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BatousaiJ

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Everything posted by BatousaiJ

  1. Ya that's true, 22C isn't deadspike. It's a lot faster. You keep making hastily judgements about this and that and you really haven't played enough as Tsu to know what you're talking about...
  2. Obviously it's the end of your blockstring but that doesn't mean you should never use it. That's like saying you should never go for a tick throw because if they break the throw your pressure would be over. It breaks a primer, is very, very hard to punish on block and if you hit someone with it either by itself or with a 6B > 22C and etc you can go for a meaty 3k ish combo in the corner off of it. Well worth throwing into your pressure routine. Stop counting stuff out just because of some frame data that doesn't exist yet, boys.
  3. You should. Many characters will end up with 2 primers after one burst and that's very easy to break especially if they don't expect you to go for it. If you break a primer and have 50 meter, you can get 1 charge after the break and easily do 5.5k ish damage without a problem so it's something you should try to go for if you can. Very wrong. Just because something isn't + on block doesn't make it crap. it still has great knock back and quick enough recovery that you can either backdash or jump to set up your next offense. There are maybe a handful of DD in the whole game(no normals I can think of) that can punish that move on block because of the push back range and even then, you'd have to be insanely quick on the draw.
  4. 236C/j.236/j.214C don't take away primers. The other noteworthy thing to mention is the 214x series and their head invul frames. Especially the 214D which can go straight through a lot of moves and land a CH leading to a full IAD combo or more.
  5. Here we go. I'm going to dump the combos from the combo video and we can figure out what seems useful and what's not- Midscreen to Corner Break Primer Combo 0 Charge/50 Meter 22C Break > 5D hold > 6CC > 623D > j.236D> j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > j.C > j.CC > j.236A > j.214C 5.6k Back to Corner 0 Charge/0 Heat 5C CH > 6CC > 236C > 214B > dash 5C > 2C > 236B > 214B > 22B Corner 5 Charges/100 Heat 3C FC > 3CC > RC > 6CC > 236C > 5C > 2CC > 236C > 214A > 5C > 2C > 236C > 214B > 236236D Corner 2 Charge/50 Meter (gains 1 and a half charge) 22D > 5D > 3CC > RC > 6CC > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2CC > 236C > 5C > 2C > (236B > 214B > 22B) or 236C > 214B > 236236C Back to Corner 2 Charges/50 Heat 6C(blocked) > cross over j.C > Mugen > j.214D > 623D > j.236D > j.214D > 22D > 5D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B Troll Midscreen 0 Charge/100 Heat 5CC > j.CC > RC > j.CC > 5CC > j.CC > 5CC > 22A Midscreen 1 Charge/50 Heat 6A FC > 5CC > 6CC > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C 1 Charge/0 Heat 6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B Midscreen Guard Primer Breaker Combo Midscreen 1 Charge/50 Meter 5CC > Mugen > 623D > j.236D > j.214D > 6CC > hjc > j.b > j.C > j.CC > j.236A > j.214C 2 Charge/50 Meter 5CC > Mugen > 623D > j.236D >j.214D > 236D > (delay) 214D > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C Corner 5 Charge/150 meter/2 Bursts (3C)C > RC > GB > GB > 6C >Mugen > 623D > j.236D > j.214D > 623D > j.236D > j.214D > 623D > j.236D > j.214D > 236D > 236236D Mid Screen Air Grab > 6CC > 214D > 3CC > RC > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C Corner 1 Charge/0 heat (Air) Throw > 6CC > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2C > j.C > j.CC > j.236A > 214C Midscreen 1 Charge/No meter 5CC > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B 5A starter optional > 5C > 2C > etc etc Midscreen 0 Charge/50 Heat 5A > 5CC > 623C > j.214B > j.C > j.C > j.236D > j.214C > dash 2B > 2CC > 236B > 214B > 22B Corner No charge/0 Heat 5CC > 22C > 6CC > 236C > 5C > 2C > 236B > 214B > 22B Midscreen to corner 1 charge/50 meter 3CC FC > walk forward 5C > 2CC > 236D > dash 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > j.C > j.CC > j.236A > j.214C --------------------- They're not in order and I think maybe 1 or 2 combos might be missing so I'll fill in the blank if I can think of something.
  6. That's a stylish and actually very useful unblockable set up where you end a air combo with j.236D > (wait for the orb to apprear) j. 214A > (dash) 22D unblockable. It's very distance dependent since you need to have the opponent near the corner but not directly on it. The trick here is that the j.236D knocks them down and sets the orb after them and you hit them with j.214A to put them right in the area where they would either get hit by the orb or have to block it on wake up setting them up to get hit by the unblockable 22D. There are ways out of it but you kind of have to see it coming to do so and given it's not the easiest thing to set it up, it's something that's worth trying if you've got the charge and have the right distance to work with. The burst bait was Kuresu basically reacting to the burst by rapid canceling the 22D hit and blocking it immediately.
