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BatousaiJ

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Everything posted by BatousaiJ

  1. Both. The difficulty level of the combo is probably at the level of the DP whiff 2CC pick up against the character it's harder to do it on, I think. The tweaks you can make to it to make it work across the vast majority of the cast is interesting though. I ain't telling till the video's out~
  2. Me vs Anyone better than me. Also, I love me some sumo wrestling.
  3. I do believe I've found our new BnB one charge mid screen combo. Easy to hit confirm, does good damage, gets good meter gain, ends with untechable charge time and you can also time it differently to change position to your needs. Tasty. The only draw back is that you have to change your timing slighty for certain taller characters but otherwise, it works on everyone except for Tager(I believe). However, there's a good alternative to use against the big oaf as well. The more I see the application of this combo, the more I'm surprised it hasn't been used by the JPN players in standard matches yet. Edit- Upon further testing, I can see it's actually a bit more difficult to get consistently than I originally thought but it's definitely usable and there are ways to tweak it on the fly to make it work for specific characters and etc so I think all is good regardless.
  4. Meh. I'm just going to wall of text in there later down the line and you can organize it however you see fit. Also, recording has begun!
  5. Most of Tsu's new combos come off the use of her new FC 3C/6A, Air mugen and more. It's hard to explain without spoiling anything from the video but after it's released, I'll go into greater detail and release my combo works notes in the new extend thread.
  6. Your doubt and hesitation saddens me, Lunar. Puts even more pressure on me to make her look hype as possible. Progress: Workin' on it. Edit- 22D CH Wall bounce does get you full IAD and other stuff.
  7. The allure of the new character eh? Fair enough. You can't do much with 22A/B/C CH anymore so it's just as you say, 5C > 2CC > 236B > 214B > 22B is the best I can think of ATM without charges. You can still do plenty off of 22D CH wall bounce however. I've got my word pad of combos and I've got a little over 3 pages of combos ranging from "spiffy" to "wtf that works?!" with a dash of flashy troll here and there. I'm going to start making my first exhibition video sooner than I thought so look forward to that =d.
  8. I wouldn't even have noticed until you mentioned it but now that you did... Don't worry though, I'm not judging you explicitly, but silently instead because I need to be nice as I'm going to need you to host my next video for me again soon.
  9. IAD combos are totally everywhere in EX. CH 22A/B/C no longer leads to a full IAD, however. There are many cases where the last part of 2CC at the end of the IAD combo before 236B > 214B > 22B wouldn't hit but otherwise, the IAD is good and well intact. It's the DP whiff you're going to see a whole lot less of in EX.
  10. New max damage is 11140 =d. I kind of want to get that high enough to kill Tager in one combo but we'll see.
  11. Ya, I'm very much testing the water for prospect resets and etc during match settings so I think I'll stay in experiemental mode for a few weeks until I get a solid go to combo and option select for whatever situation arises. The guard crush combo goes to about 5.5k mugen combo.
  12. Hehe, enjoyable watch, Dae. Some fun and flashy stuff in there that I'll try out to see the application of later down the line. Edit- BatousaiJ(tsubaki) vs duskthanatos(Relius) Some day 2 casuals. Nothing too crazy or special in these matches yet but we'll get there~
  13. Very similar to the double mugen combo I have got down as well. And I hear ya about the execution of that falling j.D charge > j.C. Shit's not easy~
  14. You guys are going to have to wait for the video =d. Just don't ask when you'll be able to see it as the answer will always be, "COMING SOON".
  15. ^^ You'll see =d. Shocking that I can do a full IAD combo off of a 5A now. I'm not even sure if that was possible in CS 2.
  16. C and D super does break primers just as before. The problem with never using 2A is that 2A is a great punish for low ending moves like Noel's 3C and etc so it should still be used, just note that you should be using 5A as you goto close range pokes most of the time. Also, LOL mugen. I can't wait to show you guys some of these combos and the damage that they deal.
