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BatousaiJ

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Everything posted by BatousaiJ

  1. Yes, in most cases of artificially adding j.214D will make it so after you land at most the added damage you can get is 6C > 236236C as basically everything else will allow them to air tech immediately after hit which gives them a good opportunity to get out. When I meant "keep your advantage" I meant positional as long as you wait for them to tech naturally as you'd already be on the ground in position waiting for them and can get one tap of 5D off while you're waiting. The best way to showcase this would be in this way. 5BB > 5CC > 623C > j.214A > 2C > j.C > j.214D > 6CC > j.C > j.CC > j.236A > j.214D |>| optional 6C > 236236C or 623C> j.214C (both options will result in positional advantage lose) That's the precise scenario I'm speaking of, you're artificially injecting a second charge into a one charge combo to keep your positional advantage when you land but it's not an efficient use of charge as there are much better 2 charge combos that do more damage and give more meter while being about the same level of difficulty add to that you can't really follow up the j.214D at that point, it's rather clear why you would want to avoid this scenario.
  2. You don't automatically get free extra damage off j.214D enders outside of a single 6C with no follow up. To take full advantage of 2 charge corner combos, you have to generally plan for it from the beginning to be able to link something after the j.214D as if you just try to add a j.214D at the end of a long 1 charge combo thinking you're going to continue the combo, it won't work at all and you'd also lose your positional advantage at the same time.
  3. The combo I posted above can also be started with 5BB > 22D > 5CC(first hit whiff) < 2CC as well it gains more meter but does a bit less damage(about 200). Will require higher execution but it's worth pointing out they're not all that different in that way. The only significant difference is that the 3.7k one is easy to pull off while these IAD variations are not and will require a good amount of practice. As for your second question, the positional advantage I speak of is that the enemy is sliding backwards while in the corner while you're on the ground. When you end a combo with j.214C the enemy can more or less tech as soon as they hit the ground and they will have teched before you even land which puts you at a tough spot in two ways 1. You can't get charge safely as j.D charge as you're falling isn't safe at all. 2. The opponent can get out of the corner with ease with no opposition. This was previously remedied somewhat by omitting the second jc in the air combo ender to allow for forward/backwards airdash but when you finish the combo with 236B > 214B > 22B(mid charge) the enemy will be sent sliding backwards for a good duration and won't be able to tech immediately which allows you three advantages 1. Charge, 5D charge safely once or twice depends on length held. 2. Continue combo with 236236C as they're sliding backwards for more damage. 3. Corner pressure. People forget that Tsubaki is a pressure character, having your opponent in the corner allows us to continue the pressure including many tech traps into air throws, 22D unblockables, overheads, tic throws and generally many safe options to continue the block string than before. The corner is really a bad place to be against a Tsubaki more than ever and it's your job to keep them there as much as you can. Note that this can be still be remedied if you want opting to go with j.214D ender instead of j.214C as their untechable time increases significantly but that's making a one charge combo into a 2 one just for something you could've gotten with a different combo choice. I have a few combo variations I haven't shared just yet because these are more or less my signature combos that I haven't seen on any youtube videos that combine ease of execution with all the juicy benefits the IAD combos tend to have but I'm not sharing those until CS II's been out on consoles for a little bit. I gotta have something special to show when I throw down with my Tsubaki brethren right? Now back to more combo crafting~
  4. Alrighty, stepping away from the more impractical but fun combos to more useful, realistic stuff. Here's a new variation I learned watching some Tsubaki videos lately. It's an extension to the one already listed in the CS 2 combo thread but it does more damage, gives more meter while giving you the same positional advantage with no real added difficulty. Corner, 1 charge- 22D > 5C > 2CC > IAD > j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3673 damage 36 meter gain with option to finish with 236236C super] While it's not max damage 1 charge combo(the 3.7k one I posted earlier is imo)the positional advantage along with great meter gain should cement this combo to be one of our BnB corner combos. It's worth noting that 214D starter can be used instead of 22D in this instance as well and it actually ends up doing slightly more damage.