  7. Hummmm... watching Kuresu, he seems to prefer approaching with 5B > Charge Cancel and then dashing in with 5A/5B/5C depending on the range. I wonder what a blocked 5B into charge cancel leaves Tsu frame wise. It seemed to really discourage the Mu played into pressing buttons after the charge cancel, leaving Kuresu to close the distance and start his block string(oh and lots of charge canceling in his pressure which gave him a lot of charge). Interesting stuff, I'll try the 5B > CC approach a bit in the neutral game to see how effective it is. The frame date can't come out soon enough~
  8. 2C in blockstrings is about the same as it was in CS 2 I think. The problem with it is that if they're using barrier guard and push you back a little and they're crouch-guarding, the 2C will whiff leaving your vulnerable while if you did 5CC, it would've forced them to block it. The second hit of 2CC is rather terrible on the ground too for the same reason and while it does gatling to 5C at that point, the push back is strong and there's a good chance you'll whiff the 5C. Whiffing normals because of push back is something we need to be be more wary of than ever before because how barrier works now and while I do use 5A > (5B) > 5C > (delay)2C/second hit of 5CC to frame trap against people who want to throw/jab me out of 5C > 6C gatling, outside of that I don't see that much of a use. Edit- Something worth mentioning. I've been experimenting with different enders to see what will result in the most untechable time possible in the corner and noticed for some reason 22B seems to generate more untechable time. The test was simple. I did this combo. Throw > 6CC > 236C > 214C > 22C/B When I use the 22C variation to end it, the dummy was able to tech before I landed a 6A force tech trap but when I used 22B, I was able to land 6A force tech everytime. When you end the come with 22B in this scenario and many others, it seems the dummy has to stop sliding before they can tech but with 22C, they can tech before they even finish sliding. I don't know why this is but it seems 22B should be our choice ender for any land combo whether that be a IAD or other wise. Note that 22B must be held down a decent length(but timing isn't bad at all) to get this effect. 22C should probably only be used in blockstrings to break primers with or to frame trap most likely.
  9. I've always known that it has. What you guys should do is to get used to working around the hit box of bigger characters. Try the combo Vs Relius, Bang and Hakumen. In that order a bunch of time and learn the timing to make the combo work. More importantly, I'm tweaking BnB gatlings, blocked or hit to allow for maximum flexibility and ease of hit confirming.
  10. You can follow up with 6CC > 236B > 214B > 22B Read the long post a few pages back, the details should be all there.
  11. Try the 623C > j.214C > j.C > j.C > j.236D > j.214B stuff I posted earlier-
  12. Ah well, I first mentioned the whole issue as a half joke thing, kind of making fun of the people who didn't "get" it. I didn't expect to really receive a serious response about it and when I did, I felt like I needed to elaborate on what I wanted to do in the video. Anyhow, it is what it is and I'm over it. No big whoop. Ahem, back on topic, people!
  13. No. I sleep now. 5A > 2C doesn't work.
  14. I never really used 5A > 5B > 2C > 214D too much because of all the DP whiff combos in CS 2 so I must've forgotten, thanks for the correction. As for your ideas on how I should discreetly point things out, put notations and what not, I get where you're coming from but from a editing and overall cohesive point of view, it's better left to strictly tutorial videos and I'm not really into making those. I personally like making things that can be enjoyable to watch for people that don't even play this game, not a singular resource for Tsubaki players only. I'm not foolish enough to think that I can please everyone but I'm rather disappointed all the same. It feels like this time, I was unable to improve upon my previous work and that is a great failure in my book.
  15. The funny thing is, I did show 5A has crazy good proration by choosing to do that 5A > 5C > 2C > 214D IAD combo. Hell, in that one combo I showed that it was possible to actually combo 5A > 5C now unlike in CS 2 and showed that for a change something off 5A can in fact go into full IAD. Then I showed 5C as a viable poke because I used it constantly to start with and you could see for yourself how fast(and more flexible) it is compared to before. I omitted the use of 5B in the video specifically for a very good reason. It didn't happen by accident and that's the point that seems most lost by some people. Also, you really think I didn't come through with some new tech like I promised? Things like fuzzy cross over j.C air mugen, full corner combo extender, one charge mid screen variation and others which have never even been seen on a JPN match video(that I've seen and I've seen most of the ones Audrina posted up). Also, if you think I concentrated mostly on stuff that I would consider "combo video" material, you're seriously underestimating me. You think I can't pull out more impressive stuff RCing and using more charges unnecessarily to make it more flashy? Go ahead and watch the video and see how many mugen combos I used that used more than 2 charges. I call my videos "exhibition"(vol1-3 if you remember) but I don't concentrate on flashy only or just really simple easy stuff, I do a combination of stuff. Go back to my previous videos and you'll see that's true for all of them. As Airk pointed out, I shouldn't be taking comments too seriously since because "lol internet" and all but to see something I the work and time to put together being so totally misinterpreted is really discouraging. This. Except I don't smoke.
  16. I'm getting a bunch of comments from people that most of the combos in the video aren't feasible because they don't start with 5B. I've wasted my time.
