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Posted

From the impressions of the team that won ArcRevo.

Tsubaki
Rating: 7
 
Her new overhead special is an overhead, and not only its hitbox extends above her as well, but it's also advantageous on block - it seems like a strong move so far. On the other hand, it's harder to delay gatlings now and that hurts Tsubaki a bit. However, you can expect people to find new things as time passes. I'm rather excited to see how she'll turn out. (Zexo)
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Posted

He probably means that there's a shorter frame window to delay gatlings.

Posted
4 hours ago, Kiba said:

He probably means that there's a shorter frame window to delay gatlings.

Interesting. I wonder if they (the dev team, in this case) remembered that a lot of Tsubaki's stuff has custom windows anyway.

Posted

I don't think it will be nearly as negative as it sounds, but I will be on the lookout for notes from players saying anything about it. My bet is that they will barely notice it or get used to it fairly quickly.

Posted

I am currently at the arcade in SoCal that has BBCF and I had another Tsubaki player there play while I recorded. She tested a couple things out for me and I'll get to uploading some videos when I get home.

The lines are ridiculously long so I'll get to feel things out for myself in a bit.

5B>6B working on standing is really cool and j.214D is definitely harder to follow up on the ground. 

2B is at least 10f startup.

Posted

10F would still be so much better than 13. x.x

Really curious about changes to normals in this game more than almost anything else.

Posted
13 hours ago, chzchan said:

2B is at least 10f startup.

I'm happy. I remember on my note that I wish for 11f startup. It's even better now.

Posted

Welp, being able to get 2.3k off a completely non-optimized combo from 22B raw seems solid.  It's sure not fast though.

Posted

The follow up version of 22B/D looks a lot faster than the normal one. So 236X/214X>22D as a blockstring will probably catch a decent number of people. But without a low option after 236X, it's not really a mix up, so...

I'm adding being able to use the D versions of her rekkas to cancel out of 236X's start-up to my wish list for CF 2.0.

Posted

Oh yeah if you guys have anything you want me to test, just ask. I'll be going back to the arcade tomorrow night. Buddy above recorded me not knowing how to use stick and I recorded another Tsubaki player and am uploading the videos right now.

Posted

I had some trouble with it but that's mostly because I can't play stick. I'll have the other player test it out tomorrow. Here are videos of her playing and testing things.

https://streamable.com/rdqo

https://streamable.com/j6w5

https://streamable.com/77yq

https://streamable.com/tivq

https://streamable.com/s1o1

Damn I don't know why I uploaded two different videos twice whoops.

Posted
4 hours ago, Zouf said:

5BB still whiffs at a certain range :v:

You should never be using 5BB to confirm any standing 5B hit since 5B>6B works. I'm going to have to rid myself of the habit eventually as well.

15 hours ago, Level5-Chan said:

I'm happy. I remember on my note that I wish for 11f startup. It's even better now.

It might even be faster. Who knows. I am unsure how to figure out actual startup at the moment but I'll try.

I have been reading a ton about j.236D and j.D on twitter so I am going to do most of the tests with those since it seems like they open up a lot of potential paths with multiple 6Cs. I want to see if there is any combo utility using j.214C's wallsplat if I do anything special with air spacing. I am seeing a ton of information/combos pointing to j.D no longer having landing recovery or at least maybe having less so that is pretty huge in my eyes. I could also not be reading things correctly which is highly likely, but I'll just have to see for myself.

Posted
5 hours ago, chzchan said:

You should never be using 5BB to confirm any standing 5B hit since 5B>6B works. I'm going to have to rid myself of the habit eventually as well.

Ehhh no.

If you always do 5B > 6B, you shutdown the 5CC gatling (and 2BB). Also, 5BB is airtight, while 5B > 6B has (had?) a gap in it.

Posted

If you are aware of your position relative to the opponent I'd say it is a better idea. This is just in the case of a hit though. Shouldn't have used "any" there haha.

It does suck that 5BB doesn't bring her far forward for the sake of pressure, but I don't see it as a problem combo-wise now that there is access to a range-consistent route thanks to the 6B changes.

Posted

5BB has basically been my nemesis since I started playing this character; It's really kindof frustrating that they actually made it WORSE in CP (she used to step forward a bit, now she doesn't even do that.)

 

Edit: With regard to using followup 22B, well, the good news is that A) it's plus, B) it moves you forward, and C) you can do 236A > 214B > 22B OR  236A>22B so they really have to react to mash it, and well, it still remains to be seen what the options are with charge.

So I guess what I want tested is: What can we find out about 22D in terms of options?

Posted

I want you to test Mugen > 214D > 236D > 6C > 214D > 236D > 6C > 214D > 236D loop and give us the big numbers.

As they removed the SMP crap from CP, it looks like everyone got their loops back, which is awesome :D

Posted

Can we get a 6C off of j.236D>j.214D in this version? If so, DP loop sounds better than Zouf's suggestion. Er, also, Zouf, did you mean 421D, not 214D?

Posted

Interesting wall bounce splat thing going on with j.214whateverthatwasbutnotD.

Posted

So...Astral seems way faster again?

And did they reduce hitstop AGAIN?

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