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STenSatsu

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Everything posted by STenSatsu

  1. Think we can all agree Tsubaki's 6c is bast FC. WC v EC is great, haven't seen that since like XX! DL v Blade is also great and is like an infinite quote machine of greatness.
  2. In corner she can do some interesting stuff with 623x>j.236a>j.214c>j.d>fall j.c>land 5b>relaunch. Midscreen you are able to connect with j.236d after j.cc. In general though just do whatever you would have done without the counter hit. In fact, if you get the chance to just punish a dp or something, you are best off starting with CH 5c>6c instead of FC 6c. Or CH 5c(w)c>6c if you have the time/spacing.
  3. Stay on her ass in favor of charging since she has no reversal before 50 meter and is way better than you at neutral. Just stick out 2c sometimes when she is like half screen away and dancing around, you might CH a drive. Poke with 2a/2b instead of 5b because crawl is dumb. Block well. Think you can 2c or at least dp her overhead (ass flip) on reaction.
  4. If you get her blocking without staff go for it. She's the worst character in the game defensively at that point outside trying to wakeup with hatsu. (The upward dress kick.) Start of match you probably want to backdash, worst thing that can happen is they tag you 6b for like 500 damage. A LOT of Litchi's like to approach with airdash into j.b. Do an early 2c because the thing hits a mile under her. Also, make sure she won't cross you up or you are fucked. Good time to burst are when she is flying to her staff. Especially after a raw 2c (5.8k dmg inc) or 5b>2c (5k inc). Think you get free ch 5b if you block her dp.
  5. Get good at blocking quick. Most Carl's like to airdash at you when fuoco is coming so you might try getting there first with j.bb though his j.b might beat it. Stay on his ass like you were actually shota-loving squirrel girl. He has no reversal before 50 meter so NO FEAR.
  6. IB Hell's Fang and 5a into combo.
  7. I think in your specific case I would suggest just finishing the combo. The overhead you are using (most people are going to simply hold downback and react to highs during a combo) isn't super fast or subtle and you are only getting an extra like 1k or so if the reset works. Unless you would kill with the reset but not with the combo, I'd say don't bother outside of maybe once or twice. Especially if your main combo gives you oki. What I would suggest if you want to use it is do it once or twice early into the low and then try to win a round/match by going into the high version. Most overheads in BB are easy to block on reaction though which makes this sort of thing much less effective outside of Carl/Cursakune since they get to mixup safely thanks to their mechanics. In general, the only general reset options I like are air tech traps to catch them if they don't tech with barrier or to throw them out of the tech asap.
  8. B version has startup projectile invul which was the one in the vid. (She goes through Jin's 5d.) Most of her B moves have this, though 22b is probably the most reliable way to go through projectiles.
  9. Valk pokes, which are good ones? Does he have a good AA, preferably a normal?
  10. All I can ever think of when I see your sig blade is Haku x Tsubaki doujin. Goddamn I laughed too hard at the blind date joke as well. Really liked the guest panel art. Comic needs more Tsubaki history/6 heroes fetish imo.
  11. That's why I hate playing sf4 on pad, no plinking to make links much easier. Such a huge disadvantage. =(
  12. Pretty much. Try and run them through the basic game engine and they should pick it up decently quick. Helps if you can relate to shit in sf4. (IE: comparing rapids to FADC and such.) Much easier than trying to get people who don't play fighters. Especially since there isn't really a character that you can just charge down-back with and have an answer for everything at the scrub level. If you don't have a car, you can often find carpools if the gathering is decent. I wouldn't travel too much unless I was planning on spending most of the day there or it's a tourney personally. Definately check the matchmaking forums though no matter what. You may be surprised at how close a scene actually is to you, and how easy it may be to get there.
  13. Grats and good to hear. Tager is a real pain in the ass if they just don't respect you at all lol.
  14. lol Tao. I really wanted to see some AB2 combos from Tsuji though. =(
  15. Don't spose anyone can translate this? I googled it but it was pretty hard to make out. Although from what I did make out it said they felt the overall changes were extremely positive and the nerfs felt very minor in comparison.
  16. Pretty sure all non-jp teams in bb/gg got knocked out first round per usual. GG finals were amazing with inoue vs shounen probably being the best fight I have seen in forever almost. BB finals weren't too bad either though fumo/goro possibly getting screwed hardcore was sad. Tetsu's comeback and subsequent perfect on fumo after the reset almost made up for it though.
  17. lam arax3 litx3 carlx3 bangx3 jin haz tao is the top 8 spread then.
  18. It's on xbox right? Can only play PS3 as a padscrub. =(
  19. Stuff in the vid that has potential imo: ch 5c>6cc>j.c>j.236d>whiff j.214b>2cc>5c(w)c>air combo. Good damage off 1 charge midscreen(3850) and didn't know you could whiff and relaunch. corner 5c>2c>214d>6cc>sj.c>dj.c>j.214d>land 2cc>iad j.c>j.236a>j.214c>j.d>fall j.c>j.236a>j.214c. Good damage(4400) and I don't think there has been any real playing around with when you can relaunch off j.214d. corner ch 214d>1 charge install>623d>j.214d>22d>6c>j.c>j.236a>j.214c>j.d>land 5b>sj.bc>dj.cc>j.236a>j.214c. 6k damage which is 200 better than the other 214d>1 charge install combo in compilation thread. Should check if it is character specific. Should work off all 100 p1 starters. Need to check if you can do it off 5c(w)c>install. Also probably a good idea to play around with the j.d>fall j.c>land 5b>relaunch. corner ch 5c>6c>iad j.bc>land 5b>2cc>5c>236a>22a(?)>3cc>236236c. Didn't realize you could land iad j.bc after 6c in corner, probably only on talls though. Also didn't know you could pick up with 3cc after a 22x in corner. Might be a good tech trap setup or for adding a super on like in the vid. ch 5c(w)c>6cc>sj.c>dj.c>j.236d>j.214a>dash? 623d>etc. The movement after j.214a almost looks like she just slides into the corner instead of a dash. Really weird and worth playing with I think.
  20. Psh, I've been rehabilitated by abs and fans. It can work for you too!
  21. Better off just doing the 22c wallbounce combo off 5bb>5cc for 200 more damage and way more meter to go along with the same airdash stuff. Is there any partciular reason you guys are fixated on doing an aircombo after 214a outside of just being a bit flashy?
  22. As long as it was only on hit lol.
  23. Awesome tourney. Sorry to put people through litchi v tager lol, tsubaki v tager is just as boring though. =( GGs to all I played and glad to see so many people show up. Hopefully next one turns out even better!
  24. tk 214d is like 13 frame overhead if you can do it asap. Others are ~19 which is the about as fast as bang's 5c.
  25. Wow, 2-3 charges per combo? That does sound like it would require D move comboability nerfs. Faith restored. Also overhead dive is hot, especially if it includes the D version.
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