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BatousaiJ

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Everything posted by BatousaiJ

  1. Ragna's DP was what I was using to test my previous safe jump setups and found out that it was nerfed and was on the slower side, is it faster now?
  2. I'm looking into some possible ways to set up for safe jumps and other useful option selects as well- who has the fastest DP to test this stuff with? Kagura?
  3. Speaking of 236C, it presents what's most likely the easiest opportunity to use 2BB crossunder shenanigans When you're confirming hits off of 2A/5A that can't get much damage, opt instead for something like this- 2A > 5BB > 2BB > 5CC > 236C -> -> Dash 2(B)B (Cross under) > 5CC > 623C > j.236(A) etc etc. And yes, you can combo 236236D after 236C but you have to be quick about it. Gimmicks aside, 236C biggest boon is that it just gives you total control on side switching as you can opt to end many combos with 236C > 214B > 22B to change sides instead of typical air enders and this is something I would suggest on scenarios where you can either get out of the corner or keep them in it. Oh and do note that thanks to the change to untechable time to 2C/2CC, Corner 2C > j.236A oki ender is no longer viable in most cases it seems but you can still 2C > 7j.C > j.236A if you jump backwards but it's obviously not as good for the placement of the orb/tech time and position.
  4. Nice, do they still have the height dependent j.D charge rates? It still seems to charge very quickly close to the ground but it doesn't seem to charge as slow high up as it once did it feels like?
  5. You did Challenge #20? I spent about 10 minutes on it but I can't be bothered to finish that one off.
  6. 236D is + now? That's a nice change, can you tell where it becomes + and if it's - if it's blocked too close?
  7. One change that seems consistent with the whole "less powerful defensive tools" philosophy is that our standard 3D 623D > j.236D > j.214D series starter doesn't get as much from what I can see so far. If memory serves it used to do something like 3k ish now it seems more like 2.6k with a standard non-charge/meter combos and the knock down is limited. 6A combo improvements are a nice touch though, especially at midscreen with 25 meter and 1 charge doing like 4k ish is pretty damn sexy. Edit - What's the frame data on 6B? Is that still our only + normal?
  8. Tsu's easy breezy get in on dudes for free tools have been toned down quite a bit with the way 236X and 421D > 236D works now so get used to playing better footsies and using 421A/j.236A to try to cover your approach more rather than using them just to zone people out. That's helpful, keep em coming if you can.
  9. Anyone finish Tsu challenge 20 yet? I got to like 13 but I'm running short on ideas. Just input 6~AB the moment the opponent is hit and is flung into the air, if you're holding 6 too early you'll jump. The timing is fairly flexible and the CT can come out fairly slow and it can still connect so just delay it enough and you should get it fairly consistently.
  10. No matter, you shouldn't be using 236X series outside of combos anyhow unless you're planning to RC it. Is 421D > 236D still plus and projectile invul though?
  11. 236C is like crossovers on demand, and you can just use 236B/A when you want to keep the same side. Loving that change a lot. 623C > j.236(A) > 5C continuation is awesome as well.
  12. Heeeeeeeeeeeeeeeeeeeeeeeeeey guys. Tsu sure has changed from her CP incarnation. It's a lot more things than I expected, honestly.
  13. Funny how obvious Food > YRC is and funnier how it never occurred to me.
  14. Any good YRC gimmicks you guys enjoy using often? Outside of 214S > YRC > 2K/Throw, I haven't found too many I find myself using often.
  15. How's your meter management going for you guys? I mean actual meter and not the hunger one which feels like something that will come with experience as you get a feel for how much hunger everything takes in your combo paths and gatlings. I find myself mostly saving up 50 to RC for damage and carry extender off of any midscreen 236H ending up something along the lines of 220ish damage which is solid. 5S > 236H or 2S > 236H is the most common way since you can't even combo into 236K at the max range so it's worthwhile to spend the meter for all the benefits there. I've seen some videos of using his 236236P super for corner pressure which looked nice enough if you can afford it but I haven't gotten a good handle on being able to use that oki option while still having enough hunger to actually get a good confirm after successful mixup since most of the time you won't be able to eat when you're setting this up. I've seen some scenarios where you sacrifice damage so you can eat and still get 236236P to meaty in the corner mostly by using 214S as the ender but from what I've found so far, the damage you miss out is significant enough to the point I'm not sure if it's worth it.
