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Kiba

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Everything posted by Kiba

  1. Game Chariot 1/11/2012 Keita (Makoto) VS densetsu no megane (Tsubaki) Tachikawa 3/2/2012 Kuresu (TS) vs Dora (BA) Gonna update first post~
  2. So midscreen: FC 3C > 6CC > 236C > 214A > dash 5C > 2CC > 236B > 214B > 22B [2913 Damage] Got it. Even more optimised with no charge 3C FC > 6CC > 236C > 5C > 2CC > 236C > 214A > 5C > 2C > 236C > 214C > 22B [3141 Damage, 37 Heat gain] Thanks D.
  3. Depends on the player and the situation as to whether it's a good idea, but it does work. 5CC > 6C only works on hit. Yea.
  4. Mainly directed at PK, but eh: Previously I had mentioned that the 22D should be fully charged. That's being fancy though. I found out by doing the 22D almost immediately after the 3CC RC gives you more time to charge, which in turn may grant you with one stock. The time is an estimate, but I will get down to that whenever I can. This combo is so troll.
  5. If you are playing against mashers, use frame traps to score CHs: 5CC(delay) 5C > 6C 5CC > 6B 5BB(Delay) In addition, you could use 2AA/5AA > throw to get some nice throw rejects. Doing those sort of blockstrings helps to identify who's really content in blocking. And please. The only scrub here is BatousaiJ. Please remember that. Remember you don't always have to charge cancel, you could end the pressure by using a jump cancel or 22C. Daedron usually double jumps twice to bait AAs. In that case, you could air grab him, or just run underneath him if AA'ing may be a problem. EX Tsubaki may take a while to get used. It took me a while to finally understand the flow of things. You just need to keep playing and soon enough you'll adapt and it'll become second nature to you. No probz.
  6. 1st Match: I would not have recommended using 2CC on block. Daedron could have simply crouched the 2nd hit to make it whiff and then punish. When you followed up with the 22C CH, you could have used dash 5C > 2CC for better corner carry and it would have also placed you in a positional advantage to apply further pressure. Ending with air combos with no stock limits your options as you are falling down. At 1:51, you hit confirmed with 2B > 5CC, but you didn't make the most out of the corner combo. You could have done 2B > 5CC > 22C > 6C > 236C > 214C > 22B, which again would have placed you in a better positional advantage because 22A has more recovery than 22B, and it deals more damage. Your normals are whiffing because Daedron is either pushing you out with barrier or/and you're not dashing in between your pressure. It's why you couldn't followup 6A with a 5C hitconfirm when you ended the pressure with 2BB. You can either reset the pressure with a charge cancel or 2B and then dash in for more, or use 6C to get in closer to your opponent. Rather than using air combos from a 2CC AA, either go for an IAD combo, or if they're too high, go for the special ender, as again it puts you in a better positional advantage. You want to make the most out of your pressure situations. I think you are taking a risk by using 3C like that too. You should try to AA Daedron too when you can, like after he jump cancelled a 6CC. 2nd Match: Remember to avoid leaving your gatlings hanging. You used a 5CC on block with no 22C ender or a charge cancelled, and Daedron could have punished that. You're still using 3C quite wildly too. The above also applies here too. 3rd Match: You could have punished Daedron when he used a j.214D when you blocked it, as that's unsafe. After you use 236D, a stockless good combo followup would be 5BB > 5CC > 214A > 22B. At 9:32: When Daedron used the j.236D > j.214D followup on you, you could have AA that to prevent yourself that being in that situation. 4th Match: You're getting hit with alot of unecessary lows. I think you should continue to block low and familiarise yourself with the speed of Tsubaki's 6A. Once you get used to it, you get much better at reacting to it. If you're really unsure about how Daedron is going to approach you with pressure, push him out with the barrier. Once there is an opening (after a charge cancel or a 6B for instance), you can air backdash in an attempt to reset the momentum. When you hit Daedron with a CH 236D, you could've optimised it a little more by using 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236B > 214B > 22B (or 6CC > 236B >214B > 22B) 5th Match: Wait a minute, Daedron can play Tager? Since when? More to the point, when you used the unblockable, it would have been better to do it from a futher range as Daedron could have 360'd you out of it. In addition, when playing against Tager, you first mission is to retreat and acquire stock. Your options without stock are severely limited in a way which prevents you from effectively contending against Tager. You should stop ending your blockstrings with 2BB against Tager, as a more scarier option for him would be to 360 you. Either end your blockstrings with a jump cancelled 5B, a max poke from far, a jump cancelled 2C, or 22X from max range. Anything else your doing will most likely lose a 360, and this is why I urge Tsubaki players to avoid using blockstrings on him. When Daedron used 6A, you could have used 3C to score a FC, rather than a dash in 2B, as the reward is far greater. 6th Match: Remember you need to find a safer way to end your blockstrings. Use charge cancels or mix in some jump cancellable normals when you can. The way you end your pressure (2BB, 5CC) can be punished quite easily. You scored a 3C FC and you didnt follow it up. You also dropped a 2CC air hit confirm and didn't followup. What happened? The 2CC blockstring whiff I spoke of earlier was whiffed and Tao was able to punish you. 7th Match: The information above applies. After the unblockable you held 5D for too long and couldn't followup with the 6CC 8th match: You're ending your normals too unsafely, and you're giving Daedron the opportuinity to outpoke you out of your stuff. The 3CC > RC was also done a little late so thats why you got punsihed for the whiffed 2C. Overall I think: You should try to become more familiar with various blockstrings, and familiarise yourself with the range of them so you don't whiff so much Avoid using 3CC alot. You whiffed a lot which could be punished. There were some you even used on block which weren't punished. Avoid ending blockstrings unsafely. Use charge cancels or jump cancellable normals where necessary. Vary your blockstrings. Mix in some 2As, and kara throws to give your pressure more mixup. A more detailed explanation can be viewed in the offense part of the wiki Learn about various character matchups. Take a look in the MU threads. There's alot of juicy information there. Hope this helps.
