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Kiba

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  1. Yup. Alright, I'll create some to get some discussion going on around here. I can also include main points in my first post to people can keep track rather than searching through threads.
  2. When j.236D - j.214D lands, input 5C(w)C as soon as the animation is just about to end. When Bang floats after the j.236D - j.214D, that is the time where the 5C needs to whiff. I'm not sure if high jumping would change the outcome of the combo, but by the looks of it, you should not be. Make sure you are inputting j.9C - j.9C and not simply j.C - j.C
  3. You should go for it. I'm definately interested in reading your write up. It'll be beneficial to all of us.
  4. Thoughts on creating EX MU threads?
  5. Noel has a smaller hitbox than other characters so I don't think the 5BB - j.BB -j.C combo works on her. Remember I told ya guys that 6A/6C beat her wakeup drive options? Well remember 6A can fatal now
  6. Abuse unblockables and throws where you can. Do not use 22C for blockstring enders. Our blockstrings can easily be IB'd, and using 22X gives Hak more options to parry. Remember, on wakeup, if Hak has at least 3 magatamas, all of our reversal options can be beaten. You will have to unfortunately block and take what's coming, and in the corner, it can be a nightmare. 236X can be parried on reaction if the Hak is alert, so be careful. You want to be very patient in this matchup. You usually lose when he's air dashing to you. You can try to AA him but he can parry it on reaction, and you can try to throw him but his j.C will usually beat you. With that said, it's not really advised to go air to air with Hakumen. He out ranges us hard.
  7. I played an extremely good Lambda player. I can give some tips. Anything Lambda cancels into 214D/D~C can be 22A'd on reaction but it requires you to IB the blockstring beforehand. While doing so, you need to measure the distance really carefully. It easy to tell when you're in her face that it will hit, but when you're further, the 22A can whiff and can cause Lambda to score a CH. In addition, don't be too fast trying to 22A her out as 236B can catch you slippin'. You do not want to be far from Lambda in this matchup, and that move will do the job if you're too hasty. This technique is especially useful when you are in the corner. Do not use j.D in this matchup unless you're using it in a combo. Don't use air combo ender unless it's j.214D. Remember you want to be in her face. If you see 214D trailing, it's better to jump and then block her air swords rather than to stand there and block. Remember your primers are at stake too. Stay far and use 2D as it has the fastest recovery. You can bait Lambda's 4D by staying far and doing so, and as a result, either run in and use a combo or use 236C. 236C shouldn't be used unless you have stock to catch her out. Running to her and air dashing to her are options, but remember that her 5D and 6D can effectively beat the options. You need to make her guess wrong. Be sure to keep your blockstrings very short and unpredictable with jump and charge cancels, but do not become obvious as she can simply poke out and send you to the other side of the screen. Her 3C also goes under our 5B, so do not rely on it alot. Remember, unless she has heat, she can't respond to unblockables on her wakeup. Use CAs very sparingly. For one thing, you send her to the other side of the screen, and for another, you make it easier for her to break your primers. j.214X - RC can easily be used to get in, but remember her 2D/6D can beat these options.
  8. You could 22A/D him on reaction or a better option may be to just get away. It IS + on block but I'm unsure of just how advantageous it is. That would be suicidal, and an extremely risky option. You never want to be air dashing to Tager because it will result in you being placed in a weird situation. If Tager doesn't use AC while you're airdashing and chooses to block instead, you could pressure, but this will result in you being thrown because of the many holes in Tsubaki's gatlings. Alternatively, if you do try not to be thrown and try to make it super tight, it will cost you meter. I'd rather stay out and keep my meter tbh for CAs or to to get high damage from 3CC RC combos. Tager could also 2C you while you're charging in the air, and if you blocked it you be forced onto the defensive again, and then you will be caught out just as you're about to land (as Tsubaki cannot block after charging at that time even if you are holding back/barrier). He could even 2A you out of the air.
