STenSatsu
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Lol, heya miso. Only semi-practical j.236d setup I've found so far: short combo into 2cc launch>IAD j.c>j.236d>delay j.214a so you don't hit them>land and start charging 22d asap>if they neutral tech they have to block the fireball and you get a free 22d unblockable on them. Also, that combo>214x>wallbounce 22c>6c>ender combo is not bad. The cool thing is that it works at 5 hits before the 236x>214x>22c but not 6 hits. However, if you do 6 hits before (5bb>2bb>5cc. Normally you'd only do 2b.) they tech in a really good tech trap spot on the way back from wallbounce. Pretty much in the perfect spot for dash 2cc or just 6c if they tech back.
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No, shit is super dumb cause 5c is shorter than a #2 pencil. It's why I prefer 2b, though I guess it does sort of look like 6a a bit.
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Ya, it's not exactly a huge window to get the 6c to connect. Though 5cc CH leads to decent damage usually anyway thanks to 100 p1.
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Uh, not sure if YaR even knows about this tourney lol. he doesn't really read these boards much to my knowledge. I can see if I can contact him at all through some friends but I'd plan on somebody else unless you've already talked to him.
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I generally get screwed up since I end up doing tk 236c a lot somehow lol. must just be the ps3 pad.
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It's about 100 less for 6c. I start the motion at 2 hits and it usually ends up coming out at 3 personally. Though I don't practice 6cc much since I mostly can only play online where it's laughably hard to hit it.
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I find that starting the super jump motion around the second hit of 6cc and then just trying to hit c asap when I leave the ground gives me the most success. If you're having trouble doing it fast enough, you can always do 6c>j.bc>dj.cc>etc. Does like 100 less damage but is much more consistent. For the throw combo do sj.bc as soon as you hit with 5b.
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Lol, is this like, Ernest's alt account or something?
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Lol, think that is 1-0 for funnies Qwerty's favor.
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Zong and Qwerty can do an Online Money Match against each other to see who gets saltier first.
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People probably already figured this out a while ago, but if you just let your enemy fall to the ground after any of the 214x moves, you get a perfect dash 2a cross-under mixup. It's pretty easy to choose which side you end up on so you get right/left/throw mixup. Just something you might throw out there if you don't need charge off the 22c for some reason or you just want to try and get the last bit of life off your opponent. Trying to figure out some j.236d>land>22d(charged) oki setups after seeing that one in Mind as Judgement. Things are super position specific though and so will probably never have a practical use. Poor j.236d. =( EDIT: An addendum, you generally can't do the 214x super late in a combo, especially after a 236x. Even throw>236x>214x lets them tech while still in the air. (Though that opens up an interesting tech trap with dashing 2cc or maybe 6c.) PSS: I'm almost positive that super deep j.c>dj.c is a fuzzy guard setup since the comp will block both hits even when set to only block the first. At least on Ragna and probably anyone that size or bigger at least. Have to try it on Carl and the other small people. Thinking I can do something like: (all blocked) 5b>3c>jump delayed j.bc>dj.c(hits)>j.214d>combo.
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Not really Tsubaki's damage, just her need to have 2+ charges to play a real game and her ass normals. (1 charge gives you a real dp, 2 gives you that and you can actually do damage.) Just imo anyway.
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Ruh roh. FT5 ok?
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Sounds fine Ehuang/Rod. FT7 Ernest, FT5 Rod ok?
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I'm down to MM up to like 10 bucks in GG.
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It's an interesting idea. I don't think it will be worth much outside of 3+ charge install combos though because 1 charge install is very tight on time to use 3 D moves and 2 charges is tight on time to use 5. For example, on the 2nd combo you could just do the generic 5bb>5cc>22d combo for like 200 less damage and save meter for an RC.
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I remember CH 5b>2d>dash 2a>combo in a vid. FC 6c>tk 236c>5a>combo works as well. Pretty much all those are just for flash though unless you really want the 22c ender off ch 5b.
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Make sure you're getting all 3 hits on 623d when you test the damage since most people cancel it too early.
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Tsubaki Install is really good damage (for her) off quite a few hits and magical girl super is nice if you've done some long combo into j.214d. I think you can even do Install Blood Kain style to get a second and see what is up, then d dp them.
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Thinking about it you are probably right. I didn't test it or anything off throw. Just suggested it since it's the best midscreen followup for install I've found. Combo works great off most other things you can midscreen install with though. Does like 4400 off CH 5c>6c iirc.
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Can we simply do it on a different day than the 15th at Shadowbrooke or something? Since we aren't concerned with streaming so much now.
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Try throw>install>623d(3 hits)>j.214d>land 2366d>dash 5b>2cc>ender. Should be better. Also, playing around with corner 623c>j.236a>j.214c>charge a sec>fall j.c>j.236a>j.214c. Sometimes though I cancel the relaunch falling j.c into charging stars with no landing lag from j.d. Was wondering if you can normally cancel through the landing lag with ground specials. I haven't really checked it out much. Doubt there is much use though.
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You can see this a lot with poking. People will vary timings to provoke an attack that nets them a counterhit. I doubt anyone has gone as far as time signatures though lol.
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I use rhythm to help me IB. You can feel the hits coming after blocking most people's blockstrings and can use that to tap back to the rhythm for IBing.
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Like Ginseng said, it's basically her risk v reward. She takes more risks because of how her moves generally lack priority and rage but only gets minimal reward from them usually. She also has pretty miserable fundamentals outside of 2c and 5b. Everything is super short and gets beat by tons. Once you get like 2 charges she becomes ok because you have a almost-real dp (wtf is up with the gap that you can jump into though) and actual decent-to-good damage off hits. It's a shame most of her gimmicks are slow enough to just get DPed. On the topic of gimmicks though, if you let somebody land from 214d and the neutral tech you can do dash 2a and go under them. EDIT:Just charge and flap dat hat on them after the ko imo.