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Errol

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Everything posted by Errol

  1. you always seem angry, I imagined you would not consider games with me to be good games.
  2. hazama's command grab takes starter from the following attack (same as tsubaki's command grab), and 5a/2a/jayoku are all short starters.
  3. honestly people are probably going to stop combo'ing off gasaishou the way it is. go for another mixup via overhead or normal throw or low.
  4. Not really going to change anything. Neg penalty is pretty hard to get in CP even with Tsubaki. Yeah, 6C is definitely nerfed. it will still be usable but JD stuff is totally dead. the new projectile will be reasonably safe from 6c, and will probably be a better go-to when you are getting pushed out than 6c in the first place. Tsubaki's floating backwards could make the new projectile very strong in blockstrings at certain ranges.
  5. gasaishou will be a short starter at best huh? They're fucking him up pretty good, I like this.
  6. it's generally much easier for him to get out than for you to meaty him. Unless you got a meaty mixup that will cover backdash and mashing... 44444444444444444444444444444444444444444
  7. acorn unblockable setups? that'd be so hilarious
  8. You tards seriously need to stop jacking people's spots on cabs. Walking around till you see someone lose and then trying to steal their spot is so lame. If you're actually standing there behind the seat while the match is still going on, that's one thing. Had a good set with someone going where I was learning a lot, then a guy tried to steal my place, and the guy I was playing against wouldn't play him so I got back on... Played a good 5 more matches, then the same guy jacked the spot of the guy I was playing against without me noticing (checking forums while mashing confirm..). Ended a good set. Fuck.
  9. doubt it, backdash willprobably be relatively better, but i wouldn't say odds are good that it will actually be better. i'm very curious to see what happens though. the makoto changes they released were largely derided so maybe they'll have done more.
  10. the trick is that you can buffer your jump cancel from jump cancelable moves. then input 2d and it will be very close to the ground, even if the inputs were relatively far apart. this won't help you for raw j2d.
  11. Yeah, anyone can come.
  12. GGs people. gigaitachi, some others, surf, i guess susano we have finally made our way to the fabled 0 match set. I will stop stalking you now. It's late anyway
  13. every fri, I think it's at 6, I'm always late, till about midnight. And errors with rachel are the norm
  14. The only thing Tsubaki has got going for her in this matchup (and this should be sounding familiar by now) is her DP. If there's any hope in this matchup it would be to get control of neutral so you don't just die miserably. His air options are really strong, between 3 air movements, nails, and his air normals. j.B's range is pretty nuts and fast. crossup kick will kill any attempt to use dps or AAs if you tech predictably midscreen, so try not to end up in this situation, afaik you can't do anything about it. if you try to use dp during pressure, you might find yourself losing to overhead attempts a lot more than you think. his overhead hits standing characters on 18f, so the gap from 5b to 5c is almost nothing if you're standing (which you will be if you try to DP). His pressure in general is pretty hard to get out of. Barrier can help, but his 5a stagger game is quite strong, and 6a pressure resets are too (as far as I can tell, basically a better version of our 6b). anyway, his close up game isn't weak by any means so if you lose in neutral a lot you're going to lose a lot, period. So focus on neutral... If you commit to anything in neutral you could get your ass handed to you by D nails. Sometimes you can find your way through the D nails without having to block or get hit by them. It's always best to attempt, I think, because blocking them in the air is always much better than blocking them on the ground. On occasion if you do have a projectile out when nails are thrown it can cancel one nail and that can lead to a pretty big hole for you to challenge any attempts to get in. (when this does happen, I feel like it almost always results in my getting a ch or pressure - overall it's kind of hard to do though, and this probably happens because it's rare for D nails to be anything but a free in.) anyway I think the name of the game is nails, what to do about them. if you are close at all when he throws nails you're kinda obviously screwed so try to keep a distance. unfortunately this can make your gameplay in neutral kinda stale, but well, whatever... Again, all I can say is that this is what to focus on. The onus is on you to learn the matchup, for sure, but maybe there's a solid way to play neutral without autodying, but I've never found it, only seen glimpses of it.
  15. it varies but lately have been more often short than not
  16. yes there is. 5b is 20 frames of untech time on air hit = 16 frames on a VS starter. 5c is 15 frames so it will work. It will not work on a grounded opponent, unless they are crouching.
  17. 5a is given proration of VS/momentary. that means you start a combo at what was it, 540F into the timer. That means you start with -4F off untech times. -4 off 5b means 13 frames of hitstun, means 5c won't connect. 3c wouldn't connect at 14 frames, but since they buffed it to 13 frames, it will connect. welcome to your new combo: 5a 5b 3c gadget finger.
  18. GGs. from several months back. Tsubaki's too shit in this game.
  19. yes it includes the first hit and always has.
  20. P2 matters even on the first hit of the combo. his jabs are 100/85, everyone else has 100/75 or 100/77. on a single jab that'll drop your damage by about 10%, do 2 jabs and it'll be even more. in comparison to tager.
  21. p2 always means something.
  22. the only weird thing to me is if they didn't want tager doing 4k off jabs why did they give his jabs 85 p2 in the first place?
  23. tager's 3c change looks to me to be designed to make his 3c combo off a jab starter. 5a>5b>3c. 5a5b5c will drop. 3c would drop at 14 frames but won't at 13.
  24. it's specifically talking about using dancing edge just before you land, with a hitbox never coming out. I think that means using it just before you land will let it go far enough to at least have an attack come out. not familiar with this part of tao. 空中版を着地直前で出しても攻撃前に着地しないように。 100% literal, Even if you use the air version just before landing, you will not land before the attack.
  25. specifically the tao note about charged C attacks is that if you stop holding at all, a charged version won't come out. The change was because of mashing C with the old way having the charged one come out unintentionally low altitude dancing edge landing before a hitbox comes out was changed. dancing edge hitboxes don't come out until you are close to the opponent, making them more likely to lose to long range attacks.
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