  17. I have no idea why you would ever do that but I'll give it a try in the lab later.
  18. I've been playing against people in extend and doing a lot of experiementation- testing the waters you could say. A ton of charge canceling, transitioning into overheads and oddly placed 6B, frame trapping constantly with delayed hits and unconventional gatlings. Add a healthy mix of throwing to the mix and her pressure is actually still pretty solid if you do it right. The biggest annoyance is that before we would 5B and when that is blocked, we would take that time to quickly dash in and start a block string but now we're just going to have to close the distance quickly and start off with 5A/5C which will take a bit more finesse. One of the biggest adjustments I'm in the process of making right now is avoiding the use of 5B(B) in basically any situation that isn't carefully timed spacing or a overhead transition setup(don't forget you can overhead off of 2B as well too). Anyhow, let me get to that 1 charge mid screen combo that I was talking about that's in the video. I've been messing around with it a bit more in the lab and it's actually quite an interesting combo. It's very character specific as you can't do it in two different ways and hope that will cover all the bases. The combo goes as such *note* I'm not posting this in combo compilation thread just yet because I haven't perfected it yet. (5A) optional if you wish > 5CC > 623C > j.214C > 9j.C > delayed 9j.C > j.236D > j.214B > 6CC > (delay input of this hit determines position)236B > 214B > 22B Let me elaborate since it looks a little complex at first. First off you can do this combo just fine as 5A > 5CC, it still works but it does more damage with a 5C starter instead of 5A but you'd be surprised, 5A starter will net you around 3.2k while the 5C starter will net you around 3.4k so now as much difference as you would think. Secondly, there's the 9j.C. I put that 9 in there explicitly because you do need just up-forward to make this combo work properly against the majority of the cast. It's the same for the second j.C after the jc but you delay the j.C and hit him as high as possible. This allows the j.236D to have a knockdown that arcs downwards while you're still very high in the end to the point where your j.214B won't hit him as they're going down. After you can land it's a simple matter of going into 6CC and then using 236B to determine where you want to be position wise. You can actually drop the combo here if you go into 236B too fast or too slow so your timing has to be right but I haven't found that timing to be too hard to grasp. A little quicker and landing the hit should land you opposite direction of where you started and a little slower and hitting them will land you in the same direction. This is important because it gives you flexibility of where you want to position yourself and the enemy. There are some characters that make this combo harder to land on, it's usually the taller characters with bigger hitboxes like Hakumen and I do believe this just might not work against Tager but we have an alternative for his big red ass. Also, you can go into an IAD combo off of this like so 5CC > 623C > j.214C > 9j.C > delayed 9j.C > j.236D > j.214B > dash 2B > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C Ya, that totally works. The timing is tight on the IAD a bit more than usual so you need to time it well but it works just fine but I would opt for the 236B > 214B > 22B option because of untechable time and positioning option select. The other one charge combo is one we already know and it's actually been improved in a way because it works against crouched hit opponents. 5A optional > 5C > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B The beauty of this combo is that it works against everyone in the roster(I'm fairly certain of this) and the biggest problem of this combo in CS 2 which was that the 5C > 2C would whiff on crouched enemies but that is no longer the case anymore. You have to be relatively close to hit them with 2C but it works well. If you're fighting Tager, you can even do 5A > 5CC > 2C because he's so big that even after the push back of a extra hit, he'll still get hit by the 2C, lining him up for 214D. I'll chime in with some more stuff later but feel free to comment about what you think and possible alternatives as I'm always looking for something better.
  19. Hum... if you say so... mate. Anyhow, I'm glad this video is out of my system now and I'll just take it easy just playing against people and doing combo works on the side.
  20. 5C gatling to 6C and 6B shouldn't be underestimated especially considering 6B is still + on block(we believe). 6C guard into fuzzy cross over j.C is doable on all characters(I think?) to boot and you saw what an air mugen there can achieve. 5C is no replacement for the near gdlk 5B we had in CS 2 but in Extend, you're going to have to incorporate it more into your playstyle since it's significantly faster now. Don't write off 5B completely though, you're still going to be using 5B as a spacing tool, just not as the be all end all normal we used it as before.
  21. For clarification sake, the combo does go over 11k, I just couldn't be bothered landing every hit of the orb and etc necessary to get that. I kept most of the mugen combos practical outside of the obvious one and you can see what kind of mileage you can get out of only 1-2 charges. You can do more with 4-5 charges obviously but I wanted to make sure you could see yourself actually doing those combos in a real match consistently.
  22. 5C and 5A are our new starters, dude.
  23. Where do you get these pictures? -__-;; It was all worth it to inconvenience you and make you do extra work. Thanks. I'll post up some notation stuff later in the combo thread. Enjoy~
  24. Wooooooooooooooooooooooooooooo. Now I'm tempted to make a video with unlimited Tsu later down the line. At the very least this makes me want to unlock her and mess around with her in the lab.
  25. I should done with the video before x-mas. So it shouldn't be too long of a wait.
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