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BatousaiJ

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Everything posted by BatousaiJ

  1. That... that was a fan dub right? Right?
  2. Odd, I thought adding the second 5C makes the combo invalid. I'll have to give it a try later.
  3. I screwed around with that variation for a bit before as well but it's not worth the trouble if you ask me. That 2CC without 5B support is total ass to time correctly and it makes standard IAD combo feel like 236D CH hitconfirm(inside tsu joke ftw~). Fun to see that it's possible though. I don't think that works actually. I didn't test it out but off the top of my head I do believe that doesn't work. I'll check it out later when I play some BB.
  4. We're proud to have you representing NJ, LK. Keep it going strong, baby. And more people in NJ add me for some matches as well, not nearly enough hype 4 connection matches than there ought to be.
  5. Easy and fancy don't oftentimes go hand in hand unfortunately. There are certainly fancy ones you can go for but the difficulty difference is significant. The first combo I listed gives good corner carry and gives untechable charge time though. Both of which are very important so I'd recommend you go with that one over the jc combo ender. That goes for basically all scenarios unless it's a kill combo and you just need the extra bit of damage. Edit: Well, it's been awhile since I shared anything combo wise on the premise of "imma make another video, you wait" excuse, and while that's still happening(using the PS3 to record footage this time!) I might as well share this one fancy air throw one. No charge. Air throw > air dash(before you land) j.C© delayed > 5C > 2CC > 623C > j.214A > hjc > j.C >j.CC > j.236A > j.214C (fancy but impractical) Try that combo a few times to see what I mean by difficulty difference. A more practical variation would be Air throw > air dash(before you land) j.C© delayed >5B > 2CC < 236B > 214B > 22B (gains more meter, damage and carries further than first combo listed up top). Obviously, this requires it so you didn't Air dash in to get the grab in the first place. There's another really fancy one if you're feeling yourself that actually involves a mid combo cross over into option select unblockable or red beat continuation off positional change too but that I'll save for another time.
  6. Do Air Throw > dash 5C > 2CC > 236B > 214B > 22B. Or 1 Charge variation- Air Throw > dash 5C > 2CC > 236D > dash 2CC > 236B > 214B > 22B
  7. *gives high fives to all the Haku-bros*
  8. The best advice for this match up I can think to give is rather generic but makes a ton of sense. Watch your opponent and their tendency for goto zoning in certain situations and then get in on them taking advantage of the hole in their zone. Many Lambchops players have a tendency of trying to zone out Tsubaki like every other character which means using a lot of swords angled to catch you when you're air dashing towards them not knowing how quickly 236C/D will ruin their day. If that's the case, go wild with 236C/D and get in on them for free all the time but there are those that either know from the start about the match up well enough to bait and try to get you with 3C of 5D off the 236C/D then you can start IAD'ing in as the 5D/3C whiffs under you. It's really a game of reads and once you get in on them, don't worry about charges or anything, just stick to them and don't let them go unless they pay a toll of a burst or 50 meter in the form of DD or CA. It's actually quite as simple as that but we all know it's not quite as simple as it sounds. This isn't a match up you can shut off your brain and go on auto-cruise-control mode and think you're going to beat good lambchops. You should be thinking ahead on their patterns at all times and get in there. Don't forget to use CA yourself if they get you in the corner and setup their blades/buzzsaw rotation. They'll be close enough for you to CA if you do it at the right times and that knock away will give you time to escape their trap and get right in their face as they tech. 214x works in this match up to a degree but I recommend that you not risk it unless you're damn sure you've got them. Oh and lastly, ambiguous double jumping is your best friend in this match up. You can often frustrate them by jumping over their primer breaking blades over and over making them start to set up their more elaborate traps and then just use that opportunity to get in on them or sometimes even make them come after you which is more or less in your favor.
  9. Compare that 18 ish frame window the other DPs like Jin's C DP, Ragna's ID, and Makoto's DP. If Litchi's DP had crappy invinc frames like Tsubaki's so you end up trading most of the time or something, this less recovery time would make sense but we know that's not the case. Also, I find it easier to bait DPs with a quick feint into air barrier(so I can also deal with wake up throw too) and during the time I land after blocking I find most Litchis are able to block, especially if I'm using Tager or something.
