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Everything posted by Errol
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yeah. jbbs wants a charge super instead. which would totally rock. Imagine if it just restored even 3 charges instead. would be so much better.
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I was watching some video jourdal uploaded the other day. tsubaki mugen with 5 charges, hits with 214D magically, then burst and watch the charge all drain away.. TBH, it should disable bursts the entire time it is up. Kinda like when you're getting killed by litchi supers, you can't burst for the entire 3-4k combo can you?
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uploading just the tsubaki parts thank you
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
Testing on this might be interesting. Still, 22d isn't useless on characters with DPs. If you don't know it is coming you might not get that DP out. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
Well, there's more than one place you can use it. also, 22d outranges mu's dp I believe. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
re: long range 6a. Yeah it's better not to do at all. But we're not perfect, so it helps to recognize a mistake and recover. in this case, I think you recognized the 6a>5c didn't combo and stopped. but if do it as normal, the 5cc ends up blocked and you can gatling into 6b. Most people either get hit and/or you let back into pressure. I know, that is because I do this too :P. I never drop an IAD combo because I hit with a 2cc too low, for example. I'd either 236D, or maybe I'd just at least go directly into 236b214b22b.. that's an easy to notice thing that you can correct to some degree. autopilot sucks, heh. I end up autopiloting 5bb>2bb>5cc>dp whiff, works pretty well actually.. unless you have extra charge that you could burn. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
yes -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
22d> 6cc> 623c>j236a(w)>214d>5c>2cc>IAD>JCC>5b>2cc>22c>5c>2c>236b>214b>22b> DD if desired -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
just going to write everything I can think of. Obviously, this was just a couple matches.. you probably know a lot of what I am going to write, but just in case.. at least some of it might serve to be a reminder. 22d corner> learn the 6cc>623C>236Awhiff>214D combo. This combo hurts so much, you can get basically 6k off 2 charges.. Even in the loketest, this should be a pretty doable combo (no 6cc, but the 623C,236a whiff is alive and well) if you are hitting them in the corner, don't do a BBB (236b>214b>22b) ender. do 22c>5c>2c> then do the BBB ender. 6a combos> in the corner, don't do the midscreen combo. instead do 6a>5cc>6b>22c>6c>BBB ender. more damage, more untechable time. Or dp whiff. Like kiba said, you can use RC to eke out extra damage for kills. the 5bb>5cc>RC thing works, but you have to be on the ball. 5bb>5cc>22c>RC>dash6c>BBB ender is easier and gives a ton of corner carry. Still less daamge than dp whiff. If I remember correctly, you seemed to charge after a knockdown a lot, not only giving up oki but also not even threatening it. You can bait DPs if you need to. Use the unblockable more. Reset your combos some. Reset into the unblockable too. If you notice you're getting a 2cc hit on the ground, you can follow into 5cc and do a combo (a pretty strong one at that). Long range 6a - well, I would try to minimize this, but you seem to do 5cc here and not follow with 6b. TBH, you're better off autopiloting here. 5c misses, but 5cc gets blocked, and 6b here will serve you well. You can easily go back in for more pressure, or punish DP attempts with 6bb if it comes to it. Reset pressure with 6b more. Punish attempts to DP 6b with doing charge cancels instead, or gatling to 5cc. e.g. 5c>6b vs 5cc, 5cc>6b vs 5cc>charge cancel. You can also try to punish mashing with 22x for a beefy CH IAD combo. Important thing to remember with resetting pressure is you have to mix it up. it's really easy to end up autopiloting. You can reset after 5bb, or throw after 5bb. Sometimes the best place to reset is the place that doesn't seem like the best. 2b and 6b are the easy places to reset, but they're also the most obvious. if you do 5bb>2b or 5bb>5c 95% of the time, a reset after 5bb is most likely going to work despite the large frame disadvantage. Consider occasional 6c>jump cancel in block strings too. 236C is good, use it at least a bit. max range 5b> think I saw this not followed up a couple times. If you have enough charge, consider throwing out 22d. it might get blocked, in which case you're at +3. if not, you can 236D for a nice combo. in one instance I saw, she 5c'd immediately after. Should be able to get a 22c CH here. -
ah ha. I always use jin for my punching bag
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22d>6cc>623c>236a(w)>214D>5c>2cc>IADstuff>5b>2cc>22c..(tager specific?)..>5b>2c>236b>214b>22b>ender (6cc->dd or straight dd, can't remember) re: gold bursts, The part where you both gold burst at the same time was funny.
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22C>5b>2c>236xxx ender around 6:00 is tager specific? Recognized some persona OST? other stuff sounds familiar but don't know what from
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I never said buffer the airdash, you buffer the jump. Then you can 66 when you jump. buffer gives you time to get back to 6, so it'd only be very momentarily slower. And it does help with combos if you can recognize your timing on 5c or 2c was off a bit. 96 will give you more distance, so use it when you can. I'll keep using 8 or 7 when using a 9 would either make tsubaki airdash under the character, or hit such that you can't do a proper followup - e.g. crossup after jcc..
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Same reason 866 works better. Yes, gives them some more time to fall. It absolutely makes a difference. If you're only doing 96, well, just try it. I don't really care how IAD is defined, but you can do the airdash essentially just as fast with 9 or 8 when you're buffering in 2cc.
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Do you do 766 iads? been testing some, this can save the iad when it's too high, but sometimes you just miss the first jump c hit.
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let me expand out the notation 23656x 62356x I like 2366x better. I don't know of any way to do it while running. KOFXIII has a trick where if you 2369x, then the fireball will always come out, not the dp. that doesn't work here and I don't know of any way to make this work.
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Maybe you are just getting hit because your DP is missing, because it kinda doesn't cover that area just in front/above you? 623B invuln is slow, I think you would trade if they did it fast. It would at least trade, not sure that's desirable though
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Thanks for uploading them pk, too
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basically, they eliminate your dp as an option, so they can pressure you on wakeup. if you just try to block a dp, you're giving up pressure
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Thanks for the links Kiba. How many of those were 22xs that whiffed in the corner were 22ds.. wasn't watching that closely, but saw a ton of those.
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Well, I guess you should take a look at some of the other videos, featuring Spark stomping some Noels. Besides, you can't counterpick with a character you don't know how to play.
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Depends, wolf psycho crusher almost always trades in Valk's favor vs. any of 236x, including 236d, however if he isn't doing that then yes. also, if he does it at a range where it ends within range of 5b, that's an easy punish. I also want to say that being in the air is good against Valkenhyne.. at the right times. his air to air is better, and wolf anti-air is gross.. but generally speaking I don't have success in any matchup staying entirely on the ground. Particularly Valk doesn't have good anti-air options on wake up, even with 50 heat.
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What do you use off 236C? 236C->5a->5bb->5cc->623c->2cc->236b->214b->22c?