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DJHUOSHEN

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Everything posted by DJHUOSHEN

  1. Mind updating the OP with this info so it doesn't get lost in the mist? Thanks. <3
  2. Parry recovery is short, if you mistime the parry you can always just block. Also, you can really just DP 214X if you want, but it will lose to a 214B/C barrier, though frankly if they try to maintain pressure this won't be the general option. I just prefer parrying because if they barrier you should be able to land a normal hit or grab before they do something.
  3. Nothing to discuss about poking, since it's simply who does it better. If you're caught in blockstring, here's what to expect. Block low until 5C, unless they are smartly trying to do 2A 6BC pressures. Then if you block 5CC: If they 6B, Corona Upper. If you IBed 5CC, 2A. If they 2C or 3C, j2C. You can 2B 3C as well. If they 236A, Corona Upper. If they 214A(A/B), you should outpoke them with 2A. If they 214AC, block overhead, backdash, dash 2A, or parry. If they sweep you, it's a fast recovery, you should get away without worrying about 236A oki, just get away quickly or they will try to 2B you for continuation. If they CCCC attempt, you should be ready for a rapid, if not, free big damage. If they 214(B/C), parry. You should cause them to float so instead of doing the parry counter, you should be getting a big combo off. If they do nothing you're okay, but you can parry j2C, jC, or D easily. If they try to spam jA, just do 2A and you can catch their foot in air. You can also 3C to escape and reverse the corner situation if you feel like you can do it quickly. If I think they'll 214X, I'll try to 3C since only 214AA 2B would do something to you immediately. 2B, 2C and 3C all duck Corona. Not a fight to be dumb with 236A from a distance. You should know why. As OP points out, a good oki is 236A 2B, since Corona will whiff 2B completely, allowing you to get a free combo in without worry about a rapid coming if they try to DP you (you can't RC whiffs). Beyond that, this is a solid test of how well you poke, how well you combo, and how well you maintain your randomness in pressure strings. If you find yourself being countered by one of the above frequently, it means your pressures are constant and predictable, which means you should attempt to vary your rhythm more. And when you're put on the defensive, work that IBing game up, and CA out of the corner. You should feel good about throwing random parries as well. After all, only 3 moves you won't be able to parry (2B, 2C, 3C), and one of them isn't even a decent idea if you just throw it out random. Make sure if you get them cornered, you don't do something reckless to reverse the situation. You should know by now that it sucks to be the other guy when Makoto has them in the corner.
  4. It looks like they're using install like a Angry Scar and trying to get free wakeup reads.
  5. It's suppose to be a gaming con, but details aside, there were so many Tagers spinning it to win it that all I'd do is 5B jc and watch the hand reach out for greatness. Occasionally they'd AC instead and then 5D because they were so surprised they hit me, rofl. It's a really bad situation when a two week old Tsubaki can win something like that. Another real question, is there any other benefit to doing 623B/C over 623A? Other than both leave you grounded longer so you can get grabbed, and for just hitting higher into the air, and the C version takes a primer.
  6. Real question: 22D L2 counterable by Hak drive/distortion/astral? Side question: I won Magfest (http://magfest.org/) with Tsubaki, best troll job ever?
  7. So I plan on picking up Tsubaki once I can start playing BBCS2 (LOL SWITCHING FROM S TIER), and I was wondering if anyone had any suggestions for common blockstrings or good 2D cancel practice suggestions for me. The goal for me is to be familiar with her and her normals by the time I start with CS2 so I can jump in and start working on CS2 combos. Your suggestions will be much appreciated. In the meantime I'll probably post some vids of me sucking badly with CS1 Tsubaki.
