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TheGreatReptar

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Everything posted by TheGreatReptar

  1. Eh, I didn't want to end up in a giant paragraph re-typing what I think is on the wiki for 6A oki with options for when they delay and stuff. Overcharge 22B is nice since if they don't tech, you just get an almost full charged 22B to blue beat and you get all your normal followup options. You opponent gets to choose which meaty situation they get to deal with (then they usually die)
  2. Yea, 6A has emergency tech, so they can only neutral tech. You get some nifty options off of it like timing a meaty 5C/5B/throw is really braindead, and you can cancel the 6A into 22D for a meaty unblockable. You can still do Throw>6CC>236C>5C>2C>BBB>6A. Konan I guess just shortened it to stay consistent since the timing on how long you have to charge 22B gets a bit tighter if you add the 5C>2C bit.
  3. Take out the 2CC and that combo works. Charging 22D does nothing in terms of damage and damage scaling. Also, that combo hardly gives any untechable time at the end to build charge/follow up with 6A/6C/3C. I wouldn't really recommend it. Just do 22D>6CC>236C>5C>2CC>BBB. You lose less than 200 damage and get a harder knockdown.
  4. You can set yourself to automatically pass in Extend. You'll have an eye icon next to your name where the 1P/2P marker goes. It's probably allowing or disallowing that.
  5. Comparing how underwhelming Bullet is to how completely unplayable CS1 Tsubaki was is considered a crime in some prefectures in Japan.
  6. Yea. I have Tsubaki recorded on the player 2 side with the OS right now. It's just pressing the playback button, then 4D while recording with my phone isn't going to be easy =P Just found a hiccup with it though. It doesn't work in the corner since Noel doesn't move backwards. I should test this on Tager's backdash too... Doesn't work on Tager's backdash, but it punishes Arakune's cleanly.
  7. I magically created another option select with Tsubaki this morning to beat out Noel's drives while making that post about Noel's drives in the video thread. Input 5A>5C, like you're assuming the 5A will hit, then immediately after the 5C, input a 3C then another 5C. If the 5A hits or is blocked, 5CC will come out. If the Noel player decides to 4D, 5A whiffs, then 3C will come out out fatals her and you can kill her and junk. There's just a small note, that this doesn't work at point blank. You have to space yourself to be towards the tip of Tsubaki's 5A range (which in Extend isn't too terribly hard. 6A oki puts you at the optimal range). If you are point blank, you'll end up 3Cing into the explosion on Noel's 4D. I'll try to make a video later when I'm less tired since I'll have to play with my feet to control Noel 4Ding.
  8. Tsubaki's actually one of the characters that can handle Noel's drives pretty well in Extend. 6A and 6C both have head, body, and foot property, so they both beat out 2D and 4D entirely. It's also easy to set up either of those moves as a meaty if you do 3CC as a combo ender. BBCP Noel's 4D lost head invulnerability, so she doesn't have any options against meaty jump-ins anymore. Just have to adjust to losing 6A and 6C having all 3 properties (both are only body property now). 2D also lost a lot of its utility too, since it's slower and goes way higher so its use as a reversal is probably close to non-existent (which makes throwing Noel on her wakeup that much stronger now). Noel players will get most of their use out of 4D at neutral, or mashing out during predictable blockstrings. Both of which have a good solution: don't be predictable. On Noel's wakeup, doing meaty 5CC will actually beat 4D if you time it properly. The first 5C whiffs, then you just chain into 5CC and it hits 4D before its active frames. You really just have to get on in her, which isn't that terribly hard to do.
  9. I really wish the PS3 just didn't have wireless as an option. Wireless on netplay is the worst thing. I've strung 3 ethernet cables together before using my router and an RJ-45 extension cable to reach halfway across my house so I wouldn't have to play on wireless. Honestly, if my options are wireless or nothing, I usually just play an old RPG. Also, them fixing the netcode isn't going to fix bad connections. If you're in the mountains, I'd wager your connection probably has pretty nasty jitter, which will ruin any fighting game on any netcode. If anything, it's like mine at home where I have 80ms ping pinging to my own city, which I get 85ms ping from Atlanta to San Francisco while I'm at school on Fios.
