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Everything posted by Errol
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Thanks. Do you ever try building charge in neutral, before going in? I have a feeling that getting the dp whiff combo really down will help a lot, I have mostly been playing with little charge. OTOH, I don't think you can get a dp whiff->2cc->236betc off a 236c hit? Also strongly considering going for a lot of resets. for instance, ending with 236a, or restarting pressure with 6b instead of ending with 22c. re: 214x. feels like 214b has a tendency to get hit out of spike chaser 214c is ultra slow, think if you can get this you can get any number of other options.. 214d is good but that uses charge, and hey, it still isn't that fast. need to get a counter hit or else you've gained essentially nothing. Yeah, basically I use 214x very little in this matchup... I need to get my timing on dash super jumping over spike chaser down perfectly too.
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(newest to oldest, stopped at page 14 of video thread) http://www.youtube.com/watch?v=1RqQ_T1bMA0 http://www.youtube.com/watch?v=iJJ8pI7mzRs&feature=feedu#t=13m47 http://www.youtube.com/watch?v=13i09FiRcdw#t=11m40 http://www.youtube.com/watch?v=Y4x5eQgT-HI#t=17m13 http://www.youtube.com/watch?v=Y4x5eQgT-HI#t=36m40 http://www.youtube.com/watch?v=LepbzC9VDR0#t=9m51 http://www.youtube.com/watch?v=9_sM9FnJoNw#t=7m19 http://www.youtube.com/watch?v=qI1T2i0IXhI#t=46m36
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This is probably the most annoying/hard matchup I play, and there's tons of Lambdas in my region. I lose to lambdas to some pretty crappy lambdas because I don't have an answer for the simple but effective patterns.. Does anyone have a general gameplan for getting in? Even when you're close, a typical plan of 5b'ing your way in can fail because of 2b and/or 3c countering it so hard. Green bursts are insanely annoying with that buzzsaw too. I need to see if I can find some japanese matches.
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Try Valk? It's the same as Valk for me. 5b>2c>236etc. I have occasionally seen the 2cc come out but haven't seen it consistently enough to use it. Although, also didn't think too much about how quickly you hit them off the ground. This would mean that it'd probably be easier with a back throw wouldn't it? on side note, something feels wrong about people able to hit people off the ground with 236x, but then noel and makoto low-profile under it? bleh! on a more positive note: that dp whiff 2cc link feels really easy to get on makoto.
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IIRC, Tokido has actually logged quite a lot of time in BB, hasn't he? Don't think it was really that shameful for him to take a tourney..?
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I should actually quote, pretty sure that was in there in reference to the 6c fatal combo, not in the short post about lambda's combo, but no matter (ed: I see, you edited it out while I was typing my post). By saying that sarcasm was lost on the internet, I thought that would point out clearly that I wasn't suggesting it to be a practical combo that you should practice until you can get it. Why are you attacking people anyway? I thought tsubaki general was a friendly place.
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"hit at half screen distance from your opponents". what does this mean I don't think that combo really has any spacing requirements, if it hits you can do it... But I can see the sarcasm was lost in translation to text here. Internet fail.
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Best 6C combo? You mean you haven't seen this? Start practicing..
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Errol replied to DaiAndOh's topic in Bang Shishigami
Funny part is that they added the heat reduction stuff after using a super, but jayoku has so much time tacked on to the front that he can still earn it all back. -
LK, what is your take on character specific combos? Does Litchi have much of these? I guess there might be some things that work on only Tager, but then it's easy to remember, because hey, it's Tager. And there can also be some combos that might work only on 30% of the cast.. How do you decide whether you're going to make use of some character specific combo?
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I think it also doesn't work on valk and platinum? But it's not that they tech before 2cc, just that it misses.
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This is character specific.
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missing 22c before 6c. that is 5bb->5cc->236d->5bb->5cc->22c->6c->ender specifically talking about combos to use when you yourself are in the corner
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Well.. maybe if you're the one in the corner it'd be good.. But still char specific. Although.. just doing a simple 5bb->5cc->236d->5bb->5cc->6c->ender probably matches it for damage and better oki then
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I've had pretty good success with that too. I have a feeling jd might be close though.
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6A->5CC-> 22D-> 6CC->623c->236A(w)->214D->5C(w)C->2CC->22C->5C->2C->236B->214B->22B (3751). tack on 6c super as desired
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Hardest thing here is that you can hit at different heights, which increases or reduces the amount of time you have.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Errol replied to NickExtreme1's topic in Archive
re: 6a I don't think solar can throw 6a on reaction. I think when you tried using it you were probably just too predictable with it. I say this because from what I saw, you don't have any blockstring gameplay. You always end with 22c, which puts you in neutral. You can restart your pressure after 2b, 6b, and charge cancels. You can gatling your normals late so that it is harder to tell if a 6a is coming or if the normal is coming a bit slower. And you can throw out 6a in numerous places. -
6cc->214d or 6c->214d works well.. although no reason your idea wouldn't work too. it's nice to get rid of that extra timing to learn. the proration might let you get less reps though, no problem if you make it easier with 214d
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Thanks! No useful comments but some funny to read ones. Comments on nico are pretty cool.
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falling JC->J236D in the corner is character specific I think. It works on tsubaki, but it doesn't work on valk because he gets hit by the projectile too soon. falling JC->236D is probably universal (good for when 22d has already been used in the combo).. At least to the degree that falling JC works. That might not work on some characters. So much charge time in the middle of a combo, you can get 4 D moves off when you start a combo with 2 charges.
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It doesn't actually look like the spacing is that tight to me, so I don't think the rapid would gain you much in terms of ease. Looks like: Hit 6CC deep (which is going to be pretty typical since it moves you forward so much). C DP. B WHIFF -> no dash -> 2cc. He uses the b whiff a lot after his first DP it looks like. But I don't see anything about the first segment that's harder than any of the loop? Not that I could do it, ha..
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@pktazn I don't suppose you can easily find the nico link for that combo movie? Curious if there are any useful comments on the site.
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No kidding, had no idea you could get that much damage off a jab with 2 charges... Wonder how much of this is char specific though.
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Thought I posted this. You can get 3.7k(4.4k with super) off 2(actually two) charges very easily. 6a->5cc-> typical 22D combo. 6cc->623c->214D->etc. Probably what BJ was thinking of. Not sure I would burn the extra charge for a bit more dmg anyway.