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BatousaiJ

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About BatousaiJ

  • Birthday October 27

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    BatousaiJ
  1. I haven't tested but it should. It's meant as a punish combo so you should be using 5C CH anyway, though. The air conversion is tricky and very much situation specific. If it's a air to air conversion starting from a j.C, or a 2CC anti air starter, yes. It does work as long as you have the height set correctly to continue the 2A > 5CC pick up. It's harder to make that happen with ground starters.
  2. Fun 2 Charge Mugen combo- 5C CH > 6C > Mugen > 6C > 623D > j.236D > j.214D > 22D > 236D > 214D > 22{D} > 6CC > 236B > 214B > 22B (5973) Almost 6K off our usual counter punisher 5C > 6C 2 Charge Mugen and the difficulty is fairly low and the corner carry as is the case for Mugen combos in general is excellent. There are alternative options for routes for air ender and even a side switch as well.
  3. I meant it as delay but the proper annotation for that might be { }, not sure since I haven't done this in a while.
  4. I'll be posting some combos and etc I've been optimizing and seeing their pros and cons - 5A > 5CC > 6B > 623C > j.236(A) > j.214(A) > 2A > 5CC > hjc > j.BB > jc > j.BCC > j.236A > j.214(A) (2399 Damage) The addition of 6B adds more damage and actually serves to stabilize the combo a bit better since this will let the combo work on a slightly further away 5A hit as 6B moves you forward. There are micro delays on a lot of these hits as well but they're fairly easy to time because the delays are very, very short. You can also go with a 5A > 5BB> 5CC > 6B route as well but you sacrifice a bit of damage to do but it's worth noting that it works since we mostly gatling into 5BB after 5A and you don't exactly hit confirm 5A hits.
  5. That's an interesting way to look at it. Is 22D even faster than 6A? If you think about Tsu's overhead options, 6A is also safe on block since we can gatling to a normal that's safe or even +. The rewards ought to be better than the 2.8k ish we get off 6A off a raw 22D one would imagine so that would be good. If the change to non-SMP 6C and etc sticks, Tsu's Mugen damage should increase considerably, although I'm not sure if we'll ever reach that 11k~ damage we had in extend again but it should be a lot more than we can get now with reasonable setups so maybe we won't use all our meter on RC/CT like we do now.
  6. Interesting stuff. Don't forget that nothing is final just yet but like Kiba pointed out, there are a a lot of good applications for the move. I just hope it survives till the final version so we can get our hands on it to see what it can really do for Tsu.
  7. If a character seems interesting to you, why would there be any reason not to try them out? Just check out their challenge mode combos, screw around in training mode and even do a few sets of games on arcade mode. If you like it, start using her against other players and see how you fare.
  8. 46D > 236D > 6C doesn't work?
  9. 6C not being SMP actually fixes the shit Mugen damage problem quite handedly.
  10. Lol joketest and all but it'd be nice if we kept some of those changes considering most of them are buffs. I suppose they think she needs improvements based on the direction they're going? I guess we'll see.
  11. Ya, the recent 22X has provided some nightmare situations of timing the full charge close to the ground to get a proper knockdown. Still it should be interesting to see how it works.
  12. Oh that's irrelevant then. Hum, maybe does it means 22B/D in gatlings have been replaced by the new move or has 22B/22D that we have now been replaced entirely. If it's gone for good, that's pretty significant since it's been one of her staple moves from the very beginning. I suppose we'll see.
  13. I'm confused. What the green section next to the move inputs?
  14. Blade super was a nice addition for a lock down option which Tsu sorely lacked. What new super could she really use at this point? I still like the idea of a super that gives her charge instantly with a fast enough start up/recovery so she can combo afterwards. 3 charges on normal activation and 5 charges while in OD. It would really make her hit confirms without charge much more dangerous and become a nice alternative to using meter for RC/CT that we're using it for mostly now. Would be nice but I doubt we'll see anything like it- fun to dream though.
  15. Might be overhead, might be a new move in her 3 gatling special series- most likely a follow-up alternative to 22X which sounds great. Especially if you count for those match ups we forgo the use the 22X ender to keep them close to use at all times, this is an excellent alternative given it gives hard knockdown. Wham! Bam! Wham! Bam! Wham! Bam! Wham! Bam! Wham! Bam! I'm also very excited to get her OG color back. Maybe this means I can have my color back, too? Please?
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