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BatousaiJ

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Everything posted by BatousaiJ

  1. Add when you're starting j.236D > j.214D as soon as you land the 3rd hit of 623D and of course where your enemy is in the air/ground when you start 623D. If they're on the ground the full 3 hits of 623D will happen quickly and when they're in the air lets say off of 6CC, the 3 hits will take longer to connect. It's super scenario specific because of all these factors.
  2. Windshields are built tough and won't shatter like a glass cup due to something like you poking at it while it's cracked. Take it to your local mechanic(given you have decent visibility, otherwise tow it) and ask them if they can treat the cracks, otherwise you might have to replace the whole thing which will be costly. Oh wait, this is Michigan thread... uhhh... Lumin is a weird bro and axis's anus and etc~ That's better.
  3. Alright, this is important to know for everyone planning to use Tsu in extend so read up- In the process of figuring out max damage combo for situations using Mugen, I've run into a lot of situations where it's better to use 2 hits of 623D in 3-D series(this is what I'm going to refer 623D > j.236D > j.214D) instead of the full 3 hits. I thought it was odd because this wasn't always the case so I thought it was factor of where you land the hitbox of the orb's multi-hit and that possibly that the 3rd hit of 623D had some kind of a negative proration off certain starters. This is not the case. What's really going on is actually the factor of Mugen's proration in effect when it's on. When you're at the bare minimum of 1 stock and activate Mugen, the Mugen effect itself will end before you complete the entire 3-D series at the point where you won't get the bonus proration of the j.214D which ends up having two effects. 1. Damage 2. Proration(what you can connect afterwards will often times become more limited). With perfect timing, you are able to land all 3 hits of 623D and get the proration from j.214D orb hits in Mugen with 1 charge Mugen but the timing is very tight and character specific in some cases. That's why in one charge Mugen scenarios I will say most of the time it will better to go with 2 hits 623D to guarantee that you will get full proration from the 3-D series which generally will end up more favorable. Ideally you want the best of both worlds and with practice you should be able to do that but like I said, hitboxes do matter so be prepare to deal with the usual character specific nonsense. For 2+ charges Mugen, this is not a factor as you'll have ample time to do the 3-D series in full without any issue and then some(like 236D > 214D/22D etc). I'll make a quick video in the near future to show exactly what I'm talking about where I do the same combo 3 times with different results.
  4. Ohhhhhhh~ I think I just got a revelation that's going to answer one of the big questions I had about mugen in 1-2 charge scenarios. Spiffy. I'll post the findings later in detail. Oh and to quickly answer your question, it's 6231 damage and 48 meter gain.
  5. Pretty standard, Midscreen to corner 1 charge, 50 heat 6CC > Mugen > 623D> j.236D > j.214D > 2CC> IAD j.CC > 5C> 2CC > 236C > 5C > 2C > 236C > 214B > 22B - 6.3kish. Like I said, 6C© is a really good starter. That can go in the combo thread if it's not already there.
  6. 5C or 5A depending on the situation. Realistically, I find myself starting most of my combos with 5A since I try to fight at very close range these days and while 5C is very fast now, it's still slow compared to 5A. 5 Charge mugen combos are pretty silly. Most of the time, you'll get max damage doing 623D > j.236D > j.214D over and over again and ending with 236236D as the finisher.
  7. Something popular that Tagers like to do is something like 5A > 5B > 5C > 5D > 236B sledge as a block string so they're + after sledge and can continue their pressure afterwards. You can just 5B or 22A him after 5D to hit him before the sledge lands on you with ease. The most important thing about this match up is to play smart and get as much charge as you can before you get in on him start trying to chip away at his health. Max distance 5B > 22D(unblockable or just delayed) works wonders in this match up like Kiba mentioned and if you're going to get in on him, try not to use 236C/D unless you want to try to catch him off of a recovery on a whiff move like 2D or 6A. If you find them using a lot of volt charge or 6A for its guard point, start 3Cing it on reaction for a meaty FC combo. This match up is one of those you really have to lame out and play properly but I can understand it's difficult to stick to the plan since it's a rather boring way to play =d.
  8. Which combo are you talking about? The 2 charge 22D corner combo?
  9. I pay you in something better than money. Brownie points. That's going to be worth more than anything else in the world when I take over the universe~ Have fun at winterfest~
  10. Sure thing, just get the necessary information from my volatile yet capable assistant. I'm not not paying you to just hang around and look pretty, sweetheart~
  11. Welcome to the cool kids club. There's a one time membership fee of all your money, just forward it my way by tomorrow~ Kthxbai~
  12. Oh... my name you say? Humm... yes. Well... uh...
  13. Oh... no.... You... horrible... horrible...person... you. How... could... you... take advantage... of... me like this? This is why we need SOPA to pass. I'm suing you all~
  14. I can kill a man using only my left thumb....
  15. It's easy to find out what's a tight block string because the CPU has an option of blocking the first hit stun and getting hit only if there's a gap in there somewhere afterwards. 5A x 3/2A x 3 5B > 2B(B) > 5C© 5B > 5C© > 2C 2B > 5B > 5C 2B > 5C > 2C 2A > 5C© > 2C 5A > 5C© > 2C 5C > 2C These are what I can think of atm. You can obviously go into 5C© > 2C gatling whether you use 3 or 1 5A/2A as well. The 6A, 6B, 6C gatling paths remain the same as CS 2 although hitconfirming off CH and etc for some paths have changed. Tsu actually has quite the flexibility when it comes to her gatlings and there beings the smallest holes in them in cases like 5A > 5B/ 5BB will often times work in your favor rather than against it. For example, a common throw setup is a dash 5A > throw but if you do this once or twice your opponent will see this coming and try to break throw right off the bat the moment you get in there with a 5A. At that point, you can just 5A > 5B and it'll counter hit them in the face or you can even do 5A > slight delay 5A > 5C. If you see your opponent using DP to mash out of your pressure either just hold block after 5A or if they're doing it in between 5BB, just 5B > Charge cancel > block and watch them whiff that DP. Simply put, know which ones are tight, which are not and how to use them to your advantage along with the proper punish for common scenarios. Generally speaking, I don't even use long block strings against high level opponents as that's just giving them instant block fodder and giving them more chances to escape with every hit I throw out there that's blocked, tight or otherwise. I have my problems with high level opponents but opening them up isn't one of them and if you use the tools at your arsenal with consideration and creativity, you will see this for yourself as well.
  16. This still isn't out? Lumin, you bum~
  17. What? I wasn't aware 5BB was slower in CS 2 than it was in CS 1. Anyhow, 5A > 5CC is air tight. So is 5B > 5CC. There are other stuff too.
  18. I get a little bit of the Hazama vibe from Relius where people ranked him lower than he was because he was new and they hadn't quite figured out how to use him to his potential yet. I have a feeling he'll go up in the rankings but so far in all honesty, I haven't had much of an issue fighting against him.
  19. Funny enough, 5A > 5B is now a frame trap. So is 5BB. Yup.
  20. 6CC is the best starter outside of 3©C. Realistically, the starter you'll use for punishing moves will be 5C CH > 6C© > Mugen but against long recovery things like Ragna/Jin DP, 6CC will work great and you can do 6k ish damage with one stock mugen, mid screen. Meaty stuff and ironically, leading to more damage with less resources than it did when it was FC on CH. Go figure. 6A FC > 5CC > 6C works 6A FC > 5C > 6C does not Even on 3C FC> 5C > 6C won't work.
  21. Losing pressure chance from time to time to get your full potential rolling sounds a lot like Tsubaki. I'm sure you guys will figure something out.
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