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BatousaiJ

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Everything posted by BatousaiJ

  1. You'd be surprised how you can teach people just to just sit there and block after 236D by using 214D afterwards and you can teach people to block after 214D by using 22D. Mind games. We have a ton of flexibility in the timing of canceling on whiffed/hit/blocked moves and you're really doing yourself a disservice if you're not taking advantage of it and mixing it up. Essentially teaching your opponent to fear your options will make you more dangerous and allow you to use your charges more efficiently.
  2. True. If there's only one major a year, I wouldn't be able to make an excuse and say to myself "I'll make it to the next one later this year" when I'm feeling lazy(which is always). The biggest problem is location and time where you would host such a tourney. Would it be the same every year or would it rotate between the coast? I'm not entirely sure what would be best to be honest and I'd reckon someone more in tune with the FGC and BB scene would have a better idea.
  3. Ya, you have to omit the second hit of 6CC to make it work.
  4. Omitting 5C in those combos for just 2CC won't get you the 5C > 2CC > etc etc etc ender. If you go directly from 236D > 214D > 2CC > IAD, you can end it with 5C 2CC etc etc etc though. 236C CH > 5CC > 6CC doesn't work unfortunately and like I mentioned, you'd be hard pressed to do any real damage off 236C CH. Lastly, I have no idea what you mean by 2B - 2CC
  5. Damn you Kiba, I was going to watch some ball games and now I'm booting up extend to get some precise data. 236D > dash 5C > 2C > 214D > 5C > 2CC > IAD j.CC > 5C > 2C > j.C >j.CC > j.236A > j.214C - 3137 damage 36 meter gain 236D CH > 6CC > 214D > 5C > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C - 3688 damage 40 meter gain 236D air hit > dash 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C - 2723 damage 28 meter gain 236D starter is just fine, dude. It's not as good as CS 2's obviously but you can still get good things off of it. 236C CH > 5BB > 5CC > 6BB > 236C > 214C > 22C works just fine against crouching enemies as well. There are stuff you can do off 236C CH but in all honesty the damage differences are so minor between the variations, it doesn't really matter which one you go for unless you're adding charge usage to the mix in which case, 236C CH >5BB > 5CC > 623C > j.214B > j.C > j.C > j.236D > j.214B > 6C > 236B > 214B > 22B is alright. It'll only do like 2.5k ish still but gains a nice 33 ish meter or so. Also, those first three combos I added can totally go in the combo thread if I haven't put them in there somewhere already, Audrina.
  6. Do we have the moot now or is that still just that japanese website? CH 236D into 1 charge mugen still leads to 4k+ damage or so mid screen. I remember doing 236C CH > 5A > 5BB > 5CC > 6BB > 214A > 22B before against a crouching enemy but I could be remembering it wrong(ya, that works because it was in my latest video). I do remember clearly not being able to do 236C again after 6BB though as they will have time to recover and block it. 22D is still a good starter especially in the corner but obviously not as good as it was in CS 2. The 22D CH wall bounce thing is nice though and easy to hitconfirm into the proper combo because you have a bunch of time to recognize the wall bounce. 5B being slow and being -5 on block sounds about right but what I don't get is how Kuresu uses 5B charge cancel successfully to start his pressure successfully all the time.
  7. Relius has awful pressure when he doesn't have the doll out and remember that he must manually bring her out to begin with so take advantage of that fact and either start pressuring him immediately as the round begins or just start charging as most relius players will not come at you to start without waifu back up. The moves you'll need to recognize is his two overheads, one Relius does himself and another from the doll that makes her jump in the air and come diagonal towards you. Along with a low yoyo looking thing which is a low attack from the doll which Relius can time with his overhead to try to make unblockable. Most relius players will use the screw attack looking thing at mid-long range to get you to block the doll and start he pressure. This is quick but easy to jump over so you can hj IAD right over it and get in on him. There's also an attack that makes the doll appear behind you and on CH, he'll have all the stagger time in the world to get in your face to start a combo so you need to watch for this when you're charging at full screen. If you believe the Relius player would do this on wake up, cancel your charge and go directly into 236C/D to punish them with ease. Don't press buttons when he uses the doll to reset pressure with that two hit claw looking thing that stun locks you just long enough for him to start a new pressure string. It's DP-able in some instances but don't DP at the same times out of his pressure or he'll just bait it easily keeping himself out of harm and attacking with the doll while blocking. His like fabulous twirl makes him immune to basically any hit for a a few frames but a easy way to punish the twirl is to throw on reaction. If you dash in with 5A and you whiff it through his twirl, just immediately throw and he'll be thrown before he can even throw any move out at you. His air moves are pretty solid(very easy to hit confirm after CH) and his anti-air will FC on CH and can be combo'ed into a ton of damage so I'd recommend fighting him on the ground most of the time unless you're punishing a long recovery move or unexpectedly resetting your pressure with a jc. Relius also doesn't have many reversals to speak of many will use his gear DD as a reversal so be wary he has this option when he has meter so just bait it when you think it's coming. That covers most things that I can think off the top of my head, hope this helps Dio.