  9. A-cho. Noel/Litchi/Hakumen vs Valk - Good stuff Valk vs Jin/Ragna Valk vs Tao Relius/Carl/Lambda vs Valk Litchi vs Valk Tachikawa Dora (Bang) vs Masashi (Valk) 1 Dora (Bang) vs Masashi (Valk) 2 and 3 Dora (Bang) vs Masashi (Valk) 4 Dora (Bang) vs Masashi (Valk) 5 Dora (Bang) vs Masashi (Valk) 6 Dora (Bang) vs Masashi (Valk) 7 Shinjuku Sportsland Litchi vs Valk Nishi Nippori Bunjin (Valk) vs Hanamura Yousuke (Hazama) Bunjin (Valk) vs Kirisame (Ragna) - Lessons to be learned.
  10. Kuresu making use of the combo in the tutorial, along with the other players in the A-Cho vids. Nice. Central Hachiouji Tsubaki vs Tao x3 A-Cho Tsubaki vs Litchi Tsubaki vs Ragna/Hakumen I didn't know Tsubaki could air dash after the 623D - j.236D Nishi Nippori Kirisame (Ragna) vs Supinoza (Tsubaki)
  11. Roppou Chariot Ranbat Valk vs Plat Valk vs Ragna
  12. Agreed, which is why I find it impractical. I'd rather use 5B into j.C crossup rather than air dashing backwards and behind the opponent to connect j.C, as it's ambigious. None. I just jumped behind the opponent and air dashed backwards in training mode. Edit: Tsubaki wiki is very much near done guys. Only the Mugen combos need to be updated.
  13. Ah sorry, I meant the crossup j.C seems to be more consistent on crouchers. For instance, I tried it on Ragna/Jin when he was standing. It whiffed. I tried it on him while he was crouching and it hit.
  14. I think this is more consistent on the opponent if they are crouching.
  15. Ahhh I see Bat. Alright thanks! Also you don't have to end with the full air combo. Ending with j.C - j.236A - j.214C at least allows you to retain an air dash.
  16. I'm very unsure if anyone knows about this, but I should point something out. IIRC With 1 stock: Corner Throw - Mugen - 623D - j.236D - j.214D - 6CC doesn't work, but with 2 stocks, it does. So I guess having 2+ stocks before initiating mugen adds bonus proration for the whole combo.
  17. Mizonokuchi yuuki (noel) / surippa (Plat) vs NAAO (Valk)
  18. The first fews tries, no. Then I started to get the hang of it. You don't input 214214D as soon as you omit the final hit of 6CC. You need to wait for a split second after the 6CC when they are closer to the ground to allow 623D - j.236D to connect. If it's done too late, 623D will not hit. However, 6C - Mugen is much easier to hitconfirm so I can see why it's more practical. I only tried this on a few characters, but I did not get round to trying it on characters with a larger hitbox. Sorry.
  19. Played/playing EX. I have some combos. (j.C) - 5CC - 623C - J.214B(w) - j.C - j.C - j.236D - j.214B - 6CC - (Delay) 236C - 214C - 2CC [One stock, 3.5k midscreen] 5C CH - 5D tap - 5CC - 623C - J.214B(w) - j.C - j.C - j.236D - j.214B - 6CC - (Delay) 236C - 214C - 2CC [One stock, 3.8k midscreen] 5B - 5CC - 22C - 6CC - 236C - 5C -2C - 236C - 214C - 22C [Corner, although I'm very unsure about the timing for 6CC - 236C ] 6A FC - 5CC - 6CC - 236C - 214A - 5C - 2C - 236C - 214C - 22C [midscreen/corner 2.5k] 5B - 5CC - 623C - j.214D - 6CC - 236C - 5C - 2C - 236C -214C - 22C [One stock, Corner, 3.4K] 5CC - 623C - j.214D - 6CC - 236C - 5C - 2CC - 236C - 214C - 22C [One stock, Corner 3.7K] 5CC - 623C - j.214B(w) - j.C - j.C - j.214D - 6CC - 236C - 5C - 2C - 236C - 214C - 22C [ corner, 3.8K] 5CC - (2C) - 22C - 6CC - 236C - 5C - 2C - 236C - 214C - 22B [Corner, 2.9k, only works if you're really close to opponent] Corner throw - 6CC - Mugen - 623D - j.236D - j.214D - 5C - 2C - 236C - 214C - 2CC - [3.6K one stock] 5C CH > 6CC > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [midscreen, one stock, 5187 damage, 33% heat gained] air throw: 6C > 214214D > 623D > j.236D > (slight delay) j.214D > dash 5C > 2CC > 236C > 214C > 22C '''[One stock, 3940 damage, 22% heat gained] There's more but rather than filter this post alot of combos, I included them in the wiki. Check 'em out. 5B prorates combos far too much. I will most likely not being using it when I have stock to use. I did get addicted to using 5C as I got ALOT of CHs with it. It's too bad it doesn't have very good gatling options in terms of mixup, and I have also used it as an unreliable AA. Although, it is very important to note that the untechable time on CH has decreased, because it's harder to do 5C CH - 5D - 5C PK you also listed a 2 charge combo as a one charge combo, being this one: VVVVV Haha yea now I realise Bat. Thanks!
