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TheGreatReptar

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Everything posted by TheGreatReptar

  1. Just something I found effective a little while ago. If Hazama is being predictable with his chains, you can j.236C over them and possibly CH him.
  2. Her overhead's actually a lot slower now. Her pressure's still pretty silly though. Also, her 5B is really fast and has similar range to Tsubaki's D:
  3. So, I'm starting to goof around with 3CC crossunders in training mode. I can see why everyone was bursting this setup when I saw it in a Japanese vidya now
  4. It was nicer when 5B was fast enough to hit meaty after the 6A. You get more mixup options off 5B, but not 5C =\ I didn't know what he was doing either. I knew if your opponent emergency teched after you do 6A, and if you canceled the 6A into 22D, then the 22D would hit like 6 frames after they finished teching, so I thought Eshi was just mixing between 22D and 2B the whole time xD
  5. Yea, I looked that up in class. If it's still the same, and if it really does float higher (although I suspect that might just be the move being faster that's making me think that for some reason) then it might beat out 7 frame moves. I'll test it in a few hours when I'm done with classes.
  6. Yea, I'm thinking 214A won't work. The A versions o Tsubaki's ground specials tend to have longer recovery, so it will probably just get blown up by slower reversals.
  7. Got a chance to proofread a little before class. 6A oki “Tsubaki Matrix” Combo into charged 22B>6A in the corner, then link 5C after the 6A (do not chain into 5C). This will result in the 5C hitting meaty (or pretty close to meaty). Opponent is pretty much forced to block, or try to reversal. Since the 5C is meaty, this will beat out all mashing and any attempts to jump. It even beats out Rachel’s 2C (which has guardpoint on frame 3). If your opponent starts trying to late tech to avoid the situation, you can react and use 2B instead of 5C. If they delay their tech too much, or try to roll, the 2B should hit them out of it, and you can confirm into 2CC>IAD from there. A REALLY well timed roll will avoid the 2B however. You can also do a throw after 6A, or just cancel the 6A into 22D for more mixup fun. This setup took a bit of a hit from CS2 though, since you used to be able to do it with 5B. You can’t do a high/low after forcing the opponent to block anymore. You can still frametrap using 5C>delay>C or 5C>6C (lol), do 5C>6B>dash 5A>whatever to try to reset pressure, 5C©>5D>whatever to also reset pressure. The 22B>6A link should work with pretty much any combo still, as long as you aren’t using 22B twice. The timings in this are certainly a lot harder in Extend though. Landing a charged 22B has a very narrow window, and 22B has a lot more recovery, making the 6A link feel much more awkward. Credits to Eshi for explaining all of this to me the other day, naming it, and for blowing up half of Florida with this at CEO back in June. 214B safejump “LolwutisthisSF4?” To do the safejump, combo into 214B on an airborne opponent (ie, it won’t work on someone who’s being combed while standing/crouching), hold up forward, do j.C then hold down-back. If you opponent DPs, the j.C will whiff, and you’ll land and block the DP. If your opponent mashes, they’ll get counterhit, and they’ll get hit out of their jump startup should they try to jump out of it. If you opponent blocks, you can do whatever you want (I recommend doing 5A into whatever you’d like since it’s airtight). This can be avoided by a really well timed delayed tech>roll. This setup also works midscreen. This setup loses to 7 frame reversals (Inferno Divider, Jayoku) if you do not launch the opponent high enough with the 214B. Off the combo 5BB>5CC>22C>6C>236B>214B, you’ll be beaten clean by either of these reversals (credits to Ivysaur for blowing me up with Jayoku which made me go and test stuff further). However, if you do 5A>5CC>22C>6CC>236C>5C>2C>236B>214B, the opponent will be high enough that the safejump works. Basically, those moves will win unless you either use 2C© to get them higher in the air, so they emergency tech later. The next fastest reversal in the game, Makoto’s Corona Upper (9 frames), loses on 6C>236B>214B setups. In writing this, I also had the revelation that 214A might actually launch the opponent