Jump to content
Dustloop Forums

Airk

Members
  • Posts

    4,179
  • Joined

  • Last visited

Everything posted by Airk

  1. Hm, well, lemme know. I -really- don't play any of the other games (Well, okay, I now dabble very badly in SSF4:AE2012) so there's not much point in me showing if no one will be playing BB. =/
  2. I will give you 100% committment to this friday, no later than 7:00pm, staying... well, no later than 11.
  3. Depending on whether you used your air option before getting comboed, you may also have the option of tech > Jump or tech > airdash, which might get you out of some things depending on where you tech.
  4. Airk

    [CSE] Rachel vs. Bang

    Kinda. The hitbox on the "crossup kick" (aka j.4B) isn't really very big, so you can use your backdash invulnerability to move to where it won't hit you anymore. The danger here is that if you autopilot the backdash and do it too early, or if he starts predicting the backdash, your opponent can do a j.C instead and hit you.
  5. Okay. I dunno about this Friday because it's weird, but if I bring a stick to work (not a big deal) I can totally be there by like 6:30.
  6. Fair enough! I'll remember that for the future!
  7. I tend to disagree - partly because most of the time you're not going to be in range for anything quicker (Unless he did it at point blank range, the first hit will push you back outside of 5A/5C range) without a dash up, all Jin needs to do is let go of the button when he sees you start to move, whereas if he does that against 214D, he loses. It's less that it's "fast" (it's not) but because it plays on the way people react - more often than not, Jin is going to hold the DP until he sees you twitch, and then let it go, but under these circumstances, doing that is auto-lose for him. There's not much you can do midscreen with one charge that'll get you much more than the 214D starter anyway, unless you pull out some Install Super shenanigans.
  8. 360. I only have one stick that works on the PS3, and if I want to play with any of my casual friends, I'll want two. I might pick it up for the PS3 later on, if it gets cheap, but I haven't even done that with BB yet because it's NOT GETTING CHEAP. @_@
  9. Wednesdays are almost universally bad for me. Fridays are about a 50/50 shot. What time do people usually show up? It's a little awkward for me, since I work downtown, and it's really sortof annoying to go back to Cambridge to pick up a stick, then back into down and then down to Jackson Sq. It'd be much better if I brought my stick with me, but if people don't show up until 9 or something that'd be... meh. x.x
  10. Yeah, but it becomes invulnerable to Head/Body attacks (Like Hirensou, aka D DP) on frame 10, which is why it gets a little tricky.
  11. That was sortof my thought; The three things Tsubaki is most likely to do at round start are 22A, IAD back, or maybe jump forward. B DP beats the first and the last, and if it whiffs on a backwards IAD, no biggie. D is special, because of the crossup. This is absolutely correct on A/B/C, which is why they were good in CS2. Not really in this case. If they have time to react, there's no way to beat 214D with the 2nd hit of the D DP, unless you release it before they finish their 214D input. However, DP D can beat this if the spacing is correct. A good Tsubaki will not allow this to happen though, so pay attention to your opponent’s attentiveness to spacing.
  12. Did you keep a recording of your very first match? If so, go watch it right now and you'll see how much you improved. If not, well, then get your arse onto netplay right now and save your replay. Then watch it again in two months and you'll be facepalming at how bad you were compared to now. Also, why do you care if some random dude on the internet thinks you suck? Clearly, you don't care that we peoples here think you suck because you SAY SO. :P Also, I dunno about PSN, but I run into tons of newbies on XBL - people in the sub-100 PSR range. And I don't think 'Geez, these guys suck.' I think 'Well, these guys are obviously new' and then sometimes I send them tips. This isn't SSF4:AE2012 where pretty much everyone has been playing it for 4+ years - there are still newbies playing this game.
  13. Fair enough! It was just a "Hmmm, I wonder what would happen if..." kind of thought. It's just the D version - it's because of the weird crossup. Basically, when the D version hits, it automatically goes into a 20 frame duration 'crossup' animation, which leaves her at -4 on block. It's kinda like if you had cancelled the move into a special 'crossup' move. That said, the frame data for this move is pretty screwed up, in that if it's actually correct, the move would be +4, not -4, but it's definitely negative - there's basically no reason not to 2A after blocking this move. The frame data from the mook is basically just wrong about either the amount of blockstun it has, or something. (It would make perfect sense if the move just had the level 3 attack 16 frames of blockstun instead of the listed special 24 frames. Which idly makes me wonder if ASW F-'d up. In fact, a lot of Tsubaki's frame data makes me think that, since she had a lot of special stuff in CS2 that made her moves not terrible on block, and it's all missing from Extend, which is why they suck.) Interesting! Good to check! Whoops! I botched. That's -13 at MIN range. If it hits on the last active frame, it'll be like -3 or something. Still negative, but not like "just pick your favorite punish".
  14. There is no such thing as "not good enough for netplay". Seriously. What are you worried about? Losing your zero points?
  15. God I suck at showing for this. -_- Sorry guys. =/ Does this place have a 'subscribe to thread' feature so I can stop spacing out on this? Xbox. I'm in your bleeding friends list. :P
