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Kiba

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Everything posted by Kiba

  1. You guys make Tsubaki's hat sound like the big cheese.
  2. Mhm. The joke usually doesn't get old. I've grown more accustomed to the hat, though I know it's not the greatest haha. Fantastic.
  3. Relius is also bad air to air according to a post I read by Kurushii. It's not to say don't go air to air, as remaining on the ground is not mandatory. If you are going to go air to air, use j.B or an air grab. j.A is fast but lacks range, and j.C has decent range but has quite a slow startup which means most of the time you'll either lose or trade. j.C on CH has a lot of untechable time too. Just gotta use what works with the situation. Tsubaki is actually quite fun to use in the air.
  4. You guys should try playing americans. It's not so bad is it? But sure, I will teach ya some Tsubaki. I get condemned for modesty, so I've learnt my lesson on that part. Fair. Charge cancels are good and bad. Using them a lot may allow opponents to to start getting mashy and losing to Tsubaki's charge cancels, though I would not completely recommend it because it can be outpoked if players are alert and provides an escape route. Kara throws are also very useful.
  5. I like how my attachment showed even though it wasn't even intentional. Dammit. Anyway, I'm glad you learnt alot Chaz, and they were fun. Stop it.
  6. No probz. I heard Isuyaru is a really good Carl player. I'm sure Niko could give you a lot of good advice too. I'm not sure on anyone else, nor am I sure whether the Carl forums will be beneficial to you, but you ought to check it out anyway. Thanks I appreciate it, but I don't think my movement is that great. I just really use the basics to get in, out and around, not to mention I still need to work on my C - cancels. Defensively yes I would agree with that. Have to barrier or IB to get out really. It doesn't help that he only has 4 primers too, but it's expected.
  7. Soooooo, Thinking about coming Astral Heat next week?
  8. Profound Sadness. Well, at least you're closer to London than the others, though I doubt that makes much difference lol.
  9. Oh hello Mr. Londonish.
  10. Really? Thanks. I guess it varies for me. I really enjoy creative Valk players that use variation enders for oki options. I also enjoy the movements that employ and the pressure they use, and it's good because I'm usually findinf new things in each video. Luckily Valk almost always appears in the videos by PK/Jourdal/GameAcho, and he's always in the Gulliver matches. Unfortunately Valk's combos are pretty repetitive. I like watching Tsubaki mixup and combos, since she has a ton of variation, but her pressure really lacking, and it becomes even more tiresome to watch when players are basically using her combo (5BB > 2BB > 5BB) on block, since it's so mainstream and lacks mixup. I'm always keen to see new ways of pressure though.
  11. Yes, I play Valk too. He gets away with too much BS, and I'm pretty much a bastard for that. You have to look out for too much when you're blocking. Are you talking about the 6A reset > Unblockable? You can escape that by either teching immediately and then opting for a DP, or delay the tech so that you tech just as the unblockable is about to come out. If an unblockable is not used you will not get reset. Also, if you stay on the ground or tech immediately without doing anything, you will get reset. If her combo is too prorated then she may not be able to use the 6A at the end, and you can tech to avoid it and then punish her on whiff. It's kinda bad on whiff.
  12. Spamming specials can be stuffed though so I don't see the problem. They can be AA'd, she can be thrown out of them, or alternatively just block and punish. They're not even safe on block. 236D is not safe on block. It's -4, and on IB you can CH 5A her.
  13. You are clearly asking for it. Thought it would be the other way round, as in it may get depressing much later down the line, but of course that's not something you should be concerned with since you're just looking for a character to use. If you pick up Tsubaki the Tsubaki forum and I will have your back. The learning curve for Tsubaki is quite low imo and so she is quite easy to understand and learn. The stocks provides a ton of variation in her combos and gives her unblockables which is good for keeping opponents on their toes. There are many ways to land unblockables, and you can check out the Tsubaki forum for the whole list on them. Her oki options are decent. They either give you more time to acquire stocks, or you could use a high/low/unblockable mixup. Midscreen she has really good oki options but they are stock reliant. Her air combos without stock are generally not good sue to bad positioning (leaving you to special cancel or charge all of which can be stuffed depending on the situation). However, they do give you time to acquire more stock. If you would like a character with a lot of variation in combos, unblockables, but requires a lot of hard work to become good with, then Tsubaki is your girl.
  14. A-cho 3/15 Taokaka vs Tsubaki - Why I say don't go air to air with her really.
  15. A - cho Valkenhayn vs Relius Tao vs Valkenhayn Valkenhayn vs Tao Valkenhayn vs Carl Valkenhayn vs Jin Valkenhayn vs Litchi Valkenhayn vs Ragna Valkenhayn vs Mu
  16. I would rather avoid it.
  17. What Chaz said really. I beg to differ. Welcome to this thread!
  18. I don't any time to play it either y'know!
  19. Because it's a tournament and everyone's gotten better.
  20. 28th March is gonna be quite hype. Alot of people need to attend it.
  21. LK what do you think of Tsubaki? What do you think makes her so difficult/easy to use in EX?
  22. Tsubaki showed up in a-cho. 3/4 Tsubaki vs Arakune Bang vs Tsubaki
  23. Your AA reactions are good though, as shown in the Valk matches. While on that topic though, usually if I use any wolf setup against you in the corner, you're better off delaying your tech. The w[j.B] ender > jump cancel > j.C will hit you if you tech and block low. Better off teching when I land or rolling forward. The w[j.B] ender > 1C Cancel into 6B catch you no matter how you tech in the air. It's air unblockable so you'll need to barrier block, or again, don't tech. I also use the w[j.B > j.B] > 7C cancel into high low mixup but I was failing that miserably. Again, dont tech. Those are just a few things he can do, and most (or all?) of Valk's wolf setups can be nullified by opting not to tech. We just need to play more so you get more exp against him. Overall I think you've improved. I can definately notice it in your combos and your pressure. After you score a CH 22X, opt for the 236B > 214B > 22B ender rather than the air ender because you're limiting your air options after 2 jumps. You just need to make your pressure a little more consistent and learn your basic bnbs.
  24. It would help if you save the replays too since you can go back and be like 'oh yea I could do that there!' etc. There were times where you left your 5CC hangin' and I'd just punish that. Also there were times you made me whiff my normals but you didn't punish them nor even try to get away. I think you scored a FC 3C on me twice, but you didn't followup. The most basic combo you can use is FC 3C > 2B > 2CC > IAD combo for good corner carry and decent damage. I think you should use more 2A/5As in you pressure too as it gives you some time as to what to followup with next. It also tells you whether your opponent is quite honest at blocking. I was jumping at the beginning of the round because I wanted to avoid 22A. You managed to catch me with 3CC which I REALLY wasn't expecting, so good stuff there. Other than Valk and Tsubaki, I play like half of the other characters but I'm not particularly good with any of them, heh. I was testing your MU exp with Jin. I wouldn't try to outpoke Jin after a 6B. It's +3 on block, and a followup 2A can catch CHs. GGs.
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