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Rhiya

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Everything posted by Rhiya

  1. Like I said earlier, everyone else's damage got nerfed. Even if she stayed the same, it'd still be a lot more even than before.
  2. Fucking saved.
  3. I think the D version has something like 2 frames of invul. So you got really, really lucky.
  4. Is it that damn command grab loop?
  5. Iirc, all of Tsubaki's followup normals are /really/ bad in blockstrings. -10+, I think.
  6. Everyone's damage getting nerfed is a-ok by me. We might end up in B-tier just from that. Our primer removal is still awful, though.
  7. Day 2, and still no Tsubaki news? I am a sad panda.
  8. $5: Tsubaki's air-unblockable is 5C, /not/ 5B
  9. I'm itching for some Tsubaki news. = /
  10. I'd like to note that Ara's jump got nerfed last loketest and now has a longer startup.
  11. Clearly, having an obvious overhead is incredibly OP.
  12. It's weak oki. Mashing 2A is asking to get DP'd. Of course, you could time the 2A, but this isn't Melty -- the proration on 2A is ridiculous. The reward is really low. (Or you could be mashing 2A to bait their DP and punish, but that's another story.) Compare that to say, Jin's ice sword. Ice sword makes the opponent block on wakeup, while 2A leaves open other options which you'd rather not happen. Jin's ice sword is good oki because it gives a good result pretty safely.
  13. Pretty awesome.
  14. We're basically questioning why you posted it if you knew if was impractical. Maybe it's an overload of Melty, but that falls under a separate category labeled "tech punish" in my head.
  15. Played Tsukihime, friends were like GET MBAC AND PLAY ME ONLINE So I did, and got into actually learning to play fighting games. One of those friends was like YOU SHOULD TRY BB, and I did. Good timing, too, since the guy I mainly played against in MBAC quit netplay altogether to only play MBAA local, and BB gave me something to play online. (I can't really find local players on my life, nor can I drive.) BB:CT was alright, but I didn't have a ton of fun. CS came out soon, though, and CS had Tsubaki -- who I clicked with, probably due to her feeling a tiny bit like a Melty character. I've had lots of fun since.
  16. Ragna has 22C, and I think there's one or two other options on other characters like Jin's 236C. Oh, there's also Litchi's ridiculous supers. But yeah, iirc, very few people get oki beyond basic mixup after an untechable knockdown.
  17. I'm saying I'd never use when there are better options. Getting knockdown off 22C and then doing wakeup pressure will do so much more damage if it succeeds that there's no point. Even dropping the combo and doing a tick throw/cc>dash>throw gets a better reward. And if we're talking kills, then you could tack on a super after that 22D and have everything turn out fine (it's not like Tsubaki burns tons of meter, so it wouldn't be that weird to have 50 heat by the end of the match). Basically, continuing into that 2.6k combo isn't worth it. Hell, the point of the combo is for when you screw up. It's not practical at all. I'd like to point out that any damage is important damage for hatgirl, and that potential 5k total is much better than the guaranteed 2.6k.
  18. Softban makes perfect sense, IMO. The reasons discussed in the topic are more than good enough.
  19. At that point, I'd rather get a knockdown and go for some wakeup pressure, even if Tsubaki's is relatively weak. If it works, your payoff nearly doubles (~5k as opposed to 2.6k), as opposed to a ~700 damage loss. Really, flashy combos are just that: flashy. I'm not going to use them in-match. The corner combo isn't as useful because I can get 2276 meterless in the corner with 5bb>5cc>214a>2CC>jc j.C> j.CC>j.236a>j.214c, but it might be more practical than that one due to range considerations. Regardless, there's already a similar combo in the combo thread.
  20. The second combo is definitely not useful. You can just 1 charge bnb for 2970, which is much more efficient. The first one doesn't seem so great either, but I'm not positive. I don't mean to be a jerk -- I've tossed out plenty of useless combos, myself. Still, check your stuff.
  21. I admit that fatal isn't very useful without the meter for install. I was just bored.
  22. Slightly better full meterless Fatal that works on Jin (need to test on everyone else): 6CC(Fatal)>214B>5CC>sjc j.BC>j.CC>j.214a>j.214C In the corner, 6CC(Fatal)>214B>2CC>5C(w)C>sjc j.bc>j.cc>j.214a>j.214c
  23. More useful: Throw>Rapid>6CC>jc j.bc>jc j.cc>j.236a>j.214c [2929] I don't see why this wouldn't work on anyone, honestly.
  24. I think ArcSys's goal isn't necessarily to balance the game, but rather to make sure everyone gets a turn at being top tier
  25. Someone is trolling. I just hope it's the twitter and not ArcSys
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