  16. This. Play game. Have fun. Stop writing angsty posts about it. Either you enjoy playing the game and getting better will happen organically (maybe not as fast you want, but oi, I've been at this since CS1 released and I'm only barely at a level that I'd consider 'solid'.) or you don't enjoy playing the game and you should quit, because trying to base your self worth on your performance or improvement in a game is a really bad idea. Remember: It IS a game and it is not a "worthwhile" use of your time in the same way that, say, feeding starving puppies is. But everyone needs a hobby they enjoy, and it's a perfectly worthwhile hobby.
  17. Tsubaki doesn't have an unblockable without charge. Yes, she can get ~3k off it in the corner without ANOTHER charge, but that's still not particularly impressive. It -is- pretty easy to charge against Rachel overall though. Yeah, but Rachel's meter fills up just by standing on the ground, and she starts the match with it full. I wouldn't go so far as to say that this is 6/4, but maybe 5.5/4.5 - it's mostly about who gets momentum first, and it's a little easier for Rachel than it is for Tsubaki.
  18. I don't think he's a troll, I just think he's super maladjusted. -_-
  19. Seems mostly good. A few points: #1: You're completely right about about not pushing buttons against Tsubaki at round start, but if you're feeling gutsy, you might be able to B-DP her at round start. Should beat all her options except blocking or backdashing, I think. #2: You listed 236D as "Unknown but advantageous when used from across the screen" which is most assuredly is not. It's -4, all the time, no questions asked. #3: Air charging against Jin generally isn't a good idea, but a smart Tsubaki will reserve an air option while air charging - i.e. instead of double-jump > Charge, they'll do Super Jump > Charge, which means they have the option of letting go of charge and airdashing or jumping. Also note that she can't technically "cancel" air charge into anything, but air charge has no AIR recovery, only post-landing recovery, so she can let go of it and do j.C for example. #4: I'd be careful with that "run in on her DP" thing, because I think it'll get stuffed into a gruesome counterhit if she cancels the DP into a j.214D instead of j.236D. (She can do either.) j.214D is a pretty ugly starter on CH, but doesn't lead to anything outside the corner without meter or charge. Just something to be aware of there. #5: You probably don't want to hold the 2nd hit of the D-DP (not sure if this is ever a good idea against anyone though) because a good Tsubaki can 214D it on reaction and there'll be nothing you can do. If she doesn't have charge, you -might- be able to beat 214B if you release it at just the right time, but generally, just don't do this. #6: She can cancel the 236X series into 214D - not just 236D. And I don't think there's enough time to 2A it unless they mess up the timing. Also, they can cancel into 22D if they prefer, which is gapless and will hit you if you let go of block to do... anything, I think, because you won't technically be out of blockstun so you won't be able to DP it. (Not sure about that last bit). So be a little more careful when she has charge. If you just hold back, you'll be at advantage after whatever she does, but she might do nothing and you'll miss your punish. #7: Charged 22D beats Yukikaze, don't try. #8: If she uses 236D in a combo, be on the lookout for a reset - since it allowed her to start her ground gatling strings over again with 5B, this is a prime opportunity for her to sneak in a 6A. Don't just autopilot high block though, because she has low hitting reset options available there too. #9: 3C is only -13 at max range, so isn't really a guaranteed punish with spacing.
  20. Glad you liked it. The one thing I left out that I kinda feel like I should've included is that naked 3C is viable pretty much anytime you're in range for it if you have 50 meter. If you don't, I would say that you should probably refrain unless you feel like you've got a great read.
  21. I don't think this really counts as a 'reset', but I've had a ton of luck with it lately, and it's so good that I caught Kuresu using it in one of his matches. :P 236C (Hit) > Throw. It generally comes out green as well, unless they're crouching/CH'd or you spaced it really well. Particularly useful on those hits where you're not sure if you could combo off it anyway, but even if you could have, a throw prorates slightly better than 236C, and you'll get 1300 more damage than you would've by just comboing off the 236C.
  22. I'm pretty bad at neutral myself, but there are a few tips I can give: 5B is still your best space control tool, and it still comes out pretty fast, but you need to be extremely careful with how you space it and what you follow up with, because at max 5B range, pretty much every gatling you can do off it will whiff. At max 5B range, your options are: 5B > CC > stuff. Where stuff can be dash in 5A/5B/5C, or backdash, mostly) 5B > jump cancel. Forward or backward, generally) 5B > 22X. This will get you a knockdown on hit and allow you adjust your spacing or get some charge, and it's mostly safe-ish on block. You can also try to catch people out with 5B > 22D (hold) 5B > 236D. This sets you up for a decent combo on hit, but on block it leaves in an awkward spot, where your only real options are block or sometimes backdash. 5B > 3C. This won't actually combo at max 5B range, but if you have heat to RC with, it can catch people offguard since most people aren't prepared for a low at that range. 