  8. Shout out to Zong for bodying my Mak with Carl. At least I blew up your Arakune. Shout out to Biscuits for trolling me. In truth you really showed me new things I haven't seen yet, so good shit, got to learn. Shout out to LK/Kousaka, I will have some salty money matches with you two next time I meet in revenge for the tournament KOs. Otherwise, good games. Shout out to netplay, glad I got to meet people I play frequently online. Also, netplay scores 7th place ftw. I'll keep working on that Tsujikawa and ground game with Makoto. I knew I had things to improve and NEC showed me some additional new things to be aware of. Finally, shout out for GG. Mad hype, makes me wish I didn't drop it years ago. Edit: Extra shout out for EVERYONE butchering my name. I felt so bad I didn't want to correct anyone, but it's DJ Huoshen. Not DJ Housen or DJ Houshin.
  9. To be fair BB brackets did get lost the first time and some people did take their money back. Nothing to see here, just dropping combos like they're hot. GGs to all the folks I played this weekend. Shame I had to leave at 2PM today because I wanted to do some grudge money matches with LK and Kousaka for taking me out of the tournament. Sorry, but Steelers/Ravens tickets ftw. Also it was pretty cool to actually put faces to all the netplay I've done. I still got work to do to get better with the Mak in the meantime.
  10. Only works on Hak and Tager. If you all want more info on some Tager/Hakumen specific combos, refer to the combo section. Pure patience game. If I had to define it, whoever is doing well is the one who is moving the other into the corner. DO NOTE that Hak's drives will gladly put you behind him if you have him cornered. Oki game is mad dangerous against wakeup drives. I'd do 1-2 Oki set ups then see if I can bait a drive, after I confirm what he does on recovery. Hak fights really depend on how well you can read his drive use which is pretty much true for anyone fighting against Hak. It's pretty hard to slip his swings, as most have a wide or long arc, so focus less on using tricky, evasive moves like 3C or 214CD and focus more on just trying to force him into the corner, where you can get big corner damage. Parry his air dash attempts in. If he doesn't swing or he attempts to bait you into a drive you should not be at a disadvantage. Both chars do big corner damage, do not get cornered by Hak. Otherwise have fun.
  11. I'll be showing. Should be interesting.
  12. AsteroidC > Thunder Arrow ftw (214CD). If you do that a few times she'll stop trying to retreat and charge. The angle will also spare you from dives. If you think he'll try to air counter you, don't arrow and barrier cancel it.
  13. 6B[m] goes into 6C[m] even though the hits don't combo You also forgot 3C[m]
  14. j7C (not j2C) is the same as Litchi's j7B. Really amazing after Gadget Finger post mix up. Magna Tech Wheel beats it clean. AC will actually get hit out before active. 2C will get counter hit before he gets his swing out. 360/720 whiff, for obvious reason. 6A(?) beats it (invincible frames). When parry disappears, realize solid jCC will still do a job on Tager. Overall I say this is 6-4 Tager. 360A and its immunity frames make this fight really hard. If you can bait Sledges with 236A at a decent distance and follow up with a good punish, go for it. 3C predicts will make Tagers pay, but good Tagers will not be gunslinging Sparks and 5Ds. Good Tagers will be glad to waltz up close, then work a throw/poke mix up. In the end, there's more for Mak to lose on a bad guess, and it's easier for Mak to guess wrong. If the Tager relies on Sledges, this should be a lot easier, because IB sledge, and punish. And for Mak to be effective, Mak needs to be in Tager's happy range, which immediately takes out one of the problems Tagers have in pretty much all their other match ups. Plus a majority of Tager's pokes outrange Mak's pokes. That is how I feel at the very least, based on what I've seen and done. It's not bad for Mak, but it's not easy.
  15. Control distance. Tempt 6As with IADs and counter them with j2Cs. Parry is effective if you think he'll dash 5B/5C for a poke. If he jump cancels for pressure, DP or 6A (and pray 6A works lol). That or parry. Parry is effective, because you can then cancel to an air juggle combo once movements returns after parry stun (air parries are air untechable if I remember correctly). Nothing too uniquely special. Work that defense and IBing.
