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BatousaiJ

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Everything posted by BatousaiJ

  1. Very non-efficient combos showcased on the challenge combos wasting charges left and right. It seemed to want to show off how much charge you get by just holding down j.D for the full duration down after a air combo(j.214C ender) but that's suicide and every Tsu player knows that. I wasn't expecting much from the challenge combos but I had hoped they'd at least throw in a nice air mugen combo for me to try. Ah well~ I'll have my copy in a few hours and I'll make better stuff in no time. I thought someone had confirmed that we couldn't do that so that's a nice surprise. It's be incredibly easy to hit confirm 6A FC > 5CC > 6C since you have all of 5CC to think about it =d.
  2. xxxx / xxx / oo / o / o/ (x) = Dead zone. For the D variation the dead zone is smaller because there are more swords(3 different / I think?).
  3. I think it literately is the little sword pieces coming out of the ground and nothing else. So the dead zone would be right at the upper right corner of that hitbox since the move goes up like / direction. The D variation has more sword pieces coming out of the ground so the hitbox(at least horizontally) seems better. 623C seems to go the highest so it has the highest vertical hitbox. I'm not certain of course but it's something I've observed...
  4. We were talking about 5A through 623A as far as the the weird phenomenon was talked about. Looks like the DP still has the same dead zone as CS 2 before though. Ah well~
  5. I never said you guys can't "discuss" things, I was just explaining my own preference in the matter~ Don't like it? Too bad~ Also, people get heard more often when they say more interesting things. Just sayin'
  6. Almost 4 AM and I'm not tired enough to sleep. Gonna be one of those nights, I suppose. Anyway, to answer the idea of risk/reward in more depth since you guys seem serious about it for some reason... Balance in competitive gaming has always been a work of trial and error where you have to account for ludicrous amount of factors and even when you think you've considered everything, something else inevitably comes along that upsets the balance and makes you rethink the whole scale once more. It's been that way for every competitive game more advanced than pong and genres like fighting games and RTS will also have the most difficult time at getting the balance in order. There will never really be a "perfect" balance in any advanced competitive game and the best you can ever hope to you is get closer and closer to the happy medium. We can all chime in with our opinions about what might make the character better and it might all sound fine and dandy in theory but once you put it into practice you might end up with unforeseen consequences that may even break the game. We can all talk big about how arcsys is dropping the ball and making obvious mistakes everywhere and while that might be true to some degree, there's a good chance that if we had a hand in it, it'd be a lot worse. After all, it's said that the road to hell is paved with good intentions. Personally though, I think BB as a whole has been getting progressively better. From CT > CS 1 > CS 2. I haven't played extend yet for a significant(any) amount of time to say that it's better than CS 2 and although most seem to have cast their vote on the game being worse already with little to no experience with it for some reason but I'll hold my judgement until I get some time in it. It's fun to speculate and wish for things sometimes but I'm more of the person that lives in the now. I like spending my time less about discussing "what would make her a better character" but rather "how can I apply what she has now to make her a better character". Also, I feel if by some worst case scenario that Tsubaki does turn out to be an awful character in extend and not viable at all for competitive play, I'll still stick with it and beat people with an inferior character paying my dues and trying harder than everyone else to win. In the long run, it'll make me a better player because it won't allow me as many room for mistakes so my playstyle will get tighter and more consistent- ultimately making those wins feel even more satisfying. Then, most likely she'll get buffed later down the line if she really was that bad and then I'll take everything I've learned and it'll be the CS 1 to CS 2 transition all over again where I'll be beating people down that I had trouble with before with relative ease and set out to find stronger opponents. Worst or best case scenario... I'm looking forward to it all the same. You guys wish you were half as awesome positive as I am~
  7. Hell, I use Mugen all the time even when it's impractical and not really worth it for the style points. Think how much I'll use it now since it's actually a good way to get max damage in many situations. For all of you that haven't really been using Mugen at all... prepare to get fa-bu-lous~
  8. Lighten up, Airk.
  9. I see a lot complaints about how Tsu works mechanically. It's what makes her unique and interesting to play as since it(charge) has its pitfalls and benefits. To me it(charging) is like putting bullets in your a revolver one at a time. It takes time to do but once you've got a bullet or two in there, the whole scope of the battle changes. We become much more dangerous and our opponent needs to deal with us differently as well since we pose a different threat. Sure, we could beat up our opponent just by punching and kicking them to death but it obviously takes a lot longer and is often times a much more difficult of an endeavor than otherwise. Being able to choose wisely when is best to get charge and when to just get in there and keep up the pressure is what separates an average Tsu player and a good one. That feeling of reloading your gun in the middle of combat is quite riveting- a thrill you won't get playing as anyone else in BB.