  10. Damn it Kiba, getting me all confused by uploading stuff yourself. Quit doing extra stuff for the Tsubaki forum.
  11. DP, block, hit some buttons/escape. Tsubaki's 2 most common pressure restart points are after 6B (it's +1) and after a charge cancel (varies, most charge cancels that make your frame advantage better are -2, 5CC>Charge Cancel is +0). After those, you can DP to try to beat out them dashing in a restarting pressure, block and just respect it, push some buttons yourself if you think they're going to bait a DP by just sitting there and blocking (or you can press buttons after instant blocking one of her pressure restarters), or just try to get out of the situation by jumping out, airdashing, whatever to make some space. So it's like, DP, sit there, or other, each with a varying level of risk and reward. Blocking I guess carries the smallest amount of risk, but the reward is basically nothing since you have to do one of the other two to get out of Tsubaki's pressure. DPing can get blocked, or they can jump and get in your DP's blindspot and smack you in the face with whatever they want. If they try to dash up jab/throw/5B/whatever though, you get to either reset everything to neutral without charge, or you gain the offensive with 2 charges. If you try to jab out, they can always delay followups to pressure restarters to CH you (6B into 6BB, 5CC into 6B instead of charge cancel, you can also do stuff like do 5C then delay the hell out of 5CC to sort of feint going for a charge cancel and option select 6B/6C after it), but the reward is good since now you're on offense. If you try to escape, then some of the same stuff that beats jabbing can hit you out of jump startup. It's easier to escape, so there's less risk, but your reward is going back to neutral instead of getting offense going. And just on the subject of 22X enders, I'll just reiterate that you should never be using anything other than 22B. It's got the most untechable time, so it's the only version of 22X that will give you enough time to do stuff like 6A/3CC followup for oki.
  12. More ArcRevo Hage (TG) vs Kuresu (TS) Piichi (BA) vs Kuresu (TS)
  13. ArcRevo Galileo (LI) vs Kuresu (TS) They've been uploading a lot of matches lately it seems, they've just been keeping them all unlisted. Was lucky enough that someone didn't check the "unlisted" box while they were uploaded some, so the links popped up in my email =P Also, this is one of 8 Tsubaki matches from ArcRevo. I'm assuming that they magically recorded every match that happened, so we should eventually get 3 matches of Kuresu and Konan, and 1 match of Kazu and Pikuri
  14. You aren't thinking big enough. I imagine 64 man lobbies will allow multiple concurrent matches to happen, in addition to letting spectators possibly have the option to hop between multiple matches to watch.
  15. I nominate Jyosua for an IRL and Online award for helping to run and stream Final Round and Evo.
  16. 7/13 Jīkamu wajiro Tsubaki vs Jin Relius vs Tsubaki Relius vs Tsubaki Nothing really exciting in these. Dude goes for j.236A oki at 45:20 and that's probably the only interesting thing that happens
  17. 7/12 Tachikawa Kuresu vs Mori (RE) Kuresu vs Shu shi (AZ) Kuresu vs Kawata (HZ) Kuresu vs Meri (BU) Kuresu vs Mabupuku (RE) Drinking game for this set: take a shot for every blocked counter assault. You'll be fairly tipsy.
  18. Konan just bodied Shiro as quickly as he could so he could get off camera faster. Rewatching Konan's match again, he's the only person I've ever seen do j.C>2B instead of just doing j.CC every time.
  19. Arakune's standing hitbox is actually pretty normal, so it might work on most of the cast. Only characters I could see it not working on possibly are Noel, Carl and Platinum, since they have shorter than normal standing hitboxes.
  20. Even when she was good in CS2, you still had to learn her unique resource management, which includes finding time and space to manually build resources. She also has her unique chaining systems. Her followup normals can be chained into on whiff, which can kill you if you're new and mashing out strings. Playing her with any sort of proficiency requires you to understand how her 2 sets of specials that chain together work, when they chain on whiff/block, and hit and how to take advantage of them.
  21. Hey Kiba, all the links in the last batch are 404ing except the first one. I don't think you timestamp them the same with shortened URLs
  22. He got outplayed (and derped by j.D a few times). Don't see why you're calling him a moron.
  23. I'm surprised it took you this long to see that and post it
  24. It only works on Hakumen, and the Hakumen player has to activate the glitch. The game still functions and doesn't crash or have severe performance issues after the glitch happens. It isn't game breaking. It'll probably be removed whenever ArcSys gets around to it, but I doubt it's any kind of a priority for them. You would only think this is gamebreaking if you have no idea how it activates and are probably pretty bad at understanding fighting games in general.
  25. You have no idea how dedicated people are to their favorite voice actresses. As far as the localization stuff is concerned, ASW did Extend's localization, which they ended up replacing a few of the voice actors for Extend's new content. Whether that was a budget problem, a timing problem, or some other problem with the original voice cast, that's never been determined. They kept as many as they could though. Just don't be surprised if you play with English voices and characters sound different in BBCP.
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