  10. Play nice, children.
  11. Probably because you can jc 6C into air barrier and then punish whatever they can think to spam to get out of it. Still, that's not a frame trap I use very often even though I'm aware of it. If they block it(second hit of 6CC), you're left so vulnerable it's going to be an automatic punish. Tsubaki has much better frame trap options now that don't require RC to make it safe so I don't recommend this or 3CC frame trap outside of the novelty of "it'll probably work because I never do it to them" factor.
  12. Oh damn. I forgot about the astral. I'll get you next time, gadget!
  13. I find 5BCH > 6CC combos see more uses than 6CC FC combos in real matches. Often times when I see the window of opportunity to punish, 6CC is just too slow unless I'm punishing something with a super long delay like a few DPs and some DD. Still, it's definitely good to have a goto combo you can whip out on any situation and generally I find myself going for the 6CC FC> 214D most of the time since that's something I can do consistently without much difficultly.
  14. A little of all three with a large dose of boredom, my good man.
  15. Why does this thread exist? Call me when there's a red beat combo that ends in a command throw, yo.
  16. From what I've tested, it only doesn't work on Makoto. Kind of like the whole 5C sliding pick up not working only on Jin. Wonky ass hitboxes, I hate em'
  17. That combo doesn't work. Perhaps a mis-notation somewhere? If you guys are looking for a mid-level one charge combo mid-screen, go for... 5BB > 5CC > 623C > j.214A > j.C > j.236D > j.214A > 6C > 236B > 214B > 22B Good corner carry, untechable free charge time and works on most characters with relatively easy execution. The other alternative would be 5B > 2C > 214D > 2CC > IAD combo but that won't work if you hit them during crouch stun.
  18. I'm not gonna boot up my PS3 to make sure(about to pass out) but I'm about 90% sure you can't get a IAD combo off of a ground throw. After the throw, the untechable time becomes very short and a few hits in, they'll be able to tech. This works though... Throw > 236D > dash 5B > 2CC > 236B > 214B > 22B. There are different options off air throws and of course in the corner but that's about what you get for 1 charge mid screen off a regular throw.
  19. Very, very character specific and doesn't provide the corner carry you'd want in a 1 charge combo. It's flashy and fun to use though.
  20. The way I see it Litchi has five huge Pros going for her. 1. Huge Tits. 2. One of the best oki options with meter. 3. One of the best neutral games. 4. A good DP that's hard to punish well by many of the cast. 5. Gigantic Boobies.
  21. Hum. Lets see...great use of Counter Assaults. Nice DP baiting and punish. Something you grasped from playing your friend a bunch of times, I'd imagine When you confirm 22C knockaway with 236D, do 5B > 2CC > 236B > 214B > 22B for corner knockdown and untechable charge time. Last thing you want to do is let Mu have free time to setup steins and get ready for a counter attack. Corner pressure in CS 2 is very important and you don't want to sacrifice that for just a little extra damage. Also, I'd like to see some better combo options, not just talking about DP whiffs or 2 charge combos but hit confirming on crouching hit into 5BB > 2BB >5CC > 6BB > 236C > 214C > 22C for corner push and more damage without the use of meter. Make your opponent be wary of your 623A/D DP option and hit them off guard so they start trying to bait it allowing you to get out of pressure for free. More use of 6A overhead and trickier block strings including charge canceling, tick throws and frame trap setups. Lastly, don't forget to play the ground footsies game with 5B poke instead of always dashing in for a quick 2/5A. Keep at it though and continue to add more of Tsubaki's tools to your active arsenal and you should improve in no time.
  22. Who's the best Lambchops player you've ever played, Airk?
  23. Man, I have no idea how this guy thinks of some of these. Just when I feel like I've tried everything for a scenario, bam~ something amazing appears. Very inspiring. Time to spend some time in the lab and add a few of these into my repertoire.
  24. 22D starter in the corner is a large can of whoop ass. You should be doing at least 4.7k meterless with 2 charges and with 3, about 5k-5.2k ish. He was asking for a 6A stater and it doesn't prorate that well so about 4k ish is the ball park for 2 charge 6A starter combo in the corner meterless without going into super fancy combo vid character specific stuff.
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