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TheGreatReptar

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Everything posted by TheGreatReptar

  1. Only jabs being real blockstrings so you could literally mash a DP out during any of Tsubaki's strings and hit her out of whatever she was doing and being able to jab her out of most things on IB Hazama-Tsubaki in CS1 should have seriously have been like an 8-2 matchup. Start pressuring him? Jayoku>5K damage, build the meter back for another Jayoku
  2. Just something to take into consideration, 623A can actually whiff against Gauntlet Hades. If you're playing against a dude who using GH's really predictably and you want to punish it, either be magical and 5A them out of it, or have a stock ready to burn on 623D. I would say 2C them, but 5C>GH is too tight to get to the head invul frames of 2C.
  3. Hitting the 22B high at the end of a combo causes your opponent tech earlier now. The only thing somewhat significant you can get off a high 22B hit is 5C, which is only good for trying a gimmicking (debatable, I've seen Kuresu use it) air reset since the opponent will airtech from the 5C, and a slightly delayed 2C will hit them in the air meaty (if they neutral teched that is).
  4. 2CC or 22C? I would never rapid 2CC, considering it's jump cancelable and special cancelable. If it hits, you have forever to confirm off of it too. You're also never going to get a full charge 22X to actually combo, since they take like 34-39 frames to charge. The only real difference between charged and uncharged versions is the attack level on them. You do however want 22X to hit quite low to the ground when you're doing a 236X>214X>22X ender, since if they're low enough to the ground they have extra untechable time for some reason.
  5. That's an Xbawks phat though. Those are obviously looks of sheer horror.
  6. There's info on Tsubaki's safejump and meaty setups on the wiki http://www.dustloop.com/wiki/index.php?title=Tsubaki_Yayoi_(BBCSE)#Offense Feel free to ask more questions if anything could be clarified.
  7. Yo, why's Dustloop so active all of a sudden? Making it hard to stay on the front page.
  8. Since I made that post, I found that using 214A to end a combo actually launches the opponent high enough to safejump the two 7 frame reversals in the game. And with j.236D, if you're low enough that Ragna can Carnage Scissors you out of it, and you know your opponent is away that they can do that, you're probably in about the right position to do j.236C to cross up/over. If you just cross over, you can empty cancel into j.214D for a really late and reactable cross over that tends to catch people by surprise. If the j.236C hits, you can rapid it to get a combo off it, or I believe you can get a combo without a rapid on counterhit. Basically, Carnage Scissors being projectile invulnerable shouldn't really change the matchup too terribly much. Just don't get predictable with the fireball at neutral and mix it up with j.236C to make your opponent think twice before trying to go through j.236D.
  9. http://www.youtube.com/watch?v=Wcz_kDCBTBk
  10. There's a 7 frame gap between 5C and 6C and a 5 frame gap between 5CC and 6C, so you can indeed get thrown out of 5C>6C but not 5CC>6C. You can still get jabbed out of 5CC>6C though, depending on the opponent, and even 5CC on IB loses to throws.
  11. So that's why Tim started just hitting buttons with Bang in CS?
  12. I didn't know/never thought of doing that =X
  13. Here's the main GAFGC group: http://www.facebook.com/groups/164898150234339/ Georgia Melty group: http://www.facebook.com/groups/288016591247970/ Georgia Blazblue group: http://www.facebook.com/groups/343167709045450/ We have too many groups =X
  14. You tell yourself that, but that's like me telling myself I won't D-DP with Tsubaki with 3 charges.
  15. Really, rather than actually playing a second reversaless character, you could just make a second PSN account, hop online and see how long you can survive without retaliating.
  16. Tomorrow I'm just going to be studying. No wrecking day 1 scrubs for me =[
  17. Just a couple of things that I'm in the process of updating on the wiki concerning Tsubaki's corner matrix and safejump setups. Using 214A (something I mentioned before but never followed up on) actually does beat out Jayako and Inferno Divider, so the whole thing about needing the get the opponent to a certain height will be removed and all mentions of 214B will disappear. You actually can use 5B rather than 5C for the matrix setup. It doesn't hit meaty, but if all my calculations are correct, it should hit on the second frame after your opponent gets up assuming your opponent techs as soon as possible, and you do the 5B as soon as possible. Hitting on the second frame means it beats Cat-chair. My assumptions in calculations are: 6A hits on the first active frame, opponent hits the button to neutral tech on 6A's second active frame, neutral tech begins on 6A's first recovery frame. 6A has 24 recovery frames, plus the 10 frames for 5B, so on the 34th frame 5B hits. Neutral tech takes 32 frames, plus 3 frames before 2C has guard point, so it'll have guard point on frame 35. However, I'm not sure if my thought process on when the tech actually begins is correct. Regardless, 5B will beat out jab attempts and jump out attempts. If 5B does actually hit on frame 35, then there's also the problem that Tager can 360A it. I need to test on a non-laggy tv and have another person being Rachel with a turbo controller or something.
  18. The guide recommends dodging and hitting buttons over blocking, and the guide was written by top players.
  19. Oh shit. Guilty Gear's going to be super hype now. I can't imagine there's another "shitty sol badguy" in Japan so it's probably him.
  20. coughsrkilluminaticough
  21. Fun fact, Blazblue actually had exactly 64 people. I had the single bye in the tournament, but it turned out my friend who had paid and everything wasn't anywhere to be found in the bracket, so they plugged him in against me after we had both agreed to play each other (I thought I could win since I had never played him while he was sober ). It still got reported as a 63 man bracket though. Also, Atlanta's the best place in the states for 3-D fighters. Soul Calibur's turnout is going to be ridiculous this year.
  22. Lol, speaking of the safejump, I thought a bunch of supers were able to beat it about 20 minutes ago. Remember to record Tsubaki holding barrier for a really long time to outlast any super flashes Also, just a nice thing to note, 5B/5C(ch)>6CC>236C>214A>dash>5C>2C>236B>214B>22B and the same combo with 6A(FC)>5CC>6CC can have the dash omitted on almost the entire cast. The 2C only whiffs on Makoto, Rachel, and Hakumen it seems.
  23. He'll sweep it with dash up 623D. Shit's an unreactable mixup. Kappa
  24. Safejumping Ragna is hard because of his 7 frame reversal. You can only 214B>safejump him if you do 2C©>236B>214B. You'll lose if you do 6C>236B>214B. Also, autopiloting in your blockstrings will get your killed very quickly against someone who knows what they're doing. He can do stuff like IB 2B and ID you out of 2BB.
  25. Be sure to watch out when he has 100 meter. CA>236236C>combo can net him like 50% curse meter.
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