  8. Hey Caruru guys, what's a good way to punish your back dash in extend?
  9. True, they're under the match video section and I suppose that does accurately describe them. I just wanted to make sure I wasn't forcing your hand to put them up by posting them up here. Also, after you mentioned it, I remembered some of those JPN match videos that had me face palming after the short watch so sure, why not. That's settled.
  10. Eh, I'm a little iffy about my match videos being in the video compilation thread. I don't think I'm high level enough for people to be looking at my video to really be learning too much from it just yet and I don't really play all that seriously most of the time(lol netplay). I post them here mostly for the entertainment value and not all the matches have me using Tsu as well. What do you think?
  11. Yarrrr~ http://www.youtube.com/watch?feature=player_detailpage&v=_w8OwFn1gCE#t=697s So satisfying to do. FYI, if you burst bait them while they're in the air, you can go directly into 623D > etc etc, if they're on the ground you have to gatling 214D into small delay 22D to hit them. I've had a few times where I was able to j.214D right through and under the burst before it initiated after 623D and wait below them with a 2CC.
  12. More lazy casuals! Vs Isuyaru, TGS, Leonil and cookiehour. Some high level carl play here. You can watch me try to block carl-neesan mix up and failing along with other fun tidbits here and there. Read notes!
  13. I played a fair number of matches again Isuyura(I think that's his name?) Carl and I learned a few things worth noting before forgetting about it. Carl has a very quick anti air that can catch you coming down almost on reaction it feels like and his jumping attacks are very quick and confirm into nee-san sandwich. I would recommend approaching this fight from the ground but it's not easy when the Carl player approaches with nee-san in front of him to take hits for him. 236D goes through nee-san but after hitstop of hitting his sis will leave you open where they can just hit you with whatever briefly so it might actually be better to go 236C > 214D through whatever he's got going since there aren't too many low moves in nee-san's arsenal that they can just throw out there to stuff 214D. Getting out of carl-neesan sandwich pressure is quite the headache as well but I've found IB into DP or late tech rolling depending on the setup to work. There are many times where carl will want to reset pressure or quickly do a cross over move and you can stuff it with 2C only if it's not a cross over. If you try to stuff a cross over, the 2C will not auto correct and you'll be left open. You can also quickly anticipate the cross over and IB > jumping throw. If they don't break the throw, great- if they do, you're out of the sandwich so it's not a bad way to do it. Carl doesn't have a good reversal though so once you get him into the corner, try to finish him off and remember that little twirl move that he has doesn't have foot invincibility so stuff wake up twirl with 2A/2B etc. The biggest problem with this match up I feel is that exceptional Carls are so rare that it's hard to get precious match up experience so I feel glad to have played Isu. I'll play him some more in the future and come back here to post the findings.
  14. Cute. Albeit sad and true. Damn your burstttttttt~
  15. Might as well. I've been playing against some good players here and there so I wouldn't mind jotting things down while it's fresh in my mind.
  16. The thing that I didn't know about that I'll immediately start using is the 6C > 22B > 5C > 2C > etc etc ender. Not much I didn't know about in there that's terribly useful but it was a very nice watch indeed and I'm sure it'll be able to help people get up to speed when they get their copies in a few weeks.
  17. Super thorough tutorial video. Every Tsubaki mainer should definitely watch the series. I too would like some translations but I'm pretty sure I understand most of what he's trying to explain there. Also, near the end of part 2, he shows exactly what I was talking about with the 9j.C 236D delay stuff.
  18. That sounds like a bunch of bitch excuses to me, axis. And bitches make me sandwiches.
  19. It's pretty awesome watching zeron making an ass of himself. Happens all the time but hell, it never seems to get old.
  20. Tager still hasn't changed very much if you ask me. 360B > 22D > 360B > 22D > 720C is still his BnB best combo.
  21. Woo, I can use this. Thanks, brah.
  22. Look for it yourself.
  23. I was screwing around in the lab with Tager a bit and found this one. Do forgive me if this is something you guys already know about since I don't keep track of the Tager forums While Magnetized, Mid screen 2C FC > 6C > j.2C > 3C > (AC) > j.2C > 5B> 5C > 6A > 2C > AC > 22D > 6C > j.2C > 3C > 22D The damage isn't that great, 3.8k ish but the meter gain is stupid good(like 70 ish).
  24. Meh, I started messing around with the BnB stuff in the combo thread. Not very much there though.
  25. Hai Tager doods. I'm going to learning some BBCSEX stuff for Tager to get him back into sub levels. What are the combos and block strings etc I should be looking at first?
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