high enough for the setup to work all the time, although I'm not sure if it recovers quickly enough. I’ll test that later. This loses to Mu’s DP and Noel’s 632146D, since they both have frame 1 guardpoint which will cause j.C to “hit” holding you in the air from hitstop. Hakumen can also mash 6D to get out of it, and Jin can Yukikaze it. Rachel’s 2C loses to this setup though, as it has 2 frames of startup before it has guardpoint, and the j.C hits meaty. Also, Carl should be able to escape with Vivace, as it has frame 1 head invulnerability. You can bait all the things that beat it clean by just empty jumping. I need to look into how to beat out Vivace after jumping more. This is an especially nice setup once your opponent starts respecting it. Once you know your opponent is just going to block it, then you can start throwing in mixups like air dashing in and instead of actually doing the j.C, do j.C>delay>j.C/2B shenanigans (which people seem to have a really hard time blocking), empty jumping then throwing, or basically whatever you want. Of the two oki options, the 214B safejump is probably the better option when you don’t have charge, as the pressure is much more guaranteed. With charge however, 6A oki is probably the way to go, since you have the ability to do 6A>22D. No one wants to eat a 22D in the corner, so just having that stock can likely cause your opponent to try to mash out, delay their tech, or DP. You should also never use the 214B safejump on Mu, Hakumen or Carl, and don’t use it on Noel when she has meter. It’s a free punish/escape for them. Also note that neither setup allows for any charge time, so you'll just be slowly whittling away at your opponent's health with 2k-3k combos if you don't have any charge. Mixup stuff will come later. That's horribly fragmenty and written all scatter-brain like right now, plus I want some more silly mixups in there. There's something I saw a while ago involving 3CC I want to try out
  8. So, I started that little Tsubaki guide I mentioned (it rained Saturday, so I didn't walk to the computer store to drop my laptop off, probably going to do it Wednesday now), although I mostly just wrote out Tsubaki's 2 really gross corner oki setups, then derpy mixups. I'm kind of tired right now though, and I ended up writing in a lot of sentence fragments and junk so it doesn't read nicely at all. I'll go through it and proofread it sometime Tuesday/Wednesday and post it.
  9. Lol oops. I thought 5A was the one that was + and 2A was - in CS2 for some reason. I'll test with 2A later.
  10. Yo, Ivysaur's one of the Carl mods now. When did that happen?
  11. Ohhhh yeaaaaa. Let me try that real quick. If you record [5Ax3] chained, then 5A, you can jab the recording out of 5A all the time, so I guess it's -. Then again, I might not be recording linked 5A right. I did try like 5 or 6 times on 5 or 6 recordings though, and I could jab all of them out of the linked jab. I don't really like this way of testing for +/- much.
  12. 6B is still +. The only other move that might still be + on block is 5A. Can't really test it how I've tested her other moves since it's jump cancelable, and since it chains into itself, it's hard to record a 5A, then link another 5A and try to jab out of it. 22C not being + on block still feels so crippling D:
  13. So, I just realized, I won't be able to start on that guide thingy until like next week. I'm not going to have a laptop for a few days, starting tomorrow since I need to take it to a repair place to get the DC jack replaced =[ Completely forgot about it yesterday.
  14. Solitaire.
  15. What if BlazPoo meant something else other than a rhyming nickname for the game? What would a BlazPoo party be like? o.o
  16. I suppose maybe that's more true now. Over the break and last summer though, I would almost always do 6A after 2B exclusively, so Geoffrey would just hit jab during 2B and beat it out like everytime.
  17. I have trouble opening people up once I get in, which will probably be a large part of the writeup because of that. Whenever I play Ivysaur, it seems like 9/10 of my overheads get blocked/jabbed/thrown because I'm too predictable with them. The same goes with unblockables. =X I'll try to get started on it today. I'll keep the whole thing in an uneditable google document, and post the pieces as they come, and just link to the document each time.