  5. Here's a fun 5 charge corner combo using some of the new links Tsubaki got. Why an impractical 5 charge combo you ask? Because why not is why! 22D > 623D > j.214D > 236D > 2CC > IAD > j.CC > 5B > 2C > 214D > 2CC > 236C > 214C > 22C > 236236C [5617 damage]
  6. Saw a variation of this one watching the new acho video. The guy who did it dropped it and it became a blue beat but since it looked pretty awesome, I had to check to see if it was legit. Corner- 22D > tap 5D > 6CC > j.214D > 5CC > 2CC > IAD > j.CC(delay) > 5B > 2CC > jc j.C > jc j.CC > j.236A > j.214C > RC > (delay falling j.C) > 236236C [5589 damage] You'd need about 70 meter or so to start but you end up getting 30 or so during the course of the combo before you even hit RC. It's impractical and not a very good use of meter but hey, it's one of the best looking combos I've seen in CS II for Tsubaki. Fairly high execution though, so don't expect to get until you've got a good amount of practice under your belt.
  7. A Tsubaki player in the new Acho Vs Tao, Lambchops and Litchi http://www.youtube.com/watch?v=6p8YxgLdT3g&feature=player_detailpage#t=535s Continued- http://www.youtube.com/watch?v=6p8YxgLdT3g&feature=player_detailpage#t=1757s Continued 2 - http://www.youtube.com/watch?v=6p8YxgLdT3g&feature=player_detailpage#t=2374s Sooooo many dropped combos and bad choices from this player but still manages to win a few... almost endearing.
  8. Here's some more stuff I've been fiddling around with. There are instances where you'd do your 236B > 214B > 22B ender but the 214B will whiff due to previous hits. However, this can sometimes be remedied by going 236B > 214A > 22B instead. For example, Corner 6A > 5CC > 6BB > 236C > 214C > 22C [2015 damage 17 meter] 6A > 5CC > 6BB > 236C > 214C > 22C > 6C > 236B > 214A > 22B [2187 damage 27 meter] While the damage gain is insignificant, the 10 extra meter gain is not. This applies to plenty of combo enders in the corner where you can opt to maximize your meter gain with ease. Here's some fun cross over tech trap tricks that requires one charge something akin to the old 214B lift cross over. 2A > 5BB > 2BB > 5C > 2C > 214D > dash 2a as they tech > cross over(or not) 2A > 5BB > 5CC > 22B > 236D > dash 2a as they tech > cross over(or not) And of course some more pimp looking Astroll setups. These require one charge and you have to be mid screen- 2A > 5BB > 5CC > 623C > j.236D > j.214C (cross over) land > Astroll 2A > 5BB > 5CC > 623A > j.236D > j.214A land > Astroll These are character specific, if one doesn't work on one character, the other will. This setup just looks good and remember, anyone can troll... only a few can make it look gooooood.
  9. If you're whiffing 5B, that means your second hit of j.CC wasn't low enough to cause enough hit stun for you to land and get the 5B off. There's a delay between when you do the first and second in order to connect the 5B > 2CC on the ground. Don't worry though, as I said the timing on that is very specific. I personally will opt to only use IAD combos on extended hit stun durations when the combo links aren't as tight for example, naked 214D hits, CH starters or the grand daddy the 214D CH starter which you can actually get pretty easily given it's invis frames. Try setting the dummy up to counter hit status, do the combo off 214D, 2CC, and then the IAD follow up. Once you get used to doing so in that set up, consistently you'll get a better idea of the general timing so you can refine for the tight requirement of non CH 5BB starter. As for the j.214A option instead of j.214B and j.214C, it's a matter of consistency. Try the 623C > j.214C link in the corner against anyone. The j.214C will knock them down instead of whiffing like you'd want it to. j.214A option will simply work against every character in every location. You can make the arguement that it's easier to link the 2C since you don't have to dash to link it with j.214C but the simple fact of the matter is that 2C is easy to connect for both options, it's that precise timing for that second hit of 2CC to connect that will give you the problem and that's a problem with both. If you're comfortable using tight links like those, then use the simpler variations I posted that will be much easier to pull off consistently. Here's another variation to one BnB I posted with a benefit of charge and position with slightly less damage and meter gain, using the old method of saving the 2nd jc to option select air dashes after j.D charge. 5BB > 5CC > 623C > j.214A > dash 2C > hjc j.C > j.236A > j.214D > j.D cancel > option dash backwards or forward. [2578 damage 19 meter gain] Pretty damn easy to do consistently and you can actually get a full 2 charges as you're coming down to air dash backwards and forward fairly low to the ground. Hope this helps.
