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Rhiya

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Everything posted by Rhiya

  1. 236x has too much startup for spacing use, IMO, but it does have hella active frames. It's more a "fuck you I'm going in" move. 236A and 236B really should be combo fodder. 236C won't really be used except from across the screen, so, if you're controlling the right space, this won't be an issue. 236D will get used more liberally because it's plus on block and a decent starter. They're really bad on whiff unless they're cancelled into something safer with D-special cancelling, though. 22C oki is just like every other wakeup, in that there's still /some/ prediction involved. The difference is that you have to predict a shitton less with 22C than a normal knockdown. Hell, I'd say Ragna 22C gives you the closest thing to a normal okizeme situation that this game can provide. Yeah. Invul on A DP wears off before the hit, so things don't always go so smooth for Tsu. A DP still has projectile property, so, /if/ it can be timed, meaty Dead Spike should lol in its face. D DP doesn't have projectile property anymore, and DOES have invul up through the hit, though not any further.
  2. Ragna 22C is really, really, really fucking good as a combo ender to get oki
  3. Legit, my advice to Rags players for this matchup is to learn to space. I've already noted it in the Tsubaki forums, but, when these are spaced properly, Your 5B outspaces our 5B, both range and speed-wise. Your 5C outspaces pretty much every normal we have. Yeahhhh.
  4. 214x isn't Noel Drive. >_>
  5. Spaced Ragna 5B>Tsubaki 5b Spaced Ragna 5c>all Tsubaki normals Spaced Ragna j.C>2C Yeah, it's pretty bad.
  6. IT really feels like the major change here is that we do real damage now. Otherwise, I think Ragna can still outspace Tsubaki for free. Anybody got the EXP to confirm/deny?
  7. Rhiya

    Best DP motion?

    Because it's a shitty motion to do on pad.
  8. Rhiya

    Best DP motion?

    623, obviously. Sometimes you can get away with 6(5)23, though, which is nice on stick. Depends on how forgiving the input interpreter is.
  9. Airk, don't get too salty on that overhead. I think Rachel's 4B is 28 frames, which is two frames slower~ And 6A does at least look a fair bit like 6B in startup, which Tsu does use a /lot/ now. Plus, FC and overhead serve highly different functions.
  10. I tried whiffing j.214C and found that it was actually less reliable because you may not end up exactly where you need to because of distance from your opponent at the start of the combo, etc.
  11. 236D>5BB>2C>214D>IAD combo? Doubt it's optimal, but it's nothing too much to add.
  12. The problem with 236x is you keep going... Straight into a Rachel sticking out a move to stuff it. And you're probably not hitting her no matter what, since it hitting George gives her time to at least block. And this doesn't count for lightning rod activations, fishing for guard break from fullscreen with super, etc. 3C isn't exactly invulnerable to all that, but it does at least low profile and only moves you forward a bit so that you're committing to less movement.
  13. Yah, 3CC is pretty much an ender used to get airtech oki instead of normal ground tech oki, as far as I can tell. Not the best move to throw out normally, though I think there /are/ some sick RC combos that do good damage. (I do throw out 3C to kill George an alright amount in the Rachel matchup, though.)
  14. There aren't really many /safe/ ways, but there are ways. 236x RC is the safe way, but there's also just blockstring resets like CC>dash and 2C>jump forward. You can't stay in someone's face all day without taking a few risks, though, no matter who you are.
  15. 6A[m]/6A, 4D
  16. Being able to body the CPU has never meant anything. Same with being able to complete challenge mode. In fact, going all COMBO PRACTICE TIEM or playing like you're trying to body the CPU will get you bodied. And if the knowledge you have isn't helping you, then either you A) aren't using it, B) haven't worked up the exec to use it or C) don't have knowledge about that thing at all. Again, knowing =/= using. Every input you make should have a purpose. If that isn't happening, you're going wrong somewhere.
  17. Use and understand the knowledge you have. Knowing Ragna has a 2A>2C fatal frametrap, for example, doesn't mean jack if you never take advantage of that knowledge (which is to say, you either watch out for it after Ragna 2As or you use it yourself). Basically, [break your autopilot] x N
  18. Err, if you want to wakeup DP and have charge, well... 623D is definitely superior because it has more invul, and the invul lasts until the hit. DPs aren't about damage, they're about saying GET OFF ME PLEASE. 623D does that a /lot/ better than 623A.
  19. You'd better damn like 2C Shit is like the best AA in the game
  20. WHY DID MY TERRIBLE LIESE GET MORE HEARTFUL COLORS THIS WEEK ajkdhfsdjka
  21. Yeah, you need to be top X on the leaderboards before you can upload replays. = / However, bodying scrubs with Tsubaki is easier than ever, so...
  22. You need j.214a to whiff pretty much immediately after 623c starts for dash 2C to connect. If you need to see it visually, challenge mode 9 for Tsubaki is a DP whiff combo; watch the replay until you get the idea. If you're on stick, you can input the DP whiff as 623©214a without returning to neutral. If you're on pad, I'd imagine the easiest way to do it would be to buffer the DP during 5cc and input j.214a immediately after 5cc ends/the dp comes out. Tsubaki should barely leave the ground on DP whiff.
  23. Oh lawd. Those DP loops are hella impractical but I'll be damned if I don't want to learn one for style points
  24. Tsubaki's hella legit now. Recent tier lists have her in A. She does decent to good damage and has good corner carry, and her pressure is no longer a joke. She also gets charge a /lot/ easier.
  25. Finally updated the OP. Welcome to the thread, guys.
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