  18. Derp cross-post So, in order to build up more support, help level everyone up and all that jazz, I propose that this week, we have a Danisen ranking battle styled ranbat with the proposed modifications to the ruleset that SoCal used found here: http://www.dustloop.com/forums/showthread.php?12446-Rebel-Up!-SoCal-Danisen-Season-1-OVER-Finals-Canceled Basically, all these changes are to work with the very large difference in community sizes, as SoCal had Roughly 40 people total over their season, while we’ll have probably a quarter of that. There will only be 5 Dan rankings. Levels 3 and 4 will require a +5 to advance. Deleveling from 3 to 2 will still take -3, 4 to 3 will need -5. Rank 5 acts as rank 7. Matches will be 2/3 rounds, 2/3 games since we’ll rotate through everyone far too quickly at single games, so everyone will be moving all over the place entirely too fast (assuming we have 2 setups for no more than 8 people). There won’t be specific stations for specific levels for the small size, in addition to the fact that I think it’d be better for everyone to play everyone to get matchup knowledge (because in spite of our small player base, we actually have a good bit of the cast covered). Rather, if the person you are playing is 2 or more levels above you, you’ll gain double points for winning, but lose only half a point. On the converse, if you’re playing someone 2 or more levels below, you’ll lose double and gain half. Since this introduces the possibility of ranking up with 3.5 points, I’ll also just throw in that if you level with 3.5 points, you still start the next Dan at 0 instead of 0.5. I would recommend what SoCal did, and make it so if there’s no one to play in your current rank, you can restart with an alt, but this is more for Final Round training, so I kind of want everyone to stick with their mains. Also, since we’re not segregating by level, everyone should be rotating about setups too. I’ll just bring a notebook and record everyone’s ranks and points and people will have to just report stuff to me. We can run a trial run of this, this week, which should be fun considering all the non-regulars we should have showing up. If it works out well, we can make a season thing out of it, going up until the week before Final Round. If we make a season out of it, I would also like to have a (minimum) entrance fee of like 1$ to join the league. Then I can match all the fees, and the week before Final Round go out and buy a bunch of sodas and junk food for everyone for that week, and we can have a BlazPoo party (and if we get enough people for the party, possibly have a tournament). Let me know what you guys think. Edit: changed a usage of Blazgreen to BlazPoo to allow this post to annoy Paul less.
  19. So, I've been thinking of trying to make a writeup on Tsubaki's neutral game, oki, confirms, pressure and stuff like that (and not really discuss combos outside of what enders lead to what oki). I was thinking I would divide it into two parts, for when you have charge and when you don't, and I'd post it as I got along so other people can give input. Thoughts? I know I'm not exactly making a name for myself at tournaments, but I was mostly considering just doing this as a pre-Final Round, my-back-hurts-too-much-to-play-right-now-because-I-sit-with-terrible-posture think to do to level up mentally.
  20. Amazon had it up for 40$ for the past few days. The deal seems to have ended though.
  21. That's what I thought you meant. Just wasn't sure. Seems a little silly to do it on characters that have to be crouching though, seeing how long you're in the air before the move actually performing the move. o
  22. Do you mean the crossup j.214D>RC or crossup j.CC is more consistent on crouchers? Regardless, now I'm curious how j.CC fares on crouching opponents. I'll probably goof with that later.
  23. Orly? That's good to know. Don't have to worry about fuzzy shenanigans against him now. I need to brush up on a little bit of Relius so I can record 2D>IAD mixups and practice blocking those. =[
  24. Didn't Guardian upload a video of a Relius fuzzy setup? Edit: Yea, I found it http://www.youtube.com/watch?v=W_nk_DeP548
  25. I know. I've been trying to get down the timing to where you don't need a second charge lately. The crossup j.C is nice for when you don't have charge though. It's just not as nice as in Guilty Gear since you can tech roll on wakeup so it's harder to set up.
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