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Everything posted by TheGreatReptar
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Yea, I was testing solely for if you could make it cross up by jumping over them and then airdashing back. It was one of my favorite Ky mixups in Guilty Gear. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
So, the other day, I figured out that j.C can be used as a crossup similarly to how Ky can cross people up by running, jumping over the opponent's head, then airdashing back. It only works on a few characters though. Characters that j.C and j.CC can crossup on: Tager Bang Tsubaki Makoto Arakune (j.CC seems height specific. j.C less so) Valkenhayn Characters only j.CC can crossup: Rachel Relius (seems really height specific or something. Really hard to get it to work) Lambda (once again, really height specific) Neither crossup: Carl Mu Tao Litchi Jin Ragna Hazama Hakumen Noel Platinum As a disclaimer, I made this list in about 10 minutes. Feel free to try to get it to work on other characters. I did try several times on everyone at different heights to see if J.CC could work, but couldn't get it to. If either move can hit on anyone I said it couldn't, it's probably really really height specific. -
Relius has some pretty hard to react to/unreactable stuff. He can hold you in place with Ignis's 2D then IAD in to mixup between high-high or high-low or maybe even high-grab. He has a pretty nasty fuzzy guard setup that lets him do an instant j.C on you. He's also the king of frametraps. The caveat to Relius though, is the longer you take the get that first hit to convert into a combo, the less Ignis meter you should have, which limits combo and oki potential.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Ugh, I can't tell if Tsubaki's safejump off 214B just loses to Jayokou, or if I'm just timing the j.C poorly. Ivysaur was all "let's see if this safejump works" and kicked me in the face on Friday, and I haven't been able to have it work again Jayokou in training mode while trying to replicate it. The same recorded Tsubaki will successfully block Inferno Divider though, which is really strange considering they were both 7 frame moves in CS2. I'm confused. Edit: Nevermind, I was timing ID too late. Still can't get the safejump to work on either move though. Maybe it loses to 7 frame reversals D: Second edit: Seems like it'll work on 7 frame moves, but only when you use 6CC in the combo, rather than just 6C (since the opponent is higher when 214B hits, they emergency tech later). -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
5B-CC is definitely - on block. 5C/5CC look like they could very well be neutral on block, of maybe -1. Sometimes it looks like both characters are jumping at the same time while I'm testing, and other times it looks slightly minus. I don't however, see any difference between charge canceling with 5D or 2D, regardless of which move I'm using. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Anyone smart will just DP during 623D though. -
We're streaming Extend! http://www.twitch.tv/funkyp
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[CSE-CP] Tsubaki Yayoi Simple Questions and Answers thread! Version 3!
TheGreatReptar replied to Ginseng's topic in Archive
Just for a reference, the easiest thing to practice J.236A whiffs off of IMO is throw>6CC>623C in the corner in both CS2 and Extend. -
There are. Both Score Attack and Unlimited Mars have leaderboards.
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Score Attack is basically the same as handheld CS2 score attack, which was really derp easy compared to CT/CS console score attacks.
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http://www.facebook.com/groups/343167709045450/ Or just click teh link.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
It's March 2nd-4th. I'm going to be 21 on that Sunday. FR this year is going to be insanely great xP -
Florida's group didn't kill their thread. Both are pretty active.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Being a side tournament also puts Blazble in the same league as Guilty Gear, 3rd Strike, and CvS2. Being a side tournament doesn't mean it's a bad game. It's a disappointment, but I could have told you back in August BB wasn't going to get another spot. There were a total of 16 pools for BB last year, meaning that at the very most, there were 256 entrants. MK had at least 500 entrants. Mr. Wizard even made a post in the Evo suggestions thread on SRK about there being something wrong with your community if you can just barely pull 200 players for you game, which I agree with. The community at large just doesn't go to things. Georgia is especially guilty of that. We haven't had a bracket for a BB tournament in Atlanta in a year. The turnout for Evo was just bad, which matters more than how good top 8 was. It's something Mr. Wizard is very transparent about too. The games they choose are the games they think will bring the biggest crowd, sometimes against their better judgement. Case in point, SFxT. Mr. Wizard had a little something to say on the SRK irc afterwards [02:02:27] <@MrWizard> man [02:02:32] <@MrWizard> thats why i said no [02:02:35] <@MrWizard> to a live camera [02:02:43] <@MrWizard> you wouldnt have wanted to see my face [02:02:48] <@MrWizard> when i was talking about sfxt lol -
MK9 had like 500 people. BB had like 200. That's 300 x 30$ more for Mr. Wizard man-baby funds.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
All her fully charged 22x moves are - on block. Just tested them all out. Oddly it looks like 22C might be more - when it's charged, but it's probably just the same. And I posted yesterday that 5C>5D cancel looked +. It actually looks either neutral or -1 to me now. Must have been messing up the timing of things yesterday. -
Been testing out character specific stuff for a bit with two combos today. First combo is (in the corner) 5B/5A>5CC>623C>j.214B(w)>j.C>jc>j.C>j.214D>j.D>j.C>dash 5C>2C>air ender I can't seem to get the falling j.C to hit on Makoto, Bang, Mu, Arakune, or Taokaka. The 2C also seems to whiff on Rachel, and I can only get the falling j.C to hit Rachel if I super jumped up. The other combo is 5B/5A>5CC>623C>j.214B(w)>j.C>jc>j.C>j.236D>j.214B(w)>dash>2B>2C>236B>214B>22B (6C can replace the 2B>2C) The second dive will hit Tager, Hakumen, Bang, and Arakune unless you super jump.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
I know, just derpy word choice. Just looking at the system guide, quick getup can be special canceled out of or you can block after 13 frames, but you're strike vulnerable during the first 13 frames. That's compared to the 32 frames it takes to neutral tech. I guess you can use it to surprise people who are waiting for you to tech or something. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
By whiff I meant you'll block the DP. It basically guarantees that you'll be able to pressure the opponent, or land a nice CH combo. Also, if your opponent realizes that it's a safejump and just starts complacently blocking, you can start a nice mixup game with empty-jumping then throwing, airdashing in instead and doing j.C>delay>C shenanigans or whatever you want. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
You drop your combo at 214B while in the corner, then hold up and do a falling j.C while holding down-back. If your opponent emergency techs and then DP, the DP will whiff and you'll land and block. If they emergency tech and don't DP, the j.C will hit/get blocked and you can continue pressuring. Your opponent can get out of it by doing a delayed tech rolling though, by you can do things like a delayed j.214D to beat tech rolls (maybe land and do 236X?) if you predict them. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
So, I got Extend today, and just a few things I found out in training mode: 5C>5D charge cancel is actually + on block. 22C looks like -3 6B is still +. Probably +1 still You can still safejump in the corner by stopping a combo at 214B Her new combos are fun too. Dash buffering 5C for falling j.C>5C is a pain though. -
First day of classes is the 9th. I'll probably be getting to school on the 8th..lol
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For at school, I have a 13 inch CRT tv that I play on, although it's so hard to read stuff on it, I just suck it up and play on my HDTV with its ~2-4 frames of lag sometimes. At home, my parents have an HD CRT. I'm pretty sure it's near lagless.
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I wouldn't exactly say I'm close to Savannah, but I'm about an hour and a half away when I'm not at school. You have to pass by where I live on the way to Jacksonville.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
I think jabs were given higher damage for pretty much everyone in CSEX. Might just be that.