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Posted

I mean, of course this is the first locktest. But the fact that ASW thinks that what they've done is even worth play testing with makes me worried.

Posted

First, a tidbit: j214x are all mid hits.

Personally, I think they're just trying to answer some questions with this loketest.

Is her only problem that she can't get charge?

Does she really need special moves that are just rekkas? (j236x not comboing)

If she could get charge easily, how much can we mess with her and still make her viable?

Stuff like that.

Poster's opinions (from post linked in news thread)

Congrats!

j214's mid hit is... well, tough to land at times, but the return suits the risk. I can roll with this.

It looks like people are jumping the gun and charging in thinking Tsubaki gets charge so easily, they don't want let her get any. Shutting that down's become easier, and it looks like high-level play might just be how well you can bait them out.

They'll want to stick to you like glue, I shut them down with 236D.

I can pick up 2 to 3 charges per combo with ease.

Against Arakune and Tager? Five. Easy.

... Although I suppose she still might be low.

Posted

From Fei Long's Rekkaken. 236P 236P 236P chains.

I used it here because... well, 214x is only used in combos, I'm just so used to only using it after 236A... well, and throw, when I think about it. It seems rather rekka-like.

236A 214A 22C

623A j236A j214C

I think it was discussed before, she has some moves that are mostly used as filler.

Posted

Wow, 2-3 charges per combo? That does sound like it would require D move comboability nerfs. Faith restored. Also overhead dive is hot, especially if it includes the D version.

Posted

Well, here's the actual Japanese, in case it looks suspect. I could be wrong.

そっからのコンボで2~3は余裕でした

アラクネテイガー相手には5ゲージ余裕でした

In the first statement, he just says that he easily has 2 or 3 for combos. He doesn't say 2 or 3 of what, but I assume he's not saying he can fit in two or three combos.

For the last, he specifically says 5 gauge and uses the same sentence structure (it ends the same way), though, so I filled in some blanks and assumed that's what he was talking about in the first sentence. I'm having trouble imagining what else he could have 2 or 3 of, or do twice or thrice over, and given the context, Charge is what I feel he's referring to.

Posted

So basically you guys got a new overhead, super charging and completely new combos? I can roll with it.

Also

ツバキ2Cガードjc可能らしいねー

?

Posted

ツバキ2Cガードjc可能らしいねー

?

Um... "Looks like Tsubaki's 2C is jump-cancelable on block" or something. I think.

Posted
j.214 hits like an overhead now right?

I thought it said j.214x was a mid, not a high.

And it would be amazing if you could jump cancel 2C. Shit takes a little too long to start up anyways as an AA.

Posted

I think in japan that means Overhead, as it hitting mid would change absolutely nothing and wouldn't warrant all the "YAYZ" from the translator

Posted

Would look pretty obvious though wouldn't it? Plus, you can't really combo off it with no charge. And if you're in the air, people will be standing blocking anyway.

Posted
Would look pretty obvious though wouldn't it? Plus, you can't really combo off it with no charge. And if you're in the air, people will be standing blocking anyway.

If we always have 2~3 charges :eng101:...

And the guy said it was risky but totally worth it. I wonder what he means

Posted

Cookie time. Personal opinions in brackets.

6BB reaches further. [translator: Maybe I'll actually use this now.]

2CC doesn't float much. Just from my gut feeling playing CS so much, 2CC > 5CC would be techable past the first 5C.

jCC > j236D > j214D: The light orb from j236D will hit. [translator: Kinda cool.]

2C can be jc'ed on guard.

214x has increased untechable time? 2A > 5BB > 2BB > 5CC > 214A > 22C > 3C is a Red Beat.

Air throw bounds the opponent, you can follow up pretty easily.

236C236C has more invincibility. [translator: Whoa.]

3C is ground techable.

22D wallbounces on CH.

1:40 - Oh man, the charge! THE CHARGE!!!

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