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BatousaiJ

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Everything posted by BatousaiJ

  1. Her DP might suck but you have to throw it out from time to time to make them try to bait it so they get off your ass. I'm more hesistent to throw out the D variation since in most match ups the charges are better used elsewhere but if I have charges to burn and I've got time to accumulate more, I'll burn 3 charges for the full 623D > j.236D > j.214D course. If it hits, great, you get a nice IAD combo if it doesn't they're in stun quite a while and it's safe in most cases and you can start a pressure string of your own. All very subjective though. It all depends on how much health me and my opponent has, how many charges I have, whether I have meter or not, how easy I'm able to get the charges in this match up, etc , etc. I'm in the camp of never saying never and always keep my options open, no matter how silly it may seem on the surface.
  2. I how no idea how 623D would get beaten by 2B. Is her hitbox really that low while using 2B?
  3. I'd also add that good Haz players with quick reaction 5A anti airs will shut down most jump cancel pressure you can think of so I'd recommend sticking to the ground during pressure and not to rely on the type j.CC delay tactics and IAD crossover stuff.
  4. There are times where I find 3C useful. It's really handy against guard point happy Litchis and Tagers. You can basically use 3C on reaction against Tager's 6A(charge) when he's trying to pull you in with magnetism to hit him out of it and that Litchi's guard point is pretty easy to see coming once you see the Litchi player do it a few times trying to bait 236x mid screen. I never do the second hit of 3CC unless I have meter to use to delay the second hit to try to hit them with it and just try to keep it the first hit since most players will try to wait for the 2nd hit and not try to punish you right away which will consequentially avoid getting punished for throwing out that move. It's a far cry from the JC shenanigans day when I used it all the time but it still has its place in our arsenal one way or another.
  5. Haha, a little bit. I ended up sleeping at 5 or so and then woke up like 10 to run some errands. As much as I enjoy my little naps during the afternoon, I really need to stop as it screws up my sleeping schedule something fierce. Did you sleep ok as well? Also, saw the article on front page. Nice work~ Now more people will see how awesome the Tsubaki community is.
  6. The dash is necessary sometimes due to the fact that in the maximum hits scenario, they'll be able to tech before 236B/C lands if you didn't dash 5C as you'll be too far away after the 5C > 2C. Varies depending on the situation but I recommend getting used to doing dash 5C > 2C pick up for corner extender.
  7. I would too if I could but I took a really long nap in the afternoon to try to cure a headache and now I can't sleep -__-; Anytime. Remember though alternately, the enders with 6C > 236236C as the finisher often times requires you to do the opposite and land that 22C very late in order to make the 6C land too so just remember the scenario at hand and go with the according timing.
  8. There are some really silly FC combos you can do but realistically, I'd recommend going for 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B 1 Charge, 4.7k ish.
  9. I think she's talking about the combo extender that works on everyone except for Jin. A simple example would be something like this: Corner: 5BB > 5CC > 22D > 5C©(doesn't matter which hit you use) > 2CC > 22C > dash 5C > 2C > 236C > 214B > 22B. Not the best you can do off of the 5BB > 5CC > 22D starter but it's not bad and the difficulty level is very low. The trick to landing dash 5C easily lies in how high you land that 22C hit. If they are very high in the air(hit them with 22C as early as you can after 2CC), you'll have plenty of time to get the dash 5C to land. The same concept applies to landing a 236236C after combo enders without going into 6C first to do so.
  10. Generally, the closer you are to the ground when you land that second hit of j.CC the better so you can continue the 5B link at that point. I haven't seen anyone do super jump into IAD but given you are dashing at the same height as you would with a normal jump, it shouldn't matter much. Still, it seems like you're making it harder than it has to be~ If it works well for you and you can do it consistently though, keep doing it. As I always never say... if the hat fits...
  11. That's good, if you've got your back to the corner so you can cross under quickly. Alternatively, if you're near mid-screen you can go for full screen carry with air throw -> dash 5C > 2CC > delay 236D > dash 5C > 2CC > 236B > 214B > 22B. If you're gonna get them to corner with the usual air throw -> dash 5C > 2CC > 236B > 214B > 22B then I'd save the meter unless it's a kill combo for corner shenanigans but that's just me.