  10. Neutral games is mostly about recognizing dead zones and knowing when to throw out what. 2/5A, 2C , 5B, 236x and etc. If you find it hard to pick up 5B/B in the air, goto training mode and make the computer jump and keep doing 5B > j.B > j.C > j.236A > j.214C a bunch of times. That'll get your muscle memory to queue up for that motion when you get a anti air hit by chance. It'll happen a lot against opponents that like trying to jump out of everything instead of blocking properly or DPing so it's worth doing.
  11. Ending something with 22D is a good way of frame-trapping, making something safe. RCing after 22D seems kind of unnecssary unless you want to midscreen 22D (hit) > RC > dash > 2B > 2CC pick up or something. Or even 22D > RC > 2D charge(for like 3-5 charge bars). 236C > 214D > very slight delayed 22D works wonders as people know that 214D is - on block and try to start their own block string afterwards only to get hit by a 22D. The timing of delay for the 22D is very flexible as well so you can do it very early or late depending on what you think your opponent will do. Given 22D CH will bounce for a full combo in mid-screen in extend, I think I'll be using more frametraps involving 22D using not so quite safe moves and then special canceling them to catch people off guard on purpose. Besides, if they do end up blocking 22D, you're + on block at that point and can continue your pressure afterwards.
  12. The 5A beating 623A is probably a case of the zero range hitbox zone that we've seen before where they are so close to you while the move begins that they technically "clip" through you and the move doesn't hit(we've seen this kind of thing before). It's most likely one of those "once in a blue moon" kind of phenomenon that we won't really have to account for- just be aware that it exists. If the hitbox has been improved vertically as some people suspect, it should nullify the whole getting air thrown out of the DP as a counter but we'll see. We've already established that Tsu's DP isn't really that great but the best part about her DP is that it's hard to punish with anything significant. Better DPs like Jin/Ragna's puts them at recovery for ages and in counter state to boot but Tsu's has a very very short recovery time and doesn't even put her at counter state. Add to that we can use j.236D/j.214D to cancel out of it instead of using up meter to RC if it gets baited makes it more flexible than most other DPs. There's a reason other than "LOL JPN TSUBAKIS MASH" that they tend to DP a lot and given you aren't too predictable in using it, it can be used quite effectively.
  13. I've noticed Kuresu DPs like a madman and in one occassion, his DP was baited but before Ragna could land quickly and 5B him, he just DP'ed him again really quickly(video here). It feels like the recovery after 623A might have been reduced as well. We'd need frame data to be sure of course but that seems a lot faster than I can remember from CS 2.
  14. Hum... perhaps. I'm usually right about things but I hope I'm wrong about this one.
  15. 5D is plainly slower for sure. I mostly has to do with the accelerations of the gauge when it's held down then the duration needed for it to be held down for you to get a charge. That's why you don't see people tapping 5D repeatedly anymore to amass a lot of charge quickly. I hope that 2C/C hitbox increase is true since it would mean the end of character specific nightmares against characters like Makoto and Hakumen. Good info, keep it coming.
  16. You don't have to get a copy. Just rob Boyo(aka Hex) since he's getting a copy.
  17. Hum. I didn't even know people dashed in wolf form outside using C and 236/214x stuff. I'll give it a try, thanks.
  18. I'm thinking of adding valk back into my subs list for extend so I was screwing around in training mode a bit. I can do all the CS 1 stuff more or less but I'm having some trouble with the (w)5B > j.A > j.B > 3C > j.A > (h)2C > 6C pick up in the corner. I keep dropping it at the (h)2C part there- is there a special timing or something I have wrong with the notation for wolf 3C or something?
  19. Seeing as how 5B CH > 6CC still works, it definitely should.
  20. Watch some combos videos, they're kinda used everywhere in CS 2.
  21. The standard DP whiff(623C > j.214A > dash 2CC) will be irrelevant come Extend. However, IAD will be just as essential as ever so get the timing down on that first and foremost. For beginners, I tell them to practice it this way until they can get it 100% and then move on to the tighter links involving IAD and others 214D > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B Here's a simple solution. Come to the States, preferably the east coast. I'll play with ya =d.
  22. I got no shoutouts because I wasn't there like a bitch ;__; Congrats to the winners all the same and I'll see you bitches at evo.
  23. Time to go make fun of Hex some more...
  24. Not using the same D move in a single combo is something I've always done due to repeat proration so that's no big deal. I've also seen 4k+ damage off a 22D starter(2 charge combo) in the corner in a extend video so the proration of it as a starter isn't as bad as you think it is.
  25. Poopies. Thanks for the heads up.
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