  7. I concur.
  8. Usually when I'm magnetized I try to stay as far from Tager as possible, maybe regularly using 5B jump cancels to show that I'm not fully retreatist. It's too risky to go for 5B - unblockables because 360/720s can pull you in really easily if you misjudge the spacing. Try not to jump either because AC will pull you straight in, though you can hit him out of it if you're lucky. Sometimes I walk back too, but I try to stay slightly out of 2D range, so that if he does use it, I can punish him. If he's trying to pull you in with 4D/5D, I just continue to backdash, or air back dash. Also, note that if you're magged and he has spark bolt ready, it can catch your BD, so be careful. Remember if he tries to drag you in with 6A, 3C FC. No probz, I just hope it helps.
  9. In the first match: When you got the 236D CH, you could have used a more optimal combo, which would have been: 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C [2713 Damage, 28 meter gain] OR 236D > Dash 5CC > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B [2718 Damage, 31 meter gain] which is a Tager specific combo. You could have also optimised your 3CC FC with an RC > 22D > 6CC > stuff. It was quite risky to do too. If Tager is trying to drag you in with 6A, you can use 3C then to score a CH. I also think you're taking a risk by pressuring Tager as we know that Tsubaki has alot of holes in her mixup and pressure. For example, he threw you out of 6A. If you would like safer blockstrings, you can either use 5B > 5C > 2C and jump away, or 5B > unblock from max range. Other than that, he can 360 you out of your options if the player is alert. Try not to use 236C/D at all on Tager, it's far too risky. 236C can be punished regardless of distance with a 360, and 236D can be punish with a 360 even if you attempt to followup with 214D. I'm not completely certian of this, but it's something to be aware of. I also know it's guaranteed if he IBs. There was also a whiffed 2D he used which you could've punished with a 5BB > 5CC Bnb. You could also optimise your unblockable combos by using: 22D > 5D > 3CC > Rapid > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B [4600, 34 meter gain, 1.25 charge back] It was unlucky that you got 720d at the end, I'm assuming you thought he was going to jump? Nice attempt at reading him though. Remember you to use your mobility (Back dashing if he's getting too close, running underneath if he high jumps so you can get more stock). Don't backdash too much though as he can put you in the corner fairly quickly.
  10. I would leave it the way it is tbh, but it's really up to you as I don't mind it either way. It'll be nice to have ya down!
  11. Yea I figured. I trust your uploads more so I'll replace it. :p And done. Ah, nearly missed this: Ten? (TS) vs Arakune 2/29/12 2/25/12 T/S Sendai Kurisoro-do Ran Saki Kyou Hana (TS) vs Hage (TG) - Satodate (TS) vs Nanaura (PL) Satodate (TS) vs Kurobara (RG) - Ah, the good ol' MU. Satodate (TS) vs hage (TG) Updated first post.
  12. BBCS:EX Tsubaki and Makoto Combo Movie 「futuristic......」 - By Araki
  13. The changes to 236C/D have just made it harder to get in because of unsafe they are, and even if we do get in with them, we're vulnerable to punishment in most circumstances. Obviously you may have the opportunity to use 236D > 22D and 236C > 214D, but they're unsafe if blocked. I've been poked out of pressure following from 236C when I used it from max range, so yea.. You'll just really have to use your mobility and 214D whenever there is a good opportunity. For instance through habaya and lasers (when there's not many of them).
  14. Kouhatsu Galileo (Valk) vs Ragna Valk vs Hazama Galileo (Valk) vs Ragna Galileo (Valk) vs Lambda
  15. Unfortunately I do not have an xbox.
  16. Hopefully it will get addressed to CC2 so they can take care of the problem. This is usually one reason why I haven't been a fan of the NUNS series. However, if they can do that, I can see no reason for me not to fully enjoy the game. Of course, I will be rockin' ma boy Kiba, and my two ladies Temari and Tenten.
  17. It is really a glitch. Characters shouldn't be able to go on the offense like that while they're blocking.
  18. Has anyone noticed these? http://www.youtube.com/watch?v=PtndRh7n1uw http://www.youtube.com/watch?v=xkAvnH_buGw
  19. Those are some nice combos. I'm going to list them in the wiki. The damage and meter gain varies on the whole 3-D series really. I'm not sure if you noticed, but it's shown here. The j.214D > 214D link looks hella tricky to get used to, and for that reason, if I were to use that combo, I'd stick with the 2 hit variation.
  20. It's probably because of how off topic this thread can be. :p
  21. Nice to hear from you guys. I'm going to let this slide because Arcanine is fuckin' sick.
  22. I use it, but I must have forgotten to input it when I listed the combo to PK. It does make it more easier to get the full one stock with j.D. At the same time: These two combos I mentioned are meant to be listed as corner combos and not midscreen combos. If these were done midscreen, you'd definately have to be close to the corner. In addition, she has a more stock efficient combo midscreen off a 3CC FC. Actually, it could be done it the corner as well if slightly varied. The FC combos were just to show something different she can do rather than the standard stuff. The only thing this has over the other combo is the heat gain. The other combo I'm referring to is this:
  23. It's because he has more hair than you isn't it? I see how it is. I see it.
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