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TheGreatReptar

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Everything posted by TheGreatReptar

  1. 1/9 Game Chariot ranbat Kuno (TS) vs UN (HZ) 1/19 Nisshi Nippori 3on3 Spinoza vs ESP(TK)
  2. It's safe on block, combos into 6C possibly on regular hit (definitely on counter), and is completely projectile invulnerable. Also, cool thing I've noticed with both 46D and j.236D's projectiles, they have a hitbox of some sort even after hitting something for a short time that you can do the followup through, so if the opponent is close and the projectile is blocked, if you 236D/j.214D you'll hit like a ghost of the projectile and the powered up version comes out still.
  3. That's why I just 6A oki people whenever I can. Then people start delaying their techs and my head explodes
  4. I just wish 2B was faster so empty jump mixups after 632146B oki or with j.C>j.D mixups were stronger.
  5. I've always found the easiest way to practice the IAD timing is to go in the corner and do 22D>5C(w)C>2CC>IAD. The height is always perfect afterwards so you'll have some idea of where you want the opponent, and you can focus mostly on the timing of the j.CC>5C. And you don't necessarily have to do an IAD for "IAD" combos. You can also do things like jumping back, then airdashing forward if you're too close, and you can actually delay the airdash>j.C quite a bit. If they're too low, you might have have to do j.BC>j.CC>j.236A>j.214C for a combo, since there isn't really any way to get them up higher if you've already done 2CC. If you only do 2C and it lands counterhit (which isn't a bad thing to assume will happen since you're assuming it's to stop a jump in), you can do dash>5C>2CC on counter and it'll usually put them at a height you can do IAD stuff off of. It can be tricky to react properly to off of just a raw 2CC. As for bluebeating the 5C, you have to put a delay between j.C and j.CC so you're lower to the ground when j.CC hits so you land and recover quickly enough for the 5C to hit. It's got sort of a rhythm to it. You can't just hit j.CC as quickly as you can.
  6. I use 236A at fullscreen sometimes to see if the other person is looking to punish a 236C. I do it on Hakumen a lot actually. That's the only real use that I can think of for A and B outside of combos though.
  7. I wouldn't really call 236C a strong backdash punisher considering its terrible proration values. It works as one, but I wouldn't really call it strong, especially considering it's unsafe if it's just blocked. Someone's really unlikely to backdash unless you're on top of them while they're getting up already, so run up 5B's almost always going to be a more effective and safer option for trying to catch a backdash (and 3C's way better when you have 50 meter to burn). Personally, I hate 236C/D for approaching people. I just about never use it against Ivysaur or Eshi. They react to it and DP me out of it all the time. The risk/reward just isn't worth it against good players. It's largely just an intermediate gimmick.
  8. Jin has to go slap some sense into Tsubaki
  9. Japan's just full of scrubs.
  10. Cary's hiding from a girl
  11. I'll add you the next time I hop on PSN, but after finals week this week, I'll be back home with really terrible internet. I'm not even going to try to play Gear on it. I'll be back in Atlanta in early January once the spring semester starts. And Jeff, if you get the chance, you should make a thread for Battle at the Bean as well.
  12. That dead zone.
  13. I've seen Tsubaki players do 236X(whiffed)>214D quite a lot. Tsubaki's never been able to cancel into A/B/C versions of specials on whiff or block though, so I wouldn't see why they would suddenly change it.
  14. I've only really seen people get hit "randomly" by it when they jump to block it. They could very well be instant blocking (shaving off 6 frames of blockstun) and making a gap between the hits and not returning from neutral back to holding back fast enough to block the next hit.
  15. I thought we were going to use the thread to talk about anime. Whatever happened to that?
  16. Charge canceling takes 18 frames to complete, so level 4 moves are 0 on block after charge canceling, level 3 moves -2, level 2 -5, level 1 -7 and level 0 moves -9. 5CC is her only level 4 CCable moves, and 5C, 5B and 5BB are her only level 3 CCable moves. It's not really worth CCing her other moves.
  17. The biggest nerf of them all
  18. From http://www.nicovideo.jp/watch/sm19450421 (last match with Jin) 5CC>2.5 charge Mugen>623D>j.236D>j.214D>6C>46D>236D>214D>5C>2C>623C>j.236A>j.214C does 5900 damage. I also noticed Mugen stops draining during hitstop now.
  19. I'll just leave this here. From Hazama's arcade ending: https://twitter.com/TMRYKR__oke/status/271042218083635201/photo/1
  20. You couldn't see the charge gain because the CPU had like 1 health and popped Overdrive, so they already had 5 charges. I didn't quite see the damage, but it wasn't very high.
  21. Blood Kain on wakeup is still super risky though. If you mess up post-pause screen, you lose a mess load of health. There's a reason people don't use it as a wakeup option very often even though it's completely invulnerable. Barrier's something that I forget about when I don't play for a while. Spacing your opponent to max 5C range then just sticking it out there works surprisingly well.
  22. 623A is decent, but it isn't invulnerable on its first active frame, so your opponent can force trades with it if they know the timing. It's also a projectile. 623D has first active frame invul in addition to not being a projectile. You can also cancel them into j.236D>j.214D (or just j.214D) on hit, block or whiff which if your opponent doesn't know how to punish it, it's safe. Both DPs have a deadzone on them where if the other guy just jumps forward on your wakeup, it'll whiff (which also causes things like 623A to go right through Gauntlet Hades or Hazama's stance overhead). Mugen's really gimmicky, but it's fun to use as a wakeup option since you get a massive pause screen to punish whatever the other guy might have been doing when you decide to pop it. It has zero invul frames though, so even a really badly time meaty will beat it out. It doesn't consume the meter until like frame 6 on the startup though. I get hit out of it a lot without losing meter. Also, you have 236236C, but it has really bad horizontal range. You can use it on things that 623A whiffs on, like Gauntlet Hades and the like though. You're usually better off doing 623A>RC
  23. They should just making charging as fast as it was during CS1 loktests and get it over with and break her.
  24. He did a lot of that in that FT10 he had with that Ragna, but it's mostly just gimmicks. After the Ragna had seen the j.A side-switch gimmick, he caught on and it stopped working. The best real mixups Tsubaki gets off of the j.BBC loops are doing j.C>j.CC/2B or j.C>land>dash>5A>throw/6A/2B. Anything else is really hard to actually get a second outcome with.
  25. It combos. A good variation of it to learn is 236D>dash>5C>j.BBC>land>dash>5C>j.BBC>5CC>2C>236C>22B. If you try to go for a third rep of j.BBC, it will drop at the j.C, and there's a variety of resets of you can do off of it, or you can drop is earlier by replacing a 5C with a 5A for tick throw, or 6A/2B like Adam said. I've found some trickier resets involving like dash>5C>neutral jump j.C>j.236C>j.214D too. Too bad j.BBC loops don't work on Noel, Carl, Platinum, and the timing is really wacky on some characters like Makoto
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