  20. Thanks Bat. That does sound fun Daedron, but at the same time, I guess we could just stick with 2v2s. I've always wanted 2v2s so this definately caters for me. On a side note, this is what I meant by 236D being more unsafe.
  21. Edit: Whoops.
  22. If there was a big tournament here in London, and BB wasn't on the list of games to be hosted, then I wouldn't be surprised and I'd only be blaming the complainants who haven't actually tried to get down to the events. We've had several tournaments here and while myself I can't necessarily host my own sessions/tournaments, I flag people several times giving them information about the tournaments. For crying out loud I even had the next casual session/tournament listed in my sig! We managed to get LordspectreX involved and Manta which I'm grateful for, so that doesn't mean I'll continue to give up. It's just difficult to continue to flag information at people who aren't even bothered to bust their balls to get to events. For one of the touenaments we had here, we only had 8 entrants for BB, and it was no surprise that BB was not on the list of games to be played at the next tournament. And guess what, some people had complained afterwards. That's fucking disgraceful. And yet, why did that happen? The tournament was surprisingly on the same say as the fuckin' anime expo. That was such perfect timing, but this is where the arrogance of the other players kicked in. Not to mention that the staff were not strict when it came to time management. This is why so many other players could waltz in at 3pm to enter tournaments when the deadline closed at 1pm. We had SvB, and even though we had a bigger turnout than usual, it was only about 40 players, compared to the other games which had over 100 players. London has one main problem though. Most of the players are so far scattered it's difficult to get a main and accessible location for everyone to come together. This is why so many tournaments in so many areas have very little turnouts. There are even those who have said that they'll learn the game after seeing BB head on in some pretty hype tournaments, but I fail to maintain a smile because some of those players don't actually bother playing the game. We get that same response for players down here too: That the game is too weeaboo for them or 'anime' or w/e. My friend constantly works his ass off hosting tournaments for players including people and even that has a low turnout. The revolution tournament here had a poor turnout for BB - only about 16 entrants, and even despite that, he still continues to do these things for us. I can only do everything in my power to support him in organising these sort of things. There is a session this Sunday however at a different location, so hopefully that'll attract more players. Props to you organising the events and all, I have actually seen you have ben doing these things. I have the most upmost respect for you. It's just a shame that the game can be such an offput to new players because of the snobby attitude that people have, or because they can't even be bothered to support the scene.
  23. Thanks D. Just using J.236D will evade AC, but it leaves you vulnerable until you get to the ground, so he will/should be able to sledge us afterwards.
  24. Thanks for the clarification! I'm gonna assume this combo does not work, lol. Which is why I meant to ask if you could do this: Because 2B - 2CC is stronger than just doing 6C.
  25. Yea man, priorities. Lol. Thanks for the combos Bat. Though your combos give me more questions to ask you. With the two first combos, you can take out the 5C after the 214D to get 5C - 2CC after the IAD J.CC? If so, that would much be my preferred combo as I would still have the pressure advantage. Good to know really. Can you omit 5BB to allow 6CC? Otherwise, 2B - 2CC is stronger right?
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