5B > 6C > Probably a jump cancel. This isn't really very safe, but it's an option. From OUTSIDE 5B range, your only real options are: Try to close ground by either dashing in or jumping in. Don't forget that you can bait anti-airs by jumping forwards, then double jumping straight up late in your jump arc). Also remember that you can empty jump in with barrier to bait AAs (just watch out for air throws) or without barrier to go into an immediately low or throw. (You can also 'whiff' a j.C by doing it very close to the ground. It'll start to come out, then you'll land and it'll be cancelled.). And as mentioned, j.CC can surprise people after they block j.C and autopilot to low block. Try to make space by backdashing/jumping back/backwards air dash. More useful against some cast members than others, but creating space gives you an opportunity to get charge, and also to use some of your defensive options (Tsubaki's 2C is a pretty fierce anti-air and can lead into decent damage.) if your opponent chases after you. Sometimes backwards jump j.CC or backwards airdash j.CC can result in people running right into your air attacks. 236C/D - not as good as they used to be, but if you have another charge for 214D mixup, or 50 heat for rapid cancel, you can zip right up into their face and surprise a lot of people. Be careful using 236D when your opponent's back is to the corner, because you'll corner yourself, and be cautious with 236C in general, but you need to represent these moves a couple of times during the match to keep your opponent honest. Be careful of opponents neutral jumping over these, or hitting your with projectiles or counters though. 214X - mostly really only 214D. You can do 214A/B if you have charge or heat to cancel with, but they don't really lead into enough damage to be worth the risk most of the time. 214D can lead into pretty good damage on a raw hit and beats a lot of characters poking options. You don't want to be too close when you use it though, or you increase your chance of getting 2A'd out of it, or of getting hit by a poke before the invulnerability kicks in. From 5BB range or less is when Tsubaki's pressure and mixup starts being a little dangerous. The most important thing at this range is to be aware of how far your attacks reach, because you really don't want to whiff something. But if you are close enough for 5BB to hit, you can start doing: 5B(B) > 2B - A low 5B(B) > 6A - a High 5B(B) > 2B > 6A - a low then a high 5B(B) > 2BB - two lows 5B(B) > 6B > dash 5A - a weird delayed low that gives frame advantage for a dash in 5B(B) > Charge Cancel > Stuff 5B(B) > 2B > Stuff - you don't actually want to charge cancel 2B - it makes your frame advantage worse, but 2B is only -1, so it's a pretty safe place to try to reset your string/dash in as long as your opponent isn't expecting it. 5B(B) > (2BB) > 5C© > 6B(B) - the "long string"; Vulnerable to barrier pushback and kinda predictable, but occasionally still worth doing to keep your opponent honest. If you do 6B at the end you can dash to try to extend pressure, if you do 6BB at the end your only real option is to do a 22C or something and end your pressure, but if someone autopilots trying to jab you out of a 6B > dash 5A, 6BB will stuff them. You don't get much for it without charge or corner though. Most of your max range 5B options also remain relevant, but remember you can't jump cancel 5BB on block. 2B/6A stuff -may- not work at the extreme edge of 5BB range, though 2B actually has more range than it looks like it does. Once you reach 5A/5C range (Technically I think 5C has slightly longer range but it's pretty close) then options really open up, because you keep all your 5BB range options above, and add: [*]5A(5A)(5A) > Throw [*]5A(5A)(5A) > Dash > Stuff (Basically anything from the 5A area) [*]5A(5A)(5A) > Jump cancel > stuff [*]5A(5A)(5A) > 5B(B) > Throw [*]5A(5A)(5A) > (5BB) > 2B > Throw - The 5BB is entirely optional. A low into a throw. [*]5A(5A)(5A) > 6A - A high again [*]5A(5A)(5A) > delay 5B/5C (This is a frame trap, for people who are trying to catch you dashing in) [*]5C©>6B - slower, frametrappy, and a low. Also, 5C and 5CC are big damage starters. Okay, that was a long arsed list of stuff, and it doesn't even include a lot of the fancy stuff, but the general gist is - understand what will REACH (this is actually one of the hardest things for me), get them to block whatever it is, then go into...something that will continue to make them block. Work your way in until you have better mixup options, then vary throws, highs and lows, using charge cancels and 6B, along with strings of irregular length, to keep them guessing.
  23. It'd be easier to give useful answers to this question if you told us WHERE in the combo you were having trouble, but here are the usual trouble spots: #1) IAD doesn't come out - assuming you're doing even vaguely the right motion, the problem here is that you're inputting it too soon. The cancel window on 2CC is actually fairly late, and if you find yourself getting jumps instead of IADs, try delaying a little. #2) j.C whiffs - you probably hit them too low in the air with 2CC #3) j.CC whiffs - you probably hit them too high in the air with 2CC #4) They tech before you can land 5C - either you did j.CC too early, or you are inadvertantly delaying 5C; I have the latter problem sometimes, because I get a sort of rhythm to my button presses to get the delay between 2CC > j.C > j.CC right, but if you try to use that same slow pace for 5C, it'll whiff as they tech. You need to do 5C the instant you hit the ground, more or less.
  24. Because she's the worst character in the game? Anyway, I didn't realize you were talking about a corner combo - I thought you meant midscreen. Raw 214D goes into as much as a 5.5k with enough resources in the corner.
×
×
  • Create New...