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TheGreatReptar

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Everything posted by TheGreatReptar

  1. Man...I wish I could just buy an Asus on a whim =[
  2. So, CEO's in a month and a half. Who all's going this year? I may be able to extend the same offer I did last year about people staying over at my place the night before/monday early morning after.
  3. Just a heads up, there won't be a gathering at Georgia Tech this week. It's Dead Week so Klaus is going to be packed of kids studying. See you guys next fall I suppose. Revival will put the game on the list if we request it. I couldn't get anyone to agree to going though. Finals start next week so it's not a good time. FRbats only have Evo games. I've got ideas for next fall though. I'll write them up, circulate them around, get feedback, improve ideas, etc over the summer. I'd like to be able to go to more than 3 tournaments for the game in a year. I've gone to AWA for the past two years. I'll probably be there to people watch and laugh my ass off again this year too. (Also have to find a cute Nia cosplayer to hit on still...). I can fix that. Just let me change the thread title to "Georgia: Land of Bitches and Tsunderes". On a serious note, I can't even say Facebook killed the thread. Eshi and I are more active in the Florida BB group than in our own. 'Tis sad. Luckily I can just hang out with you Florida niggas soon.
  4. Well, this week and next week are probably going to be the last two Georgia Tech gatherings until August. Semester's ending all early this year it seems =X
  5. Lol, those screens are for the arcade rerelease, aren't they? If the game was put in widescreen mode, then they'd either have to change how a lot of wallbounces work, or characters like Ky would end up getting nerfed from walls being too far away (like when you have widescreen on on the PSP port).
  6. Just some random notes I took while watching your videos Thunderbolt: 0:45 random 236B in the first video. I don't see why you would ever want to do that, especially at that spacing. You would have been much better off just walking forward a step and being in 5B range to pressure instead. Even at max range, hitting on the last active frame, the 236X series is still negative on block now. I don't know what the mindset behind that was, but you should probably avoid doing it again. You used 236X to approach a lot in the matchup. I wouldn't advise doing that very much against Rachel. She can easily use her zoning tools to blow that up, or just cat chair it on reaction. Really, 236X is just a bad approach in general. You block pretty well, but uou never do anything to get dudes off of you. I saw like one DP at 4:40 in the first video and it was really badly spaced. You sat on 100 meter a LOT in both videos. You could have CAed to get Rachel off of you, or burst her off (which in 3 matches, you didn't use a single burst). Your defence is solid, but you're making things harder for yourself than they need to be. You have tools to swing the momentum of the match for youself, you should use them. You ended a lot of blockstrings with 22X (I saw both A and C being used). 22X is -5, so you should avoid using that (if it gets IB'ed, your opponent could dash 5A it as a punish). You'd be better off doing 5CC>Charge cancel, which is 0 on block, and nets a quarter of a charge. You should charge 22B more when using it as a combo ender. The longer you charge it, the more untech time you get, so you can get charge, or even tack on 6A/6C>super to the ender. And Kiba already mentioned this, but you backrolled in the corner a bit. If the Rachel had George or the pumpkin out, or if they just tried doing a meaty 5B, you would have gotten blown up for it.
  7. Skullgirls is an airdasher though. You just play the only character without any sort of air mobility.
  8. Skullgirls! Let's go team titties.
  9. Welcome back Chris #Kappa.
  10. You're a kawaii tsundere Azure? That shit's kowaii.
  11. >Oooo, new BB-related discussion >Discussions of Airk theory fighting
  12. They would cost nothing. Just give them funky arcs to where you can't get unblockable setups off of them, really bad proration and damage (like Mu's 236A), and make it so the fireball has to be inputted separately and that that special wouldn't be able to cancel into a dive, but maybe cancelable into j.D. Just gives her a tiny bit of space control so she can get a little bit more guaranteed charge.
  13. They should give Tsubaki projectile followups off of j.236X with different arcs for each one. Been saying that she needs space control for charge building since CS1.
  14. Esports killed the thread D:
  15. In the beginning when talking about midscreen followups to 22D, you should mention that in addition to 236D, you can also followup with dash>3CC and get the same IAD combo that you can get in the corner.
