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BatousaiJ

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Everything posted by BatousaiJ

  1. That's a neat gimmick for a reset, chzchan. I wouldn't mind using that from time to time to see if I can catch someone who techs without thinking too much.
  2. 214D routes aren't as important as they used to be since we lost our 5C > 2C > 214D route. We could even do 5A > 5C > 2C > 214D before into a full IAD combo before but not any more. 214D still has head invul against attacks that aren't jump attacks so it's more or less unchanged. You really shouldn't be trying to anti-air with that move in the first place due to how it moves you forward. Also, you can use the 236A > 214D to go full screen to chase people down. Just remember you aren't immune to projectiles and you'll need 46D > 236D to crush through projectiles. The IAD combos are important for corner carry, positional advantage and untechable free charge time. They're not quite as essential as lets say... CS2 or something but they're still very much cookie cutter stuff if you want to play Tsu with a decent level of efficiency. She doesn't get a lot of damage or time to get some free charge in so if you find yourself not taking advantage of those opportunities, your chances to win lowers significantly. I was messing around and I'm so used to doing IAD combos at this point so I don't even think about how I'm really doing them anymore, it seems I tend to hold 8 and then buffer 66 dash instead of 9 and it seems to work better so try that instead if you're having issues with 9.
  3. IAD Combos off 3CC FC is really liberal on the timing so that's probably not the best way to practice the IAD stuff. 214D is a good starter to practice on since you learn when to press 5C > 2CC along with the little delay between the two hits in 2CC as well as IAD which will be the standard difficulty. As for getting the IAD consistent, the trick I use is to hold 9 as I'm landing the second 2CC hit and then buffering 66 air dash before I'm even in the air. Since you're buffering the motion and holding the jump, it should come out every time once you get the fairly liberal timing down. If they're really high in the air and immediate IAD won't work well, you can adjust by holing either 7 or 8 to compensate for the timing.
  4. I believe so. 5A > 2C should work just the same but the 5C continuation isn't that much harder in this one in my opinion.
  5. I noticed we didn't have this midscreen throw combo in the list throw > delayed 623C > j.214(A) > dash 5C > 2C > 236C > 214B > 22B - 2703 damage. If you're have the corner to your back, it won't work as they won't bounce off the screen far enough but it works midscreen just fine. Not much more damage than our standard 214B > 5C > 2CC > air ender but you get a land ender so the benefits are obvious as far as no charge combos go. I would put the difficulty at the same rank as standard DP whiff combos go so if you can do those consistently, you can do this one too.
  6. 3C seems pretty ambitious there since if they block it, you're in terrible, terrible position and you won't even get anything out of it unless you get FC or have meter to RC. Why not do either Stuff > 236D > 5BB > 6A or delayed 2BB as your high and low game? I used that often for resets and it works very well and after I showed that a bunch of times, they start to mash DP in which you can 5BB > Charge Cancel > Block to bait it out.
  7. Good luck to everyone going to Evo!
  8. Nice, that's what I was looking for. I'll practice this one later, thanks.
  9. You shouldn't be getting grabbed, check your timing for 2AA, you should have time to press another button to make it meaty by the time they're done neutral teching.
  10. What are some good 5( C ) and 6C FC combos to do with and without heat? I'm not getting nearly as much as damage off of these as I think I should.
  11. I would recommend using 2AA option select instead of trying to "react" to people rolling. By the time you see them rolling, most buttons will be too slow for you to pick them up with. If you 2AA when they're about to tech in whichever direction, you should pick them up and go into a small punish combo to knock them back down. Starting from 2A, the damage won't be much to speak of but it's about letting them know you're prepared for that stuff. If they neutral tech like normal, you recover fast enough from the 2A that you can throw out a stronger button like 5B/5C.
  12. It's cool, I've moved to Bullet's 720. It's way cooler. I've heard Potemkin's a really solid character, I don't know why they can't give the same treatment to Tager.
  13. 5B > 2B > 5C/© is the one I've been using the most since I can usually throw out a 2A after 5© to continue pressure or get a counter hit if they're pressing buttons. I'll have to use 5B > 6A more often as well but it gets tough when they barrier 5B and 6A whiffs. Do you guys use 2D and 6D for low/overhead mixup? It seems pretty useful especially at Heat level 2 considering it gets faster. Lastly, I'm having a bit of trouble getting red lock timing consistent in the middle of combos like 5B > 5C > 5DD(red lock, heat 2). Any tricks to get the timing more consistent or is that just something I need to get used to?
  14. So what are some good gatlings to try to open people up and frame trap? I've been messing with 5C/5© along with trying for overheads but range and gatling on 6A seems limited to say the least.
  15. What's the frames for the projectile invincibility for the Miquelet? Can I use it against Kagura orb oki or something?
  16. Isn't the point you don't want to CT them when you confirm that they're barrier blocking since it'll do nothing? I would say if you confirm that they are not, you should CT them instead. Sure, if they're mashing like crazy people, they can poke out but you can train them with command grab counter or even 214/22x shenanigans.
  17. Fun little midscreen 720A confirm when you only have 1 heat to work with. 720A > 720D > OD > 6A > 5C > 3C > 41236C > 236D > 2363214C (5206) Flashy but resource intensive. Probably better off not trying for 720A without two heat to back it up with but you never know what you might need for a kill combo sometime.
  18. Like I figured, confirming into 5CC > 421D > 236D > is super easy now and now we have a practical midscreen two charge combo. 5CC > 421D > 236D > 6CC > 214B > 22(B) > 5C > 2CC > j.C > j.CC > j.214B (4579) Pretty good damage for a midscreen starter that's easy to do and confirm into. As for one charge mugen punishes, you can do 5C (CH) > 6C > Mugen > 421D > 236D > 214D > 22D(charged) > 6A > 5C > 2CC > j.C > j.CC > j.214B (5856) or if you want free charge and position, 5C (CH) > 6C > Mugen > 421D > 236D > 214D > 22D(charged) > 6A > 5C > 2C > 236C > 214B > 22B (5776). I prefer the second for obvious reasons. If you're wondering why you aren't getting the 22D(charged) with one mugen in that sequence is because you're not inputting it the moment the 214D hit. If you do, it'll work everytime. Oh and on a sidenote, it seems 3CC FC > 5C > 2CC > CT is universal now that 3CC pulls the enemies in more. You don't have to ghetto 5B > 2CC > CT substitute any more and lose out on damage.
  19. I used to use a lot of 6C > j.D > j.C shenanigans but probably not going to do that anymore.
  20. Can't people jump out at 5CC > 6B already if they're holding up back? Or is that only with instant blocking.
  21. Less inconvenient and more impractical but yes.
  22. It doesn't require charging anymore so you can just buffer the moment the 5CC connects. Before, you'd have to 4CC and be really precise if you're going to land the 46D, there was too little time and too much push back to make it reliable.
  23. Just gonna do 5CC confirms into 46D > 236D all day, everyday.
  24. Hopefully we'll dig up some new and exciting combos with the new patch but I'm not expecting much. A lot of the damage numbers will have to be updated since it'll be changed universally, however.
  25. You can't follow up on a whiff DP without RC or using charge so a 623C whiff > j.214A is impossible. Kiba's right about certain enders in the corner that doesn't finish with 22B being a bit risky for greedy charge plays since it gives them an option to roll out. If they try to roll forward out of the corner after 22B knockdown, they'll just be in front of you in forced block state for you to do whatever. One thing I like about ending corner j.214A ender is to charge momentarily and go directly into command grab. It's easy to time and you don't have to worry about whiffing the command the grab since the distance is just right and the timing is already set up perfectly by the 5D charge.
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