  12. Breaking 7.5k easy, it's breaking 8k that's hard without using bursts and etc. You can do around 7.9k with 100 meter using mugen and DD finisher.
  13. Longer start up for optic barrel? Now there's nothing to fear in this match up! Ahahahahhahahaha!
  14. Johnny Two Cocks makes for some good points except one. You lose to the Tsu player enough, they'll get bored and get super reckless and you can herp derp them to a few 360s and 720s to a victory. Your mileage may vary.
  15. Nah, that's just my standard 2 charge corner combo. Works on everyone except for Jin I think.
  16. I do believe you're correct. Given the health, I thought the straight 6C > DD would end the fight there but I miscalculated. I know right~ I don't think either of us played at our best dropping some combos and inputs that we're usually good for(early morning games with no warm up) but they were fun matches all the same. Not sure what part you're talking about there. And yes on the Persona OST. The last two song are from Persona 4 OST. There are a few things I learned from playing these matches and afterwards watching them. 1. I often get caught in the moment and play Tager's game of just getting in there with or without charges(not spacing well and abusing 22D unblockable as I normally would in the match up). 2. Letting the Tager get free 5C > 2D continuation when I can easily just 623D that on reaction to knock them out of it every time. 3. Stop being so free to gold burst! XD The more I play this match up the more I feel like it's in Tsu's favor. It's just a matter of not being predictable and playing that spacing game to your advantage.
  17. BatousaiJ vs AXIS Some Tsubaki vs Tager matches. Nothing too special here but most of the matches are very close and should be entertaining to watch.
  18. 5B CH confirms in the air is quite annoying as it is very height dependant and you don't really have all that much extra time to react and pull at the right combo. The 5B CH into jc confirm isn't a bad choice because of that but it's certainly not ideal. I generally like the middle ground of 5B CH > 5B > 2CC > 236B > 214B > 22B. Usually works and you get that corner carry and knockdown. I don't do IAD off of 5B CH usually because they're generally too high after 5B CH > 5B > 2CC to make that land from my experience.
  19. Trollin', Rollin', Resetin' Homo-Genius.
  20. 2D's not bad because it's hard to punish if the Ragna is spacing well and at that spacing you're playing his "Gauntlet Hades overhead or 2D low". On the off chance that you're dumb enough to press buttons and get 2D CH, you might as well burst because that leads into massive damage.
  21. Well, if there are no head/body invul, I'd just go with 2A/5A since 5B can take too long to come out and getting CH by that thing in the corner is really not worth the risk. The grab might work as well. The air grab might be a bit hard on reaction, I might just neutral jump and land with a meaty j.C but if they transition to flash kick, I'd get hit out of it. I'll mess around with a few things I run into the situation- thanks for the info.
  22. I have a quick question for you Noel guys. What's the best way to punish that Noel cross over drive thing in the air(the FC one)? I see it coming and then try to 5B it as she lands but I get hit first. Does it have any invul or have I just been getting a bit unlucky these days?
  23. You never... really played Tager much, have you? As far as the Tager discussion goes, just watch out for your timing with 2C AA when they go into people's elbow. It'll change their timing for when they're coming down to ya and often times it's not the best gamble to make as j.2C CH can hurt quite a bit and leave you at the end of it in a tight spot. I think of AA'ing Tager the same way as I do Makoto with her tail as they work in the same way except if you block Makoto's she's + and can continue with whatever you wants, not the case with Tager.
  24. Timing 2C to hit Haku out of his j.2C is a bit of a pain sometimes do the j.2C hitting fast sometimes because of its hitbox. It's easy enough to get em during their IAD but smart Hakus will bait it using double jumps off super jumps and etc to make it ambiguous. The good news is j.D isn't that big of a deal, you'll hit em out of air tsubaki and if they option select hotaru before landing it won't hit you while you're crouched most of the time. The biggest annoyance of this match up is delaying and changing up your offensive rhythm as if you keep attacking the moment you can, you'll be predictable to counters and if you keep going in to throw, it will be easy for them to 3C CH you out of your approach. Bit of a mindgame approach from the very beginning to end. I feel like the match up is easier from CS 1 since Tsu's a better character now but it's never quite safe to sleep on a Haku.
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