  17. As noted before, 2A proration is awful now and 5A is the new 2A more or less. Lucky for us, our 5A hits enemies that are crouching so it will work well in pressure/combos. Also, more and more I find myself opting to gatling to 5C over 5B in a lot of cases unless I'm going for 5B gatling into overheads and etc. 6B into 5A is pretty tight and a good frame trap. Option select for blocking to bait dp after 6B should still be very effective and charge cancel is confirmed to give you more charge than normally. It take 4 quickest tap charge cancel to get a little over 1 charge and it goes by fast when you're in there with the pressure. Baiting mashing that counters charge cancel gimmick is still 5B(B), 5C©, 2B(B). Even if they instant block the first hit, you can get them out of mashing by delaying the second hit with relative ease. There's also the option to use barrier push back to your advantage with 5B still where you charge cancel on a move with large push back and then 5B punish them while they whiff jab against you. Most of what made charge canceling a good mind games tool is still in tact and it's better in the way that it nets you more charge now so I recommend people integrate it into their playstyle if they haven't already. Edit- Making a small note, 236C no longer takes away a primer, 214C does again(didn't in CS2?), trust 22C still takes primers away. Unless I'm missing something it seems our primer breaking moves are only j.236D > j.214D, 214C and 22C. 22C still being the most accessible of the bunch still 6B > 22C will either break primer or CH hit them for a wall bounce and is very effective setup for primer breaking. Oh second hit of 6CC also breaks primers but it's not a good one to use.
  18. Round and a round... and a round.... What? On a more related note, I took some time to play against some people tonight in netplay. Netcode feels about the same as CS 2, maybe a tab bit better since I didn't notice any spikes and the timing for stuff I was doing in training mode seems to be about right when I was doing them in matches. Having played some matches, I was able to do some new combos and found myself doing a lotttttttttt of air charging which is something I expected. With smart use of j.214x and j.236D and etc I was able to avoid getting punished for it too much which is good. The thing that I'm having the most trouble with thus far is a solid plan of approach. Trying not to use 5B the way I taught myself to in CS 2 and building/teaching myself a different style of neutral game is going to take a bit of time.
  19. Some of those figures look... off. At least from the feel that I've been getting from the game. Our neutral game is going to be quite a pain to deal with though and we're most likely going to have to fight at a closer range to be comfortable over the mid-range that we did well in CS 2.
  20. ^ This. Also, I have reason to believe the second hit of 5CC greater hitstun than before. Same thing with the second hit of j.CC. You can easily (vs grounded enemy) IAD j.CC > 5CC without any issue. Also. Ladies and gentlemen- our new max damage is 10482. Please welcome Tsubaki into the 10k+ club. I could probably do more... shout outs to day 1 combos. Edit- The more and more I mess around with Tsu, I can see that her damage output is more tied to her meter. Not quite as dependent on meter as she is charge but it's getting there. A 2 charge mugen combo off a 5C starter mid screen can net you 5.5k+ with ease which is some of the highest mid screen damage I've seen in extend. Pressure, block string and footsie is going to take a different approach to be successful than what we're used to from CS 2 and that's probably going to take the most amount of time to get adjusted to.
  21. Who has 1-4 frame moves to test with though? And ya, 8k is easily breakable with 5 charge mugen now. My biggest concern right now outside of the normal nerfs is that our max damage with no charges went from 2.8 - 3.2k to 1.9 - 2.4k and one charge combos aren't packing much of a punch either that I can see thus far. I'm going to have to start testing out some BnB stuff to see how effective they are in real match settings starting tomorrow or the day after. Should be interesting.
  22. How do you count the exact frames number like that though? Anyhow, I'm not sure about how to calculate frames data properly and since the console version is out, I reckon we'll have the data sooner than later. I've been mostly looking for go-to combos for common starters using various amount of charges. Mugen is pretty good, especially to push out mid screen damage that can go over 4k even with only 1-2 charges. Hit confirming j.C and IAD stuff into Air Mugen should actually be practical in the corner as well.
  23. How'd you calculate the frame data?
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