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TheGreatReptar

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Everything posted by TheGreatReptar

  1. Still not worse than pre-CP Mu's Astral
  2. DP launched lower in the loketests, so if that change is still in, just do j.214A(w)>5C on everyone.
  3. Also I decided to actually read the text in the change video, and it definitely says that 214D is only jump cancelable on hit. I'm slightly disappointed
  4. You could always do 236X>214D to launch standing. Crouching lets you go from 5CC or 6B/6BB into 214B to launch. Crouching always has and still will let you launch someone without charge
  5. If 214D is only jump cancelable on hit, then it's just a new combo part. If it's jump cancelable on block, it means it has some actual utility. Generally, most changes that only open up new combo routes I really can't care about because they don't actually change how Tsubaki is played, just what you do after you get a confirm.
  6. ,It really just looks like he whiffed it to get the timing for the 5A at the right height, since even after 5A prorates, Mu was still at low enough health to get killed
  7. Oh hey, I never posted what I learned from playing Lich at CEO here Don't burst after 3C Don't burst after 3C Don't burst after 3C Don't burst after 3C Don't burst after 3C Don't burst after 3C
  8. Tager can 360A 5B>6B but that doesn't mean you shouldn't/can't use it. You can do literally any other cancel option off of 5B (except 6C) and make it a tight frametrap, or jump away relatively safely. Pop Tager in the mouth a few times with slightly delayed 5CC (or 5C>5CC>OS 6C/5D) confirm combos and he's going to stop. You're looking at an RPS situation that's not exactly to your opponent's advantage considering the number of options you have. You're going to have to condition Tager to stop somehow, or you're not going to win. Tager's 360ing? Frametrap. 360ing the frametrap? Learn to frametrap better. Mashes everytime you 6A? Keep frametrapping until he learns. He stopped? Do things but throw some frametraps in too to make sure they respect you still and are scared to make the guess. Trying to play a poking game on him is silly since Tsubaki's pokes are mediocre and converting off of them can be hard at max range anyway. You should probably hang back at the start of a round and build charge just to skew risk/reward in your favor, but I really don't like the idea of playing super passively in any matchup. Now to answer your question TeeJay: 5B>6B is a decent check on people. It beats 6 frame jabs clean and will trade with 5 frame jabs. Trading with a jab is actually better than beating them clean oddly since you'll recover and be able to connect 5C instead of 5A on counterhit, which you can just OS the confirm for that since 5C won't come out after 6B in any other situation. If you're predictable though, your 5B is going to get IB'ed and you're going to get smacked in the mouth, or the other person can just jump out, even on regular block. 5CC>6B is also a solid option, since 5CC has 2 more frames of blockstun so it'll not only beat Tager mashing 360A, but it'll catch jumpers too. Only problem with 5CC>6B is that the 5CC usually pushes you out too far to really take advantage of being +1. Another strong tool you have to check mashing is 5C>delay>5CC. It takes a little practice to make sure the game between the 2 moves is small enough, but you can do fun stuff off it like option select 6C on hit and 5D/6B on block since 5CC only chains to 6C on hit. You just input 6C~5D or 6C>6B after 5CC to do it. You can delay pretty much any other string to create a gap just big enough for the other person to hang themselves too. Just don't be predictable. Resetting pressure with 5D can be mashed out of. Resetting with 6B can be fuzzy jumped off anything that isn't 5CC and depending on spacing can still lose to mashing. Vary things up. Throw in other frametraps into strings before trying to reset pressure. Just keep it varied
  9. Extend Ragna always pops into my head as the prime example of top tier without lopsided matchups.
  10. Charge not having recovery would be silly. That'd essentially make her charge animation after the minimum charge period be an equivalent to standing without the option to block, so letting go of D and holding up would make you jump instantly, letting go of D would let you instantly DP. Uhhh
  11. Order Sol is plus on just about everything after charge canceling and his pressure is far from dumb because like in BB, the higher the attack level, the farther he gets pushed out. 2D>charge cancel is +3. 5H>CC is +5. He always gets pushed out so far that he'll always use some of that frame advantage pressing forward to get back in though. This is actually really similar to Tsubaki in CP. She gets pushed out really hard by barrier. Shaving 2 frames off charge canceling wouldn't make her pressure braindead at all, since 5CC>CC would still be the only move that's +, which would push her out really hard on barrier like it does now, and everything else would just be neutral so on IB she loses to mashing, loses to character's with 5 frame 5As, and trades with other jabs. Her pressure would still be worse than CS2 just because of pushback.
  12. Lmao at Jin being her worst matchup. It's like Bang and all the characters that are actually good don't exist or something
  13. You don't whiff 22B, and you should only use that setup midscreen since in the corner you can do 22B>5D then just time a neutral jump for a safejump, or 22B>5D>IAD j.C. If the safejump is catching forward rolls, it's probably not going to catch back rolls, and your opponent pretty much always has the option of delay teching against safe jumps.
  14. Yes. It safejumps everything in the game outside of Kagura and Mu, who you can still safejump as long as they were in the air when 236X hits (well and it doesn't safejump things that beat safejumps like 720s)
  15. It's just as meaty as 3CC safejump if the 214B hits the person airborne, which you can get off of any confirm that isn't a jab starter (except on Amane). As long as it safejumps Mu and Kagura, you're good.
  16. You can safejump off 214B though
  17. It 6BB>3C only works on fatal, and at that point you're wasting a ton of your fatal combo damage for a gimmicky ender. 5B>3C has worked on crouchers since like CS1. Why are you guys looking for ways to end in 3CC anyway?
  18. I imagine it's just to time whatever he does after the j.A. Either j.C, IAD>stuff, or empty jump low or something
  19. Those are all the characters that 623C> j.214B(w)>5A doesn't work on so it might actually just not work on them. Amane it definitely just straight up won't work on him. All their hitboxes while in untech state in the air are slightly higher than the rest of the cast and 5C floats slightly higher than 5A so it probably doesn't work.
  20. I landed 6C>63214C in a match the other day thanks to 6C being special cancelable. It felt gross.
  21. I just react to how high they are when 236D hits and go for 6C or dash 5C accordingly. You'll learn the required height once you see it enough
  22. FC 3C at the right spacing can also combo into 5C
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