  10. And since we can't just 22D mash our way into trolling people anymore outside of corners... Bonus! Mega Ultra Troll Astroll Redux! Will carry from one corner to next, requires 5 charges- (2A/5A) > 5BB > 2BB > 5CC > 236A > 22B > 236D > 22D > 236D > 22D > 22D > Astroll
  11. A quick correction to make before I go on with some beginner level, easy execution combos. The combo I posted 5BB > 5CC > 623A > j.236D > whiff j.214A > dash forward 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3062, 30 heat] does not work on everyone as I first thought. Sometimes depending on the character j.236D will whiff making the combo non viable. You can remedy this by going 5BB > 5C > 623A > j.236D which should work. Alrighty then, here are combos that are all about ease of execution over maximum damage and positional advantage. I recommend starting out with these BnB if you feel like you're not quite up to snuff at connecting her tighter links. Anywhere, No charge- 5BB > 5CC > 623C > j.214A whiff > j.C > j.CC > j.236A > j.214C [2685 damage 20 meter gain] Just a matter of negating the use of 2CC but it makes the combo significantly easier to connect. Does not require hjc. Anywhere, 1 charge- 5BB > 5C > 2C > 214D > 2CC > 5CC (whiff first hit) > hjc j.B > j.C > j.CC >j.236A > j.214C [3227 Damage, 31 meter] You can make this one even easier by negating 5CC hit and continuing the rest of the combo without even hjc. Anywhere, 1 charge- 5BB > 5CC > 623A > j.214A (whiff) > 214D > 2CC > 5CC (whiff first hit) > hjc j.B > j.C > j.CC > j.236A > j.214C [3514 damage 33 meter] This one is a mid-level combo(high level would be the IAD variation) and the only other one charge combo that does more is the j.623D variation and as I've mentioned before, that one is a character specific nightmare. This one is consistent and will work on the whole cast. If you find yourself missing the 214D, you're either not canceling 623A fast enough or slow on inputting 214D after you land. This 214D link is worth knowing as it will later down the line become a starter to some of the best damage corner combos and etc so get it down as best as you can. Anywhere, 2 Charge- 5BB > 5CC > 623C > j.214C (whiff) > dash 2C > jc j.C > j.214D > 236D > dash 5C > 2CC > jc j.C > j.CC > 236A > j.214C [3812 damage 40 Meter] Easy execution. But rather a disappointing amount of damage upgrade from the stand alone 1 charge combo but then again, every character in the roster has had their mid-screen combo damage reduced so it makes sense. Corner, 2 Charge- 22D > 6CC > jc j.C> j.CC > j.214D > 5CC > 2CC > jc j.C > j.CC> j.236A > j.214C [4390 damage 38 heat] Easy execution, solid damage and meter gain. Refer to combo guide for alternative higher damage but tougher execution combo. More to come.
  12. Yes, I was referring to the locked stickied thread dedicated to CS 2 combos. Not the combos you guys have been discussing in this thread. There's another combo I've been fiddling with, this one is a mid-screen 1 Charge variation that's already posted in the combo thread 5BB > 5CC > 623C > j.236D > whiff j.214C > 6CC > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3587, 32 meter] (33 meter in PSP CS II) This surely works and does great damage and gives you high meter back especially for a 1 Charge combo mid-screen. However, this is not usable in corner situations as the j214C must whiff and it actually will not work on Tager as his hit box is too big for you to cross over. It is also very character specific as the timing become very, very precise and character specific to characters like Hakumen, Bang and etc. For those occasions, here's a variation to that. 5BB > 5CC > 623A > j.236D > whiff j.214A > dash forward 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3062, 30 heat] I've found against Valk that the 3.5k variation works flat out by goin 623C -> j214A forgoing the cross over and attacking from the front. This would otherwise hit the legs of most other characters but against Valk, it simply works everytime. This obviously does less damage and gets slightly less heat but will work on every character in the cast. This combo is a bit of a character specific nightmare but execution wise it's still a lot easier to pull off then her IAD combs which have very tight timing requirements. Next, I'm going to post some starter beginner combos that are easy to do right off the bat with decent to good benefits.