  16. rofl this is, literally, 5 minutes from where I live. Shows me how much I pay attention. Guess I'll make an appearance.
  17. I can't wait to see the end result. I think I'll be more excited to play the new Litchi over this one. I liked this one, but yeah, mad powerful with mad easy abare for silly good damage. I enjoyed how good she is now, don't get me wrong, but meh, playing this one wasn't really exciting for me. What'd really be cool would be immunity frames for Hatsu and an airborne Haku dive kick that will allow you to pick them up off the ground after the knockdown, a la Ragna Belial Edge. That would really sauce up her stickless game and make it far less scary to be caught without a stick.
  18. I'll still play her post nerfs, but you gotta figure with the first loketest, they probably went absolute nerf extremes to see how bad the impact would be if they took it that far. Once they realize how bad it is, they'll probably take medicore steps back to current CS Litchi until they reach something they are happy with. Ideally jC should be like it was in CT. Also, Itsuu stance should be full immunity (minus grabs) if they're gonna joke Itsuu like that.
  19. True, but if you don't mash D on the parry, given how many hits bugs do on the usual, you'll be invulnerable for enough time to 'parry confirm'. also, remember, if kune's hit/parried, bugs will disappear, so once you stun him with the parry effect, bugs will clear and you should be able to go for broke. Best way to deal with Kunes? DPs, jBs, and decent ground block strings. Also, if you Comet cannon, he can 3C? (low profile) and you'll then eat a fatal counter full curse combo. Not a good idea.
  20. The 4 magic steps to success. 1. Separate Carl from Nirvana (Break Shots anyone) 2. Advance on Carl, usually though Nirvana (AsteroidA B(Pass Through) or AsteroidC anyone) 3. Punch Carl's face in 4. Profit Parry is mad hot for breaking any Carl/Nirvana sandwitch pressure. Once Break Shots become a conscious problem for the Carl, you can just Magic ball and proceed, as he'll try to CH you with Nirvana. AsteroidC should be the default method of passing by Nirvana, and then when he tries to clap or claw AA you, AsteroidA B works just as well getting by. A smart Carl won't let you work Nirvana's health with Break Shots, and will make a conscious effort to not lose Primers while doing so. A dumb Carl will let Nirvana take the hits, and lose the Primers at the same time. If you can get his Primer to 1, just need to land a Level 3 drive hit for the final bell. If you're playing a smart Carl, just figure out how they're gonna act to those Break Shots. You can force the play here, use it to your advantage. I'd say a 5-5, only because Carl still has some slick moves he can apply on you away from Nirvana into combos that involve Nirvana, and his air game generally beats Mak's air game, but Mak can still force a lot of the play thanks to Level 3 Break shots taking primers and being a solid nuisance to Carl and Nirvana. PS - If you want to argue that Nirvana balls cancel L3 Break Shots, I will simply put that Nirvana balls cost Nirvana health, and 0 risk health drain to Nirvana is always a plus.
  21. I'm surprised it beats AC. So what would you follow j7B with should it hit, IAD jB jC?
  22. If she's trying to block string you, you need to IB her 2As and 5B the moment she's max range 2A/5B to break free, as this is normally when she 2D/5Ds to retain pressure. Either that or throw a good DP at the right time. Best time to DP is when she's stickless, because if you hit, you can apply free pressure (Litchi has no non IB 5CC counter without a stick). Don't get cornered. Litchi 5B will hit you out of 3C, don't try it, BUT if she goes airborne in the corner, 3C feint to escape. Air to air is bad in this match up. This is probably THE worst approach match up you'll have to deal with. Note that you can generally pressure her more than other DP users, as if she blows her DP, she's free pressure. If you can catch her without her stick, DO NOT LET HER GO.
  23. THAT TAGER IS GAMESHARKIN. That made me LOL. Also, is j7B really that free for post gadget finger?
  24. Break Shot ftw if they're trying to 'immune' you.
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