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Posted

nah. While being combo'd mugen doesn't decrease. During block should be normal...

Followup 214xs move length is based on the preceding 236x. 236c214b moves a gross amount

command throw does 960 damage, gives 2 charges.

corner throw, 214D, 2CC, CCC ender does 3400

D projectile is as big as a spark bolt

D projectile is not 2 hits, if it hits they stay there

D proj > 236D releases an aura. stagger state, but 6c is too slow to hit

throw > d proj > 236D projectile hits, and no aura comes out (due to projectile hitting)

JC doesn't float.

6cc> JC>JC whiffs due to height

forget about DP whiff.

j.236A releases a projectile, but disappears partway

FC 3c > 6c doesn't connect

j.236D > j.214D, even diving through the projectile aura doesn't appear

22b CH causes stagger

OD at start of round is ~2.3 charges

jCC > j.214D > 236d doesn't connect (at 236D)

Crush trigger range is about equal to 5c, startup is about equal to 22D, chargable but effect of that is unknown

impressions:

feels potential in neutral from the projectile, and damage seems to be pretty ok.

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Posted

Haha I had a feeling it wouldn't work that way. Thanks for getting translating all this info fast. I check the bbs but I'm always late.

Posted (edited)

corner throw, 214D, 2CC, CCC ender does 3400

The combo is so simple too! I wonder if she can at least achieve 4k now in the corner without meter use and at least 2 stocks. Only one way to find out!

D projectile is as big as a spark bolt

:V So it sounds like it's easier to keep opponents out and is easier to get in too. They would have to jump to avoid it and we could begin our assualt from there by going for the 2C. Even if they block we still retain pressure/mixup advantage. I guess this is easier for certain matchups like against Ragna, but we'll have to see for sure.

22b CH causes stagger

I wonder if the proration of the move has changed, or will it be the same 5BB > 5CC combo? Who knows, but we may have lost better corner carry.

Thanks Errol, she's sounding more and more dangerous. Her field control sounds pretty amazing.

Edited by Kiba
Posted

This generally sounds pretty good, but

D projectile is not 2 hits, if it hits they stay there

What does that mean? Just that it doesn't knock away or anything?

Posted

I think it was that it has long hitstun, maybe it's also a stagger state, but can't remember.

It looks like there is a LOT more info on jbbs, that I will translate when I get home from work.

Saw another note that jump loop combo didn't work on Ragna, but worked on Tager. I think it's the j.B part of it that broke. just skimmed. Of course, that and anything else that has cropped up since the info I posted last night will end up on here in probably 3 hours or so.

Posted

Dunno if this was noted yet or not, but I was watching the Tsubaki vs Platinum video - 2D can now be held all the way to 5 charges again. Though it seems awful slow. Hopefully it recovers faster.

Posted

Here's the video: http://www.youtube.com/watch?v=jxNs4Y2CgUk

I saw the info on the bbs but my kanji is still lacking :vbang: I get some of it (I think) but I'd rather not post poor translations and get people up in a tizzy.

Also system changes noted by Isuna:

Overdrive active time seems to be greatly reduced

You get about 33% Burst if a round ends while you're in OD

Posted

Thanks for that link PK I actually didn't catch that. Tsubaki is moving like she's in x-factor or something. Ok that's a little of an exaggeration but you know where I'm getting at.

236C wall sticks and the 5BB gatling is waaaay faster.

Also, 2D freedom charge! Cool!

Posted

No prob. I didn't notice the 236C wall stick, nice~

Other things from the video that I saw:

5D seems slow as well. Overall, charging speed might have slowed down.

22D > 6C > 623C > j.236A(w) does not work (noticed the 22D > 6C part did not connect the first time b/c they used 5D before the 6C).

I think they used j.236A because it did not take away a charge. It does disappear before hitting the ground but still travels a pretty good distance. (2:15)

5B > 2C > 22D > 214D connects.

5A > 5CC > 623C > j.236A (hit) > j.214C connects.

It looks like 5B > 5CC > 22D (corner wallbound) > run-up 6C > 236C connects (3 minutes in).

Posted

throw > blade super

throw > 22d > blade super

throw > 214d > blade super

CH 214D > blade super

all do not work

10% health OD recovers 4.2 charges

from Memory

214D > 5C > 2CC > JB > JC > jc > JCC > 236A > 214C == ~2800 damage. didn't seem to be able to follow up after 214C.

corner throw> 214D> 5C connects, but 2CC after doesn't connect.

Charge cancel is the same, about 4 charge cancels for 1 bar.

Confirmed Jump loop off of 5b for 1 rep, but don't know about the finisher

D灯は中央で当てても、ノックバックで二段目スカる

Mid screen: D Proj hits once, but due to knockback 2nd hit whiffs (? has 2 hits? didn't know this...)

Might be usable for oki

C Proj is slow to start, but if you can get it out, seems usable for neutral.

During OD: Supers have the same damage, but don't know if there are any other effects.

Tried to use command throw when it looked like he was going to be thrown, but got countered. Might have no invincibility

623C>j.236C>j.214C hit timing feels slower (before it was very fast, now feels longer between hits)

Putting out 3cc feels subtly different? Doing it as fast as was possible before, it didn't come out

AH : goddess statue behind Tsubaki during AH is black, regardless of your color

j.236A: After a raw j.236A in neutral, can't do anything. Not even j.214D.

236X,214X: Still able to cancel into 22D on whiff.

JC, JC: Charge cancellable.

JB rising combo (i.e. the jump loop) impossible on ragna, possible on tager.

22d > 3c doesn't connect ( I think referring to when you hit close with the 22d, but not in the corner.)