  13. And it's about time to break out some combos- I've looked over the combos posted in the sticky above and I must say the damage and heat gain for many of those combos are not the same as it is in the PSP version of CS 2. Whether that's a difference between the platforms or not but I'd wager the console patch would more likely follow the PSP since it's the most recent release of the bunch. What I'm noticing is generally less damage and less meter gain for every combo listed which is rather disappointing but it is what it is. However, that doesn't mean her combos are weak. On the contrary, they are quite strong. I'm going to make a rather extensive list of combos sooner than later but I'll start with one favorites I've come up with that isn't listed in the combo thread. 1 Charge / Corner 5BB -> 5CC -> 623C -> j214A whiff -> 2C -> hjc jC -> j214D -> 6CC -> jC -> jCC -> j236A -> j214C 3732 damage 37 meter gain Execution level = Easy Expect a lot more in the future.
  14. So I was playing BB again after a week or two of not playing and dropping a few more combos earlier than I normally would which is understandable given my rusty status but I've totally forgotten how to use ground wolf grabs in mix ups. Obvious one would be to wolf cancel any cancel-able move into (a)5A->5B->delay->grab given you've conditioned your opponent to block low for (w)5A on the ground but I can't seem to work it naturally into trickier mind game setups that I know I should be doing. You guys have any go to setups for command grab that you've had good success with?
  15. All the CS II videos of Valk have been rather... lackluster so far. Hima's Valk is getting better but I haven't been able to spot a Valk I could look at and say "that's the way I want to play".
  16. It's a gimmick because you can only do it in certain situations(lol have charge) and it's real benfits come not by making a move that's unsafe, safe but rather getting some kind of offense off of it which requires you to trick your opponent. I.E. Gimmick. A good one though. I certainly like it.
  17. Gonna miss that 5-6k damage off CH 2C but we'll see what we can combo after 6A. Still, without head invincibility, 2C should still be fine to use, he does duck down after all so all things considered his hitbox using that move is still manageable if you time your attack right.
  18. *randomly looks at the moon and does a high kick for no reason*
  19. Maybe but the simple idea that we even have this "pressure" to lose in the first place is a pretty big improvement! Aha.
  20. TK j.236C. Gimmicky but useful in certain situations... for now.
  21. 214C being slow as hell on start up was it's downfall but since it was plus on block so this change wouldn't actually make that move any better. However, you guys should also know that this means we no longer have to 623D to be able to cancel into j214/j236D. We can now just do it off 623A. Hell, as long as we have charge it's like we get a psuedo-rc off our most unsafe but beneficial moves. Soooooooooooo hot. *rubs hands together*
  22. Woooooo... this is really nice. Imagine canceling a j214 move late(everyone knows it's punishable) into 22D or closing in on an opponent from full screen with 236C and canceling into a 236D for a free full screen approach + cross up for a cost of one charge. This is the best change I've heard about her since faster charges. Very sexy.
  23. I'm not usually into red heads but Tsubaki certainly is the most attractive of the BB cast, at least to me. I tend to respect women who show some discretion when it comes to how they dress themselves and over-exaggerated "assets" which is so common place in anime and the like can often be so overdone that it can be a turn off =p. It also helps that I too have a strong sense of justice as well. Soo~ Tsubaki all the way. I just hope they don't ruin her character in the next game by her joining the "bad guys" as it were.
  24. The biggest problem with 6B isn't with the move itself although its use is largely negligible to begin with. It's that it's input in closely tied with 5B meaning when you want to quick dash forward and 5B, 6B might come out if you're early or late on input depending on how you look at it. I don't have this problem that much outside of laggy matches but still, when 6B comes out instead of 5B you're in a bad spot. I'd like the command for 6B to be changed to 4B or something to make life easier and some more utility on the move itself wouldn't hurt.
  25. Meh, I don't see the necessity. When the patch hits I doubt half of these combos will work and we'll be finding new stuff out daily. Save the enthusiasm for when that happens I think.
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