  16. Did the thread title get worse? How is that possible?
  17. 5C hits on the first frame that they're up, but if Tager can reversal backdash successfully, he can punish with a 360A if you don't delay the 5CC or whatever else you do. He can 360A or 720 you if you try canceling into 22D too. Pretty much, he can punish most of what you can do off 6A with just a backdash>360, so Tager's got a single option that covers all of yours (except jumping at him, or backdashing yourself). I thought about it more, and the OS is alright for an automatic confirm for blocking/hit. You could still just delay your 5CC a bunch without buffering 22D into the 5C and punish Tager's backdash all the same. If 22D was still +, it'd probably be super godlike against backdashers (or really any of her specials being + and comboable from 5C would help). Kind of hard to keep pressure after using it the way it is now, so it'd probably be better to just hold the D and go for an unlockable, which carries its share of risks. I wish the OS could work the other way around though, with 22D coming out on a backdash and 5CC coming out on block, but that'd probably get really stupid since you'd be able to do 236D and punish all backdashes 100% of the time. It's cool that it works, but it seems like a sort of silly OS with very little uses for it.
  18. So, I came up with a goofy new option select for Tsubaki for backdashers in the corner. 5C>22D(hold if desired)~C. If they backdash, the 5CC should catch them, if they don't, they block and you can charge your unblockable. Really goofy. Dunno how effective it is just yet. Trying to backdash meaties in training mode is proving hard for me right now =X Hmm...I had Tager actually backdash both 5C and 5CC once, but it was no where near meaty. Going to have to goof with this a lot. If it does work though, it solves the problem Eshi and I were talking about with the 6A setup against Tager being in Tager's advantage. Ugh...I can't find CSEX backdash frame datas on the wiki. Assuming CS2 backdash frame data for Tager didn't change though, Tager's backdash is 23 frames with that last 4 vulnerable, and a 12f cooldown period before it can be done again. The thing to be cautious of though is A buster, which has invulnerability on the 3rd frame. Backdash>360A therefore has a 6 frame window to punish. 6A>5C hits meaty, so all the startup is already finished by the time the opponent wakes up. I'm just going to assume it hits in the middle of its active frames. You can cancel into 5CC I'm assuming during any of the recovery frames since frame data just says from 11f and onward for canceling and 5CC has 13 frames of startup, so in theory, this should work. It has a 6 frame window to be timed properly though if all my assumptions are correct.
  19. If you get a successful reset, it's well worth the charge, and can also be used to change your positioning near the corner. It's definitely a safer mixup alternative to dropping a combo into an unblockable (hell, you can even cancel the 236D into a 22D and they'll tech out of the stagger into it). You can also end a combo with 6B then dash>5A>6A/2B/throw them as well for a resourceless option. With perfect execution 6B(hit)>dash>5A should be like a 2 frame gap if you comboed into it on a croucher, 4 frame on a stander. It's quite a bit more telegraphed than doing 236D mixups and with sloppy execution you could get smacked out of it, but it's free. (also, I'm not sure on the frame gap on crouching because of scaling. At the very least, it's as good as 6B on block I guess. I'd assume that on a standing opponent the 6B was clean so that one's accurate) I would agree though that the 236D mixup is only good in certain matchups where having charge isn't exactly difficult to accomplish. If it's like Lambda, Mu, or Valkenhayn, you're probably better off using your charge for higher reward stuff. Characters like Carl, Arakune, and Tager though, you'll probably find yourself sitting on a decent bit of charge quite often, and the mixup itself is very good, just not the reward.
  20. Vary things up with the 6A oki. If they stop teching once you start using that, punish it by going for 2B afterwards and one they start teching again, mix the safejump back into the mix. You just have to start the cyclicle process of them learning to tech and learning not to tech until they're too afraid to do anything at all. Other things you can do include just finishing your combo, getting some charge and guessing, or if you're doing the safejump and see your opponent's not going to tech, you can cancel j.C into j.CC to throw people off who think you'll be on the ground when they're done teching, or you can finish the combo, do dash up 5C, then do a delayed 2C to catch an opponent air-teching (those 3 ordered by increasing gimmickiness). You might also be able to just do j.236D on your jump in instead and hold them in the corner with the orb. That last thing is just me theory fighting while sitting in class though. Also Dusk, Tsubaki has super legit oki by comboing into 236D to cause stagger state, then doing dash 5A into either throw, 6A, or 2B.
  21. Lol, I think I recorded the dummy with some delay on 22D the first time. It's beating out jabs now too. Still loses on instant block to throws though.
  22. Lol, yea, you can throw Tsubaki out of 236D>214D and 236D>22D on regular block.
  23. On IB you can get jabbed or thrown out of the 214D. I'm pretty sure I got thrown out on regular block last night but I'm not entirely sure. I'll check when I'm not in class.
  24. I was laughing a good bit at Kuresu vs Akira because of all of the stuff Kuresu was getting away with.
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