey everybody, it's time for a quick update.

Well, maybe not quick.  I've had a lot happen in the last week so I should probably explain a little.

First and foremost I took a week off of writing because it was starting to take a toll on me and I felt the quality of my articles was suffering.  I'd much rather not write and recover than mindlessly pump out bad material, so that's what I did.  There is a lot of enjoyment for me in contributing what I can to the community so don't expect me to stop cold turkey on this thing any time soon.

Another big thing is I'm likely to be changing residences soon so I don't know how regular I can keep this thing updated.  If I find the time I will get a number of writeups done far ahead of time just so I can throw them at you guys until I can do more.  My situation in life is really shaky at the moment so I'm really doing the best I can for the readers while trying to keep myself afloat.

A final, much more minor thing is that I've been fighting a cold since around the 8th of December.  Lots of medicine and rest really hasn't been doing as much good as I would have hoped but I'm coping.  The reason why you are reading this instead of an X-23 article is because I woke up feeling awful today and typing is a real strain on me physically.  I'll likely crawl back into bed once I'm done and wellness permitting I'll try to type it up later today.  If you don't see it today then I will have it out soon, just not as soon as I'd have hoped.

So I just wanted to let you all know I haven't forgotten or fallen off the edge of the Earth, I'm just not it a good place right now and I'm trying to get back up on the horse.  Expect more updates soon, I just need to recover.

As always, thanks for you time.  I hope to be writing and crunching numbers again soon.

Tuesday, January 3, 2012

Captain America TLDR

Standing Startup Active Recovery On Hit On Block
St.L 5 3 12 0 -2
St.M 10 2 20 -2 -4
M Followup 9 4 19 -2 -5
St.H 16 4 24 -4 -6

Crouching Startup Active Recovery On Hit On Block
Cr.L 4 3 15 -3 -5
Cr.M 9 4 19 -3 -5
Cr.H 13 4 26 -- -8

Jumping Startup Active Recovery On Hit On Block
J.L 5 3 14 +12 +10
J.M 9 4 20 +17 +15
J.H 12 10 16 +19 +17
JU.H 10 3 23 +19 +17
JD.H 11 5 16 +19 +17

Launchers Startup Active Recovery On Hit On Block
St.S 10 4 22 -- -4
J.S 15 5 21 +19 +17

Captain America?  Captain America.

Lucky for Cap, he has a safe LMHS series.  At -4, his St.S is punishable normally by two characters in one situation; Against Dark Phoenix or Ammy while they're in the corner.  Otherwise, the pushback on St.S is too much for a punish.

Cap is also fortunate to have a fast Cr.L with decent range on it.  However, chaining to Cr.M isn't the best idea since:
1.St.M does more damage.
2.St.MM does even more damage and works as a better hitconfirm.

Don't be afraid to go straight to S with your hitconfirms though.  So long as you aren't smashing buttons you can block whatever comes after.

It's also good to note that St.H is a great kara normal if you need extra range on a Charging Star or S&S (or a Backflip).

Shield Slash Startup Active Recovery On Hit On Block
Shield Slash L 21 -- 30 -- --
Shield Slash M 17 -- 34 -- --
Shield Slash H 13 -- 38 -- --
Air Shield Slash 15 -- Until Grounded -- --

Shield Slashes are good stuff, but to get the best use of them you probably want to TK them as close to the ground as you can.  This gives you better startup (unless you're aiming anti air, which you should be doing from the ground anyway) and faster recovery since you can negate a chunk of it by abusing the "Until Grounded" recovery of the air slashes.

The same principle can be exploited to get Charging Stars into combos near corners since Air Slash L still OTGs.  So as long as you get the Slash low enough you can follow up with the Charging Star L.

Stars & Stripes Startup Active Recovery On Hit On Block
Stars & Stripes L* 5 5 44 -12 -27
Stars & Stripes M** 5 11 50 -21 -39
Stars & Stripes H*** 5 12 57 -26 -47
*Invincible from frames 1-4.
**Invincible from frames 1-6.
***Invincible from frames 1-9.

Cap is one of the few with an invincible Dragon-Punch style move that doesn't cost meter, but you need to be careful since they're all very negative on block and you can't Hyper cancel to safety if you aren't still on the ground.

Charging Star Startup Active Recovery On Hit On Block
Charging Star L 5 9 30 +13 -17
Charging Star M 5 11 35 +4 -22
Charging Star H 5 13 43 -3 -17

Charging Star is a useful combo utility and decent anti projectile move since it nullifies projectiles from the 4th frame through the active frames.  You can also kara it with St.H if you need to, but if blocked you may want to DHC out since -17 is a bad place to be.

Backflip Startup Active Recovery On Hit On Block
Backflip* -- 34 -- -- --
*Invincible from frames 1-13.

I'm only mentioning the Backflip because of the invincibility frames.  This lets you use this as a kara for Hypers since you're safe for a moment.  You can go through some Hypers, in fact, and punish with a Hyper Charging Star or Final Justice.  A little personal note, but it looks awesome.

Assists Startup Active Recovery Recovery (Other)
Shield Slash M 41 -- 131 101
Stars & Stripes H 29 12 145 115
Charging Star M 29 11 138 108

Assists?  Well, like every other DP assist, Cap loses his invincibility on the S&S assist unless you Crossover Counter with it where it then has full invincibility all the way up, but that's its only utility really.

The other two are decent for beating out other projectiles and extending combos although the Slash is a little more situational (mid screen) than Charging Star.  Charging Star is likely better since it causes a knockdown (soft, so don't let them hit the ground).

Hypers Startup Active Recovery On Hit On Block
Hyper Stars & Stripes* 12+0 11(7)12(7)13 38 +11 -26
Hyper Charging Star 5+2 11 45 -- -23
Final Justice** 22+2 16 15 -- -12
*Invincible from frames 1-24.
**Invincible from frames 16-36.

Hyper S&S is crazy if you Kara it with a backflip since, in theory, you get 37 frames of invincibility total.  You also can DHC to a powerup Hyper after the first/second hit and get a free combo since those hits stagger your opponent.  Lots of invincibility makes it good for on reaction counters at close range.

Hyper Charging Star, while good for countering projectiles and whatnot (it eats them from the first frame) it's also the go-to combo ender.

Final Justice is NOT GOOD FOR PUNISHING on reaction.  The invincibility on it is really weird and hard to use since it only covers the end of the startup and most of the active frames.  If you feel the need to combo into it though you don't need to link it post Shield Slash OTG.  The window for connecting it after a Charging Star L at the end of a combo is much larger.

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So let's summarize what you can/can't do with Cap.

His hitconfirms might want to look like Cr.L/St.MM/Cr.H/S (S is safe 95% of the time).  Just remember to watch yourself when facing the corner.

Shield Slashes are best TKed since it cuts down the recovery (Shield Slash L has a uniquely low limit on where you can fire it off) and lets you advance behind it.

Cap's Backflip is a great kara for Hypers, specifically HS&S, since the invincibility can help you get a better punish.

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That covers it for this article.  I made a passive promise to do X-23 next so expect that on Friday and let me know who you want to see after that.

I also know I talked about a new type of article, but I won't be doing that until I can find a format that I like to do that in.

Again, thanks for reading and your feedback is always appreciated.