22b is garbage. If you hit, it doesn't down, it doesn't even stagger, it just hits them (like a 5b). In spite of that, has large recovery.

If you're at a range where 236A won't hit, there is no basic combo to do. JBBS writer said he was using C proj (which of course gets blocked, but that'll give frame adv).

Blades super: Time from setting up the blades to shooting them is so long that it doesn't feel like you'd be able to stick it in any combos.

立ち回りで出しても中盤の刃発射くらいまで動けないので余裕でミズチとかいろいろ確る

No idea what ミズチ refers to.

J214D : In the corner, not enough time to connect with 6c, 3c, 5c(w)c. 2b connects, but followup 2c is blue. Didn't test JD charge cancel > JC, so there might be a chance there.

2C > 214B,D, does not connect. Don't know about on crouched opponents.

214B : SMP added.

2b>5b : gatling is gone. 2bb>5b works.

3c and 3cc are of course not jump cancellable

Blade super is easier to use than I thought

D刃D閃の強化タックルでラグる

Blade super > 236D .. ラグる don't know what this means.

Command grab is .. questionable. Certainly not a replacement for unblockable 22d.

This might be my imagination, but 5b feels uncomfortable. Is it slower?

Raw 22b not blowing back is rough.

6C jump cancel still there.

5Bch > 6C, 5Cch > 6C still work

jump > JD recovered about 2 charges after landing.

high jump> jump> JD recovered about 2.1.

Seems like it is about equal to 5d until you hit 1 charge, then it slows down. Then it gets to 2 charges eventually and about stops.

Posted
Here's the video: http://www.youtube.com/watch?v=jxNs4Y2CgUk

I saw the info on the bbs but my kanji is still lacking :vbang: I get some of it (I think) but I'd rather not post poor translations and get people up in a tizzy.

Also system changes noted by Isuna:

Overdrive active time seems to be greatly reduced

You get about 33% Burst if a round ends while you're in OD

i noticed at the beginning of the match he 22C and it staggered plat pretty interesting dunno how useful it will be I'm probably late also that CH j.C>5C didn't seem to work maybe bad timing or we gotta 5B again and yes FREEDOM CHARGE but the charging seems slowed down and still leaves you in CH state

Posted

Maybe ミズチ refers to the state of a character after something? I'm not sure; The only other thing I can think of is that it refers to a move. ラグる.... I have no idea either lol. I just keep thinking of rug.

i noticed at the beginning of the match he 22C and it staggered plat pretty interesting dunno how useful it will be I'm probably late also that CH j.C>5C didn't seem to work maybe bad timing or we gotta 5B again and yes FREEDOM CHARGE but the charging seems slowed down and still leaves you in CH state

There's no more 22C so it's 22B. Didn't see the CH j.C > 5C the first time I went though the vid, nice catch. It looks like it may have been bad timing but for all we know it wasn't. It's definitely something of note since it affects our combo paths.

Posted

the JC CH > 5C whiff is definitely just because of timing. rather, he dashed all the way under him and then tried.

Hakimiru helped out with those things a bit.

ミズチ Probably refers to Hazama's super (tthe one where he spins around and does a hit underneath you wherever you are on the screen).

So, the blade super doesn't have invincibility, and the blades take so long to start firing, that you should have plenty of time to guarantee something like (Hazama's super), to counter it.

ラグる is basically a verb form of causing lag, i.e it causes lag (think like ググる, verb for googling something) . So I think it's saying that D Proj > 236D causes lag. D Blade super doesn't exist, and the special effect comes from 236D'ing through a projectile.

Posted

22C > 3CC midscreen still works

6A> 5CC > 214D > 2CC >CCCend = 2700

214D connects off 5cc and 6bb, at least while crouching.

5CC> OD > 5C connects.

J214X cannot be charge canceled.

Followup 22D wall bounds even in the middle of the screen, 6c and 5c(w)c can connect (at least on air hit)

D Proj> 236D does about 1800 if it hits (as starter.. don't know if it can be followed up, would think so...)

throw> D proj> 236D > CBB ender > 3500 damage

22b CH caused stagger, but mysteriously counter didn't appear on the screen...

5bb>5cc>22d>AH connects

Posted

Overall it just sounds like her combo routes got shortened but she's getting much more damage of them! Not that I'm complaining of course haha! 3.5k off a corner throw? 2.7K from a 6A now? I like how I'm trying to force myself to generate some ideas from this!

Interesting stuff, thanks Errol!

Posted

In any case 3.5k from a throw + 2 charges midscreen is a ton for Tsubaki. I'm surprised she's doing this kind of damage now

Posted

5CC>623C>J214A>5C>2CC>JCJCC>J214D works

5A starter, connects through 2CC. 2CC floats really high so 236x won't hit.

3C fc > 3CC > 5C connects without using any gauge

3CC is FC, can follow up without any gauge.

More control over timing of 3CC after 3c. Like, you can do it immediately.

forward throw, midscreen, D Proj > 236D > 3CC > 3500ish damage

623C repeat proration

Being on the receiving end of Relius' AH has gotten more erotic.

3CC can't be canceled with OD.

That's a wrap. See you next loketest.

Posted (edited)

Being on the receiving end of Relius' AH has gotten more erotic.

And then many a people cheered. Thanks a bunch for all the info Errol~

EDIT: Looking at the list, almost all of the changes are from your translations actually aha :D

Edited by pktazn
Posted

So, is Tsubaki actually better now? Or worse because she lost her unblockables? Because I've been wanting to try her, but in the previous games, she is lacking when compared to many others of the cast. Plus, I like obscure characters, I've never found very many Tsubaki mains, so I may look into learning her just for a bit of change. She seems fun.

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