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TheGreatReptar

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Everything posted by TheGreatReptar

  1. 22B for converting from 5B? I'm kinda imagining new 22B will be too slow, and the only reason it works in combos is that the hitbox starts really high in the air, like how Bang's 5C hits frame 18 but won't hit crouchers until like 23 or something.
  2. Eh, if I were given the decision to pick 1.1 j.214D with overhead property, or Extend's j.214D, I'd go with Extend every time. I'm pretty sure the overhead property got removed since the move was already getting buffed so much. Its current ability to let you convert off air hits and pretty much ignore j.D's landing recovery off goofy shenanigans or fuzzy setups is really strong. I feel 5B>6B naturally comboing is far more likely to stay in since it fixes a pretty fundamental problem with Tsubaki's ground game, as everyone's said already, with her lack of ability to actually utilize 5B's range. 6B's also possibly been nerfed to no longer be + as a tradeoff, which j.214D didn't really have any tradeoffs last time they made it overhead. Joketests tho
  3. 5B>6B combos on standing non-CH during the vs Hibiki match. I'm pretty fucking happy
  4. I'm actually slightly annoyed that there's now 5 enders to that combo with 2C>22B being the best for charge gain. Don't know if I should rerecord that video or not.
  5. So I've had recording equipment for a good while now and feel I haven't been utilizing it enough, but I really don't know what I could record. Does anyone have anything that they'd want put into video form? I can't promise nice editing and all that, but I can stitch together stuff in a logical sequence. Some thoughts I've had are like, optimal punish combos with various resource amounts, possibly a narrated character overview, or something similar.
  6. You can either cancel the DP as soon as you possibly can into j.214A which gets you back on the ground the faster than just DPing, or after a little bit of a delay you cancel into j.236A. Canceling into j.236A makes you fall slightly faster, then when you hit the ground you won't have the normal landing recovery that DP has. Doing j.214A does have a drawback that it's spacing specific. If you're too close, the j.214A will actually hit. If you're DPing after 5CC, this is almost never a problem. Any other normal can place you too close. j.236A pretty much always works if the DP hits, as it also moves you forward a bit to connect with 5C.
  7. I showed this to my dad and he said to get a job
  8. Actually, the only corner variation that doesn't work midscreen is the j.236A ender. It definitely doesn't get full untech all the time, and there seems to be some character specific nonsense too. Gotta look into it more. It also seems like if 2C>236B works, you'll get max untech, but if they're too low they hit the ground and 236B doesn't combo and in situations where 236B doesn't combo, 236A would get max untech. It's silliness
  9. I'm actually sad this doesn't any benefit in the corner. It's not even hard (and I feel it's really obvious that it wasn't intended)
  10. Too bad 2A>2C doesn't combo anymore. You could just tap 2A~C repeatedly to OS 2A mash and if one hits 2C comes out and catch rolls that way. 2A~5C>2A~5C seems a tad harder to do. Edit: 2A~5C mash actually isn't that hard. If you do it fast enough it actually auto-confirms into 2A>5C>2C too. This is great.
  11. Charge acceleration, more combos with mid-combo charging, command grab does more damage so you have more incentive to use it, charge acceleration, charge acceleration. Nah, charge gain is definitely worse
  12. Sit on the life lead and let Plat cycle through items and get her 19 frame overhead to stop you from being able to sit on the lifelead
  13. Airk, I'm just kind of sick of this happening like every time there's a version update. Everyone gets really excited for things without actually analyzing them properly and end up getting over excited, then when the game hits consoles everyone starts realizing how impractical/hard/whatever the things they were excited about are (when if they just actually thought about stuff critically, they could see they probably shouldn't get too excited), then everyone falls back to just complaining about how bad Tsubaki is instead of just playing the game. It's kind of annoying to see if happen every time. And Zouf, thanks for contributing to the discussion with your thought provoking post. It really adds to the forum. Thanks.
  14. If you're bad I guess
  15. Can't wait to see people die for trying it
  16. Ah cool, that's how it works? I figured it was either something like that, or you had to release it on the right frame like in CS2/Extend. Same concept anyway I guess. Hit them as low to the ground as possible. Do you know if that combo happens to work off confirms that are longer than a single hit? =P
  17. Errol's pretty spot on though
  18. 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.
  19. Magic combos or whatever. Keep a spare pair of pants on hand for when you guys see 3CC enders http://www.nicovideo.jp/watch/sm24821035
  20. I was answering within the context of "why would you want to do it over any other ender" which seemed to be more what Airk's question was implying, in which case I stand by my answer.
  21. There is no reason. The only time you'd ever want to do it was after j.214D and that was only because it was the only thing that would connect without burning another charge or RCing the j.214D, and now you can just dash 2A after j.214D. 3CC had a slightly better safejump situation (safejumping after it beats Houtenjin and Kagura's DP) but 2A>5C>2C>214B would also give you a safejump that'd beat those options as well.
  22. If you stopped it on the frame 6A actually became active Kuresu had something stuck out. Of course her reeling animation is going to look funky like 3 frames later. Way to cherry pick 'em
  23. Oh hey, Blade Super>Charge might actually be worth blowing 50 meter for with charge acceleration back~
  24. 236D's distance looks the same to me? You can probably still do 22D>2366D. 236B>214B>22D not causing wallbounce midscreen again kind of annoys me =X
  25. I wonder if 214D is actually cancelable into CT or if you have to jump cancel-cancel it.
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