  16. it's a hitbox thing probably. 236K > 236H > 236K > 236H will whiff on him from what I tried earlier. They hit the ground too quickly so you have to settle for one loop. I hear the same thing applies to Bedman and some others. NOT A LOW Thanks, Obama.
  17. Ya, just gonna have to stick with 6P and deal with the fact that you just can't combo off of it unless it's really deep. Every other option is unreliable and too risky from my limited experience since I have tried all of those myself, too. I suppose you can use Sin's fairly good back dash and just space out the air attack back into the ground game where we're more comfortable. You can also use 236K to go under people trying to get to you from the air too since it travels far and has a low hitbox. I like Sin's 623S's ability to go into damage or make itself safe on block but boy does its vertical hitbox suck ass.
  18. Ya, 6H doesn't feel like something I'd be throwing around in neutral hoping for it to hit, I was mentioning more in the lines of punishing DPs and the like with long recovery time with 6H instead of 2H like I have been. Also works well for RC scenarios lie 3K > 236H > RC > dash 6H > ETC. How are you guys gatling into 6H for + for continued pressure in blockstrings? I've noticed 5H and 5P gatlings directly into 6H but they both whiff on crouching which makes it rather shitty for blockstrings. Edit- Nevermind, I watched a few videos and found out about the 3K > 6H link 2P > 5K > 3K > 6H is probably a sequence of buttons I'll be pressing quite a lot now. I haven't spent much time with Sin in training mode yet but I'm already finding out all sorts of useful things. I'll likely make a exhibition video for him somewhere down the line in about three weeks or so.
  19. 6H seems to be an excellent starter indeed. 6H > 623S > 214S > 236K > 2H > 5H > 6H > j.S > jc > j.S > j.6H > j.214S > j.236H = 251 damage. (277 with super) What's the BnB that uses the charged 236H for that starter in midscreen? Edit- on a side note, j.s > j.k > 2k > 2s > 236K > 236H > 236K > 236H seems to be the most consistent as far as a BnB goes from an air hit. If you use 5S instead of 2S after 2K, it can end up as long range 5S which will often not combo into 236K.
  20. 6H is a better starter than 2H? I've gotten some stupid damage off 2H but I guess I'll screw around with 6H to see what I can get off of it. How safe/unsafe is 236H? I'm guessing it's based off distance since it seems hard to punish at near to max range. Good to hear 236K is safe, 6H is gonna be harder to use in pressure since it whiffs on crouching it seem.
  21. Yes, finally a Xrd character I actually want to learn. Do we have frame data on his moves yet? I'm trying to figure out what's safe and what's not. I'm also curious about the timer scam since I've heard it mentioned and actually never seen it. How does his food eating thing work? The less full it is, the more you recover, I suppose? So in that case it behooves you to basically use as much as you can before refilling safely at the end of your combo, right? I haven't noticed any bonuses for keeping the meter high or full either so I'm assuming there isn't one. My biggest issue with his combo path is getting a good eye for positing for hitconfirms and continuations, especially his 623S crit continuation stuff. I can get it consistently off RC since I can dictate distance off the better hits and hugging the corner but otherwise, it seems to be a bit hit or miss for me. Lots to learn about the character so I'm looking forward to it.
  22. They kept gliding during the transition between 1 and 2 and now they're getting rid of it... IN A PATCH?! This makes no sense.
  23. The ability to do three moonsaults and still continue with v-slash is nice, assuming you can mirage slash afterwards and ok even if you can't. I'm wondering if that means you can do 4 moonsaults in sukukaja and still do v-slash ender. Either way, it has a good possibility of increasing some practical max damage which is always nice. The nerf to tentarafoo is disappointing but given its situational usage, it's not too big of a deal. Throw supercancelable is really nice for unburstable ways to end fights with garudyne or just a good amount of damage with sukukaja. The biggest buff is most definitely that persona invincibility during start up frames as you know there are countless times where you would have otherwise gotten a trade of hit ends up with you with one less persona card. I was already using 5C for neutral footsies and not will be much better now. Overall, I like what I'm seeing already and he's probably even stronger with this patch if that's all there is to it.
  24. Thanks, taking a few games off your Mitsuru was quite the challenge! Thanks for the match up exp and I'll take you up on that offer later =d. Also, sorry to Flux for one and done, you caught me just as I was about to go off line to take care of some chores.
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