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Errol

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Everything posted by Errol

  1. this matchup is different from EX a bit, largely that it is just a bit harder. most notably, if the doll is near you and you let him use val tus, he's just in on you. You can ib the 2nd hit and dp, but honestly, that is only good if their guard is down. (Really, there is no reason they can't just block till the third hit and keep you in blockstun, and they will). my experience has always been that you're best off not trying to go in right away. his air normals, ground normals largely outclass tsubaki's. If you can get a bit of charge, that is good. But your main goal in neutral is / should always be to get in on him - it's just that you will have better odds getting in if you are more 'passive aggressive'. Most reliuses I play screw up using the doll in neutral in a way that lets me in. A big one is using the doll wheel - timing a dash to run through it right as the active frames and hitting relius in the face works way too much. Most of them are also very anti-airable if you know what they're going to do. his air to grounds are very strong, so you need to know how to AA well, but it can be done. Can be very risky though, because he has unlimited ability to delay his descent. the point of hitting the doll is not to drain doll meter (it doesn't), but to make the doll disappear. if you don't make the doll disappear when the doll is near you, you could get val tus'd, and now you have to block relius mixup. You can be hit trying to hit the doll by him just using 6d or whatever again, but it's better to risk that than to risk landing in +58 blockstun. if you ever block relius without the doll out, be prepared to DP. He'll want to get the doll out, and if he cancels into 6b to try to make it safer to put the doll out (safe to 5a mash), you can dp there. etc.
  2. who did you play?
  3. i only bring out tsubaki when i'm tired and start losing with rachel because of it. or lag related.
  4. how many matches have you upload with you beating me sadeyo?
  5. So, 5C ODC will not let you recover in time to block a burst, if they burst instantly. I wasn't successful with trying to block a burst with it at all, either the burst came out and won or the burst didn't come out. I tried other stuff, and every other move was the same, except for 6C. Something about the hitstop, I don't know, but an ODC off 1 or even 2 hits of 6c always let me recover and block a burst if the burst was coming out. only helps if you can kill something by punishing with 6c, and you don't need the extra damage to kill (drops damage a lot to skip hits on 6c). but there it is.
  6. it would work fine if people didn't dodge because of it. best solution: you can't see your own color.
  7. in EX it was different since tsubaki's DP was so bad. but yeah, a 6f 2a and a 5f 5a is very nice to have. in CP tsubaki's DP is very solid though. against certain characters, makoto's is completely useless. tsubaki's fireballs are good neutral tools in 1.1. converting air hits is a major advantage makoto has over tsubaki, also converting max range hits. but fireballs, dps, and the general charge mechanic and D moves provide big tools in certain matchups. Just the ability to force them to come in because you're charging can make a big difference.
  8. if it was overpowered you would see it more. lots of stuff has to come together for that to work.
  9. if you can see tsubaki's overhead, and you're barriering, you are actually clean out once you block it. actually, if you barrier, a lot of the time you can get out completely if she goes for a high with little / no risk. if she frametraps any, push back is too much for 6a to hit. it's very.. ah.. not good.
  10. defense and neutral tools are the general thing tsubaki has over makoto. makoto's normals are generally quite a bit a better. I think makoto has significantly better mixup too. tsubaki doesn't have 50/50s. both chars are very bad. In EX neither was worse than the other. but in CP 1.1 tsubaki is going to be better than makoto. In 1.0 I think they were the same. But tsubaki got minorly buffed and makoto got decently nerfed. makoto is super easy to play though at least. Just bad.
  11. you mix them up. you pretend to be going on the ground and then you jump.
  12. the reason 6c was used in CP 1.0 was because combos could extend long enough that they would tech between 5c and 5cc. if the nerfs don't lead to you getting combos to go that far, there would be no point in doing 6c anymore that I can think of. seems probable because of the jB>jD nerf.
  13. wow, I totally read the frame data wrong. 30+ frames?I sometimes OD through that or just neutral wakeup. someone doing it way too meaty.. my bad.
  14. Yup. the frame data is the frame data, unless one of those changed.
  15. 11 active frames, 24 invuln frames, you're asking to get pitched if you do that.
  16. what crossups?
  17. it is possible to use 2cc > 236x in combos, but it's not common. it is kind of a copout for when it is possible to do an IAD but it's tight because it's late in the combo. I would think the extra time would cause them to tech out at the 214B SMP hit.
  18. that is what platinum is. more so than noel. but you should try noel.
  19. i dont even know what that means
  20. when we played yesterday and i looked at match history afterwards, everyone had been scrolled off. however many matches that holds.
  21. good time to stop anyway. besides, something like 20 matches is a quite good chunk.
  22. i'm not singling you out. nothing cells is good and reliable. i think he waits on call just in case I want to play someone. other people I tried didn't come either.
  23. too much work to get people on my list to play me.
  24. GGs to nc. hand starting to hurt a bit.
  25. there was a bit of talk about the new D DD doing less dmg, but when I had someone test the minimum damage was the same. but with that combo you don't hit minimum proration levels before the DD kicks in, only during the middle of the DD. nonetheless would be interested to know for sure if something changed. can't be 5c,6c,421d>236d. could be the D DP series or the D DD.
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