Jump to content
Dustloop Forums

STenSatsu

Members
  • Posts

    1,171
  • Joined

  • Last visited

Everything posted by STenSatsu

  1. It's all about the delay. Fave 2 charge: CH 5c(w)c>6c>214d>5c(w)c>22d>dash 2cc>5c(w)c>hj.bc>dj.cc>j.236a>j.214c does like 4800. If you get to the corner you can do the j.214d>2c>236236c for 5700. No idea if it is char specific since it isn't a serious combo, but I landed it on Litchi. Looks pretty baller though lol. On a serious note, 5c is a pretty good starter at 90 p1 prorate. If you CH it you can do 6c into whatever and do pretty good damage. Another thing is I suggest learning 2366d for midscreen combos. Best midscreen combo I've found with 1 charge and 50 meter is: starter>install>623d>j.214d>2366d>dash 5b>2cc>sj.c>dj.cc>j.236a>j.214c. Does like 4k+.
  2. One other thing: PS3 pads. Do we bring our own or will some be there? I remember there being problems with ps3 pads not getting turned off or something so I figured I should ask.
  3. I can probably print it out and put it up at maybe DVC/Shadowbrooke/Phoenix games around here in concord.
  4. That's basically the idea behind my max range theory. They hit the wall even if you hop asap. I've done it for sure on Slayer, but haven't really thouroughly tested it.
  5. I will say, her A dp really is that bad. It generally trades with almost any decent normal and probably not in her favor damage-wise. Her pokes that aren't 5b are also pretty bad. She has a fairly hard time getting in if you don't have 50% tension for charge RC and most of her mixup game is pretty gimmicky. Once she has charge she turns into a real character, but if you can't get 1-2 bars it can be really rough. With charge you have decent damage and a real dp, as well as a way in with poke>236d if you can fake their IB timing.
  6. j.236c is a nice throw setup since you can vary heights where it will hit or whiff. j.236b is pretty useless outside of some super gimmicky crossups.
  7. 6B isn't useless, it makes you rage when it happens instead of dashing 5b! I still feel it isn't worth complaining about tiers in America, since you can get better and take care of that. (Top Japanese Tsubaki's would likely shit on American top tiers just as most top Jp players do.) Hopefully I'll see just how far behind I am at the 3v3 qual sunday if it does happen. =) Also, cool new combo vid out. At least Tsu has 2 of the best combo vids out so far haha. And FC 6cc>j.cc>j.236a>j.214c>j.d>fall j.c>5b>hj.bc>dj.cc>j.236a>j.214c is a lot of fun.
  8. Assuming his curse mode went untouched, he probably shouldn't be able to 100% curse off anything without some RCing at least. I doubt Arc would do a balance patch and not fix the damage though. Getting 16 seconds of near perma-blockstun to mixup during and free guard break if you want is good enough to warrant not being able to kill somebody instantly.
  9. Eh, you lose about 100 damage doing 6c>j.bc>dj.cc>etc. I guess it isn't that big a deal, and I admit I do normally opt for that since I can't seem to hj.c without doing j.236c on pad if my life depended on it. (Which is really weird since I can hit 2cc>hj.c all day. )
  10. BTW, are the times listed when signups start or when the actual tourney for said game starts? And is the 3v3 qualifier open to anyone?
  11. You should get with DJHUO/rinharasaki if you want recorded matches. Think thy both have a thread here and I think RIN has his bbvlog thread in BB general.
  12. Ya, it's the landing recovery from air charge that happens when you land no matter what.
  13. Lol, Jacob goes there every friday. Maybe we should hit it and scrub it up with our Ragna/Tsubaki. Also, is the 3v3 a team tourney for the other games or just a norcal/socal thing also?
  14. So the iad D dive crosses up fine, and you can midscreen combo after an RC at least for like 3k. Decent gimmick.
  15. Looks like the throw combos don't work on Bang cause he reels back to far. Instead do throw>install>22d>623d>j.214d>etc for 1 charge and throw>22d>623d>j.214d>236d>214d>2cc>5c(w)c>j.c>dj.c>j.236a>j.214c. Does like 100 less damage. Also a lot easier if you don't feel good enough to hit the 22d on them falling after 214d in the other combos. Carl, noel, mu, litchi, and lamda you can't do the 2cc after 22d on the FC 6c combo. However, fc 6c>install>22d>623d>J.214D>236D>214D>2CC>5C(W)C>etc works fine and does only 100 less damage. Again, also way easier to land than the other version if you don't feel you have it down. Apologies about the lack of hitbox testing.
  16. Bah, no Tsubaki or Anji. Going off to cry in a corner for a bit. =(
  17. 5b works well on her since she doesn't really have a good poke from that range. Once she gets in it will probably be as bad as Tager getting in since she has tons of shenanigans and does like 4k off most shit anywhere. If you get predictable though, I think she can actually 3c you (spinning sweep) out of 5b, not positive if you can block it.
  18. There was actually a japanese player in one of the recent batches in the vid posting thread using delayed jc j.236c if you were wondering about that. Forget which ones but he was using default or manga color.
  19. Ugh, thought you were talking about dive and not wings lol. I don't know how fast D wing hits, but wing just feels way too slow in general to really do a crossup mixup with it. There is a certain height that you can j.236b off a blocked air normal and it will cross, but I don't know how reliable it is and it is very likely different for every character. For wing mixups, I prefer just mixing between JC j.236c(whiff) land into either block/throw/normal depending on what you expect or delaying the j.236c so it actually comes out and hopefully CHs them for trying to react to a whiff (pretty sure it is safe on block if timed right as well. Try doing IAD crossup dives and see how it works, I'll check those out tommorrow. The combo potential isn't that great without 50 meter though lol.
  20. Hmm, think I tested on jin and ragna only really. Let me know what wasn't working and I'll see what is up. Nothing felt like it would be char specific outside of maybe Carl's retarded hitbox.
  21. Hmm, good thinknig. I always forget that dive auto-corrects even without sj state.
  22. I like to try and build charge (not hard really) then harass him with 5b and try to bait a whiff. Then you can punish it with 236d into combo and repeat. Obviously shit can go wrong pretty easily thanks to magnetism, but at least having tons of charge means you normally have a real DP for his 2d and 5d and can go into j.214d for damage depending on where you are.
  23. She gets charge pretty easily against Tager at least, which means she can use 236d pretty liberally. That thing is really good for footsies against Tager. I'm pretty sure you can block full screen spark on reaction from 2d charging. If he gets you once it can get super ugly though since even D dp is projectile based I believe.
  24. As long as you're close it's good. I do like your point on the other combo though, might try that one for a bit. No biggie on updating lol, info will always be there. Spent all morning in training screwing around.
  25. For your no charge no meter ch 623a combo, you can sometimes do 2cc>hj.c>dj.c>214c for about 1700. Have to be pretty close though and I don't remember if you can get the quick dash before 2cc for extra distance or not. Think it's actually her challenge 4 or 5 combo.
×
×
  • Create New...