-
Posts
3,406 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by BatousaiJ
-
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.
-
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.
-
I meant it as delay but the proper annotation for that might be { }, not sure since I haven't done this in a while.
-
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.
-
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.
-
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.
-
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.
-
46D > 236D > 6C doesn't work?
-
6C not being SMP actually fixes the shit Mugen damage problem quite handedly.
-
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.
-
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.
-
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.
-
I'm confused. What the green section next to the move inputs?
-
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.
-
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?
-
Kiba's said more than enough before and again now about this exact topic. If you have trouble heeding the advice from a more experienced and accomplished player in terms of match ups, you're not thinking straight.
-
Showing you like to charge cancel in certain strings is a good way to promote them to mash some stuff out. I like to do something like 5B> 2B> 5C > CC > microdash 5A/2A etc etc and after I show that once or twice, I'll just go 5C© fishing for counter hits or just 5C > CC > block if I'm baiting DPs. Tsu's pressure is pretty flexible in how she can delay her gatlings for big punishes 5C© CH or even 6B CH can both lead to some big damage. 5A/2A stagger stuff is important too, always using TRM gimmicks along with command grabs in your pressure along with overheads, delays and DP baits and you'll have a fairly strong offense.
-
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
BatousaiJ replied to Ventus Tatshima's topic in Sin Kiske
Thanks for the prompt response, fellas. I think I value the knock down for calorie sake to not let the combo prorate too much letting them air tech. I'll try to minimize the hits and take a small hit on maximum damage in that regard. Otherwise, I'm having most success with the j.K > j.S> djj.S > j.6H > j.214S > j.236H. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
BatousaiJ replied to Ventus Tatshima's topic in Sin Kiske
What's the go to air combo for consistency sake, it seems ending the air combo with j.6H > j.214S > j.236H is the most damaging route but I seem to whiff the j.6H as they aren't high enough sometimes. Any good combinations to normalize the height of the hitbox to guarantee hits to connect properly? -
Astral setups are easy and combos are no more character specific than they were before- in fact, I would say they are slightly less so in this iteration. 236C is a fantastic tool as is 2C, we also supposedly have more + on block moves with 22D/236D.- 214D jcCT is devastating combo utility and there's still more stuff to list. Less time bitching about what she lacks and more time thinking about how to use the tools she does have properly.
-
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
BatousaiJ replied to Ventus Tatshima's topic in Sin Kiske
Oh nice, so we're not forced to 6P > 5S > etc etc to confirm- that makes it much more consistent. The 236[H] on the last hit of that combo must be character specific, who was it working on for you? -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
BatousaiJ replied to Ventus Tatshima's topic in Sin Kiske
Nice changes. What's the 6P buff? Is his + on block moves still 2/5P, 2K, 6HS and Elk Hunt? It looks like you can't do 236K > 236HS >236K > 236HS any more. 236K > 623S > 214S > 236HS does, though without critical hit on the 623S. -
If you can dodge a wrench, you can dodge a ball.
-
Ran some tests with the 2C head invulnerability in the lab a bit and it's quite useful. Our 2C take a while to wind up meaning often times we have to use it preemptively(doing it on reaction is too slow in many cases) in order to catch IAD attacks and when you make a bad call, you would normally get hit with the j.X attack in crouching state which would usually end up in a high damage punish combo. Now you either 2C and whiff early in which case you can just not 2CC and then block and after the j.X attack whiffs, you'll have enough time to block most follow up hits. From what I tested on sample combos like Ragna's IAD j.C > 5B > 5C or Hakumen's IAD j.2C scenarios, trying to mash buttons to hit them after recovering from 2C active frames did not end well so it's probably best to just block unless you know for sure that their j.X attack has a lot of recovery on whiff. There are some moves you can punish like Tager's j.2C like Dae's video showed or Makoto's j.2C after whiff but in most cases, it's more of a safety than what you should normally aim for since just anti airing will yield better overall results. If you have a habit of 2CC autopiloting, now's the time to stop~
-
Woah, does that mean we can stop getting wrecked by Hakumen j.2C and Valk's air stomp of DOOM?! That's excellent news. It should also help to wing people's bad habit of autopiloting into 2CC instead of throwing out only 2C to hitconfirm properly.