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Everything posted by BatousaiJ
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He never tried to hj.D charge at all and never tried for any unblockables or anything. Am confused!
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Hokuto no Jersey thread: Fist-pump of the North Shore
BatousaiJ replied to bbq sauce's topic in East Coast
She hot? -
Quitters! *insert evil laugh here*
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Did you guys notice in the Kuno video, how fast 6BB came out? Not so much the first hit but the second hit on whiff. I'm not sure if it'll be useful for anything in particular but it's definitely immediately noticeable. Also, it looks like off a naked 214D hit, you can do 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B still for 2895 damage. As we've established already though, most of the videos that have been surfacing have been of not so high calibur play. I wish it was December already so I could really see what she's capable of now instead of counting on these videos to trickle in but it is what it is.
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Hokuto no Jersey thread: Fist-pump of the North Shore
BatousaiJ replied to bbq sauce's topic in East Coast
Lied to by Stickbug again. Damn it. -
CS 1 Tsubaki had an even harder time getting charges than she does in extend so I would imagine you'd have to use the charges more wisely most likely meaning you'll have to maximize combo damage and corner carry and etc to your best abilities using charges like even more valuable resources. It's going to encourage smart play and that in itself will be fun. As for getting charges in neutral, we're going to need to use the hj.D > backdash/forward dash more often as j.D is faster than ever always keeping an eye on where our opponent is and their reach to not get too greedy. Then there's the charge canceling where we can get some much needed charges while we're doing our block strings. We should also be able to get a full one charge or more using the j.CC > j.236A > j.214C > j.D ender which will allow us to quickly air dash forward to keep up the pressure or air dash back if we took more time charging and no longer have the advantage as they're teching. I think most of our combo options are going to revolve around 1-2 charge use(one mostly) and 3 at max- there's also air mugen which we'll be able to use with 1-2 charges that should provide us with a means to extend our combo to a much greater length which I'm sure we'll discover as we delve into her optimal combo flow.
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Cold as iceeee.
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No problem baby, Tsubaki love is a collective effort and I'm happy to contribute. I probably should play a bit every week but if I take off from BB for awhile, I can come back to extend with a lot more enthusiasm and really get some good training/combo work done. We'll see though~
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Oh yes, I forgot about that one. I just like the fanciness of adding the 236C in there to continue the combo. Plus, it works on everyone including Jin whose sliding hitbox makes it impossible for use to pick him up with the dash 5C > 2C ender. I'll keep that variation in mind too though =D. Edit- Sweet, I just managed to combine both combo variations into one sexy combo sandwich. Behold- Corner: 5BB > 5CC > 623C > j.214A > 2CC > 236C > 2C > 22C > dash 5C > 2C > 236C > 214B > 22B - 3161 damage, 36 Heat Gain. Totally works with the 6A variation too. Muwahaha. And it's pretty easy to do to boot. Now I've found my corner no charge combo =d. Man, why am I figuring out sexy combos now when I'm barely going to play until extend comes out >_<;;
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Alrighty, I got back on the BB wagon for a bit and played some lazy casuals and screwed around with combos and what not and found something interesting. So we know the variation of the corner combo that uses a high hitting 236C > 5C > 2C > 236B etc etc ender. For example- Corner: 6A > 5CC > 6B > 623C > j.214A(whiff) > 2CC > 236C > 5C > 2C > 236B > 214B > 22B- 2721 damage It's very easy to drop the combo at the 2C > 236B mark as they may often times be too high if you didn't time hits perfectly and that's a bad place to drop the combo as they tech and land you'll still be in the recovery of 236B and be punished severely. Alternatively, you can just omit the 5C and make this combo much, much easier to land for a sacrifice of a little damage. Corner: 6A > 5CC > 6B > 623C > j.214A(whiff) > 2CC > 236C > 2C > 236B > 214B > 22B- 2623 damage That works for all variation of the combo that uses the 236C in the corner after DP whiff and while some links will make it easier than others for the 5C > 2C > 236B to land, I find myself never dropping this variation at all. Give it a try and see for yourself but I do believe I found my goto no charge corner combo variations.
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Did you guys know that you can buffer the air dash in the IAD combo? I do it all the time!
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You should just come out of nice guy closet and join me in being a total jerk-town, Kiba. It's so much fun!
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BUT YOU'LL NEVER LEARN ANYTHING NEW IF YOU'RE TOO AFRAID TO DROP COMBOS.
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Oh shit, Kiba is exposed as a secret jerk. What he says about hitconfirming is right on though. I find myself hitconfirming things on the fly a lot better when I get a lot of games in(ala practice) and when I don't play for a while or just screw around with subs for an extended amount of time, I find myself blue beating or just plainly not picking up some of the tighter, situational hitconfirms like 5B AA hit or 5B CH and etc.
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Ahem. So how's that video coming along, fellas? Sure feels nice being on the other side of the process nagging instead of getting nagged at~
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Hokuto no Jersey thread: Fist-pump of the North Shore
BatousaiJ replied to bbq sauce's topic in East Coast
1 millionru dollaru to my swiss bank account and he's yours. -
Hokuto no Jersey thread: Fist-pump of the North Shore
BatousaiJ replied to bbq sauce's topic in East Coast
And I'll bet they're not even the really really cool ones. So, I was told to talk to Rokunaya for some north jersey casual scene info. Where you at? -
I've found 2B - 2CC alternative to 6C pick up into 236 > etc etc always does more damage more actual damage. I think 6C gives you more meter gain given you do the full hit count though.
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Damn Japanese players... that's going to be the very first thing I do when I get a hold of Extend too.
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Is there any videos of the Air Mugen in action yet? I don't have time to check through all the videos available right now and would love to see how it works/looks like~
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You sure? I feel like I've gotten a ton of CH off of that trap. It's very tight but I feel like people have tried to spam something out of it.
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2A > 2B is a favorite of mine too. The trap is tighter than 5C > 6C and once you condition them into various shenanigans off of a 2A, you can really screw with their head. I'm assuming 2A is still + on block in CSEX too?
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He's got a pretty cool style to his Tsu. If he only a xbox bro or does he play on PSN as well?
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He has a fetish for playing against Tsubaki mainers or something I think.
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Ya, if nothing else it'll provide a great deal of corner carry.