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Posted

Well even so her 5b is 11 frames I don't think it can challenge valk 5b even with the last active frames so somewhere along a -2 minus plus 11 frames start up.

As for charges they seem better to act as hit confirm extension mainly 236d or 214d since they lead to the same combo 5c 2c 214b ectera. I haven't seen much use of OD raid lately although I did laugh at what look like a nerft range of hazama houtenji.

Tsubaki 5B is 10 frame startup if I remember correctly. ..
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Posted

Maybe they decreased 3C recovery or increased 5B startup. Holy shit would I love it if 5B had faster startup. Definitely not true though. I am pretty sure Valk just delayed his retaliation a bit too long which is what allowed 5B to hit.

I get what you're saying about combo extension, though. See, the maximum damage chargeless combos require you to be pretty close so 623C does not whiff or cause the combo to drop. Adding in charges, at least midscreen, will get you pretty much the same damage, but the spacing you started the combo with will not matter as much or at all.

Posted

Well even so her 5b is 11 frames I don't think it can challenge valk 5b even with the last active frames so somewhere along a -2 minus plus 11 frames start up.

 

 

Maybe they decreased 3C recovery or increased 5B startup. Holy shit would I love it if 5B had faster startup. Definitely not true though. I am pretty sure Valk just delayed his retaliation a bit too long which is what allowed 5B to hit.

 

Btw, that was Valk's 5C, not 5B, and it has 14f startup.

 

In other news, by @lioppe:

 

6A FC > 5CC > 6CC > IAD j.CC > j.D > j.C > 5C > 2CC > j.C > j.D > j.BB > dj.CC > j.214A > 5D = 3410 Damage. She gains 1 charge.

Posted

The 623D>j.214A whiff into 236D combo here is pretty great. 4.6k off of 5B starter midscreen. Damn, now I finally get to use this move outside of Mugen.

 

Also in the video it shows that 22D out of 236B>214B still allows 6C to link in the corner. I guess that's because it is fully charged.

 

5CC>22D>5C>2C>214D>jcc>CT>6CC>214B>j.C>j.CC>j.214A is 4.7k in the corner for 2 dongs and 25 heat. That's amazing. But notice how it isn't that much more than what can be done midscreen. Damage difference when comparing screen placement is very minimal.

 

Grab>22[D]>22>5C in the corner made me laugh. So we can do max charge 22D in the corner now out of a grab instead of having to use CT. That's new.

 

236C being the midscreen gimmick ender for combos where the opponent is not standing has me excited. Also corner gimmicks as well. Man this is exciting.

Posted

Arrghh! I was too slow! Oh well.

 

Oh wow it was posted yesterday...I feel stupid now. And slow. 

ZzZzzzzZ nap time.

Posted

Anyone think tsubaki 6a is going to be a death sentence? not that it isn't already but one vid where noel using overdrive raid on a block 6a causing tsubaki 5c follow up to whiff and round taken ^^, of course tsubaki had no meter but otherwise the 5c follow up whiff anyway.

on the bright sides looks like litchi 6a and 4b follow up is another death sentence gatling ^^,

Posted

Anyone think tsubaki 6a is going to be a death sentence? not that it isn't already but one vid where noel using overdrive raid on a block 6a causing tsubaki 5c follow up to whiff and round taken ^^, of course tsubaki had no meter but otherwise the 5c follow up whiff anyway.

on the bright sides looks like litchi 6a and 4b follow up is another death sentence gatling ^^,

Not really, just something else you have to watch out for. 6B was already an overhead with little use because of its startup, so it doesn't change too much
Posted

Well ODR will really just make all of us practice not hitting buttons and whiffing followups. It'll be a tough road.

Posted

I was just thinking that 6a is going to be a no-no button from on. Although ODR raid kinda just invalidated safe overhead, the slow start up but safe on block due to follow up or being neutral on block.

on another note I hope 623d next go to move for combo extension. kinda misses those old double dp combo.

Posted

Well, doing 6A on noel is stupid to begin with since she can mash 4D and kill you with it.

 

But yeah, overdrive raid is supposed to punish things like this. It can be applied for any character though. Nothing too concerning here.

 

Tsubaki has always been very weak on whiffed moves. It's just another universal mechanic she will struggle to deal with.

 

Pretty sure you can punish 5CC with ODR too. This move has a stupid long ass recovery.

Posted

I don't understand what the hype is about.  Are you saying that people will use ODR to go through 6A and therefore prevent followups? If so, whatever, true for literally every overhead in the game.  If you are saying they will do ODR after blocking 6A to make 5C whiff, maybe you shouldn't autopilot that because if you don't do 5C immediately, you can blow up ODR?

 

/confused?

Posted

I guess we do have corner combos after all. I wonder why none of the Tsubakis on twitter had been posting them. The fact that 22 can be followed up with 6CC > IAD combo in the corner is huge. They must have given it special knockdown properties while only in the corner like how they gave Azrael's TCL wallstick in the corner.

Posted

I really doubt it has extra slide just in the corner. They're only doing single hits before going into 236B, so there might be an untech scaling increase really really soon after a normal starter now. 22 also looks like it has way less recovery too. 

Posted

But doesn't that have more to do with 5D? They are doing 22(followup) > 5D > 6C in the corner which is just unheard of. You are probably right about the untech scaling, though.

Posted

i encourage you not to get too excited about those combos, because most likely none of you will use them because of the instability of that combo part and the guaranteed punish if you mess it up.

Posted

Are you talking about the juggling ones or just the simpler ones? The DP whiff stuff seems a lot easier to do from the videos.

 

22 > 5D > 6C doesn't seem that unstable. I already have a lot of gimmicks that I use that require me to have a set number of followups in a combo because of how reliant they are on the untech timer to work, so I am used to having to go into the specials before hitting BBCC etc.

Posted

i encourage you not to get too excited about those combos, because most likely none of you will use them because of the instability of that combo part and the guaranteed punish if you mess it up.

Well I think you need to give people more credit in what they can do. Still there are harder 3 frames combo in bb, and regardless of how hard something is a directly link is easier with advance input vs delay link.

Posted

I never get excited about combos for my personal use, because I SUCK at combos and by the time I get to the point where I can almost do a couple of advanced ones, they release a new version of the game. :P

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