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BatousaiJ

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Everything posted by BatousaiJ

  1. Don't try to cross a 720 happy Tager with jB, when you land, they can churn up a bowl of butter without IB all day. If you suspect them to try and IB 360/720, gatling in to 6C so you're in the air and also, you can wolf cancel during 720 super flash and get away clean. Valk's got nice range so take advantage of his 5C(counter hit -> 236C for combo starter) and bait his back dashes and hit him out of them with ease with 236A. Many tagers have this idea that they can throw you out of your wolf cancel, prove them wrong by canceling to 7D for free counter hit. Valk's backdash will get you out for free for many of Tager's options after gadget finger as well but obviously, avoid getting magnetized and stay at mid range where Valk excels in human form.
  2. Hey genow, pretty solid play in my opinion on all the matches. Some things I would comment on is how little you used his 236B and its cancel variations. While I understand the 236A cancel is our goto pick for a tighter link, 236B-> cancel before or after block/hit is a very good mix up utility and would definitely be a nice tool for your arsenal. Also remember 236B -> RC combo at close range is basically our highest damage potential combo we have as well. Also would like to see you get a bit more usage out of 6A guard point/2C anti air and 6B(into cancel) in your block string for that sexy + frame that makes it so good. Oh and don't forget to make use of his backdash for defensive purposes, he has a good amount of invis frames on start up and middle that if you get the timing right, you can use it almost like Tager's backdash but to a lesser degree, of course. Very nice use of counter assaults to get out of pressure(something I need to do more often) and pretty consistent in combos~ Keep up the nice play.
  3. All of her D-moves are pretty awesome already, how much more powerful could you make them damage/property wise? If it takes 3 charges to one D-move at its max potential, 5 charge limit isn't going to be enough... I doubt the idea would fly unless her max charge went to 10 or something.
  4. This. 2D spamming bangs are free to 3C, 236B and throws. Just don't spam predictable blockstrings i.e. 5B -> 5C -> 6C over and over again and think you're not going to be punished for it, + on block or not.
  5. It's not until I got to a certain level and started playing against good people that this became apparent to me. Still, that's why the patch is coming isn't it? Also, Ginseng, you'll be happy to know that K-onBro(a.k.a Dacid-bro) will become a Tsubaki main. Just as soon as I beat him in this FT500 pink tech throw battle.
  6. More range and a lot more knock back time so we can get some charge in is what I reckon. The wall bounce would be pimp though for free 5B-> air combo follow up but I'm not holding my breath. Try our CA now and see how quickly they tech and recover >_<;; There are dudes saying that in the first place? o_O
  7. Tsubaki: +☆CAのモーションが風になり、すごい吹っ飛ばすように (CA Motion changed) + Her CA motion was changed to "Wind" (Wasn't that 22A/B/C/D?) Hum, maybe we can combo off of her CA or at the very least, get a knock away to get some breathing room/charge~ Nice change =D.
  8. Always IB his shoulder tackle, if he uses it in a block string, the timing to IB it becomes very easy. Punish wolf cancel with 2D/6D counter(timing varies) or 2A jab. Be very wary of doing 3C when you're too close, Valk can get a free 5B to your face with IB that will lead into 236C launcher for 3-5k damage. Always watch out for that command grab in wolf form, most common set ups involve wolf dashing A/B -> delay -> command grab it's hard to react to but relatively easy to see coming after you play against valk a few times. Don't jump in obviously against Valk unless they're waking up as 2C CH will lead you into a world of pain(4k without meter, 6k with). Haku's j2C often trades with Valk's 2C but if they time it right, you'll get hit first, and even if you trade, it won't generally leave you that much better off as you can't follow up but he might depending on the angle you traded. Generally speaking, zone him out with your range and make him afraid of your counters so he can't lock you down with block strings as with Valk's mix up game, it's only a matter of time until you get hit.
  9. Sounds boring. I like making people think twice about tiers and match ups when I utterly crush them with characters that are supposed to suck. As tempest said though, all of this is irrelevant as long as she's fun to play and based on the changes they're making to the system + Tsubaki herself so far, I think she'll be even more fun to play than before.
  10. I do believe you missed the part where I said "since we probably won't be able to do it anymore". Now losing some head invincibility on 2C doesn't hurt as much. 6A is so going to be my go-to anti air XD. And horray for 6C still being one of he best overheads in the game~
  11. Using any sort of projectile attack against Tager on wake up whether it be DP or DD is way too risky of a business from my experience, sledge or 6A and you're in a world of pain either way. I find you just need to think after gadget and choose your options wisely, another reason why Tager vs Tsubaki match up is so... ass. DP against C spam happy Hakumen will often end up with you providing him a nice void zone for free getting knocked away as well. Ton of situational things of this nature are abound and will be the same when the patch hits, albeit different. Hopefully we'll be able to use different tools to fills the gaps for the ones we lost but if not, we're just simply going to have to bite the bullet, block and out-yomi our opponents. I think when they say D-Wings(tsubasa) they're talking about j214D and how it slides mid screen but when you connect it near the corner, it bounces them off the wall. I'm guessing what that means but I'm not certain myself.
  12. The reason why I say A-DP and DD can be used in the same window is because realistically the situations where you would use them would work just the same for both...the 5 startup frame will make a difference in theorycrafting but in real application the results will be nearly identical. Feel free to watch all the good Tsubakis play in gamechariot, acho and count how many of them use D-DD as a counter to see what I mean. Also, lets not underplay the importance of charges, we all should know that you can do even with two charges and using them up in a instant is rather depressing. In my book, a rather clear case of the bad outweighing the good on this case but do as you'd like. Well, if I'm preparing to fight and win against a bunch of people that never block, there wouldn't be any need to prepare. It's because I constantly play against skilled players(using better characters) that I learn quickly what's safe and what isn't. Part of that whole "experience" factor assumes that you're playing against people that aren't complete scrubs, you wouldn't learn anything that way. As for shrugging when our options have more risk, we could always ask for more but we work with the hand we're dealt. I'm not interested in crying over something that we lost or we were never going to get in the first place but rather on how we can apply the tools that we have to make for a more solid playstyle. Oh and I hear they're nerfing IBs as well in a possible way to encourage the usage of counter assaults but who knows. There's too much that's in the air right now as to how things are going to turn out both in the singular character by character sense and in the fundamental system side. The real fun will begin when the patch comes out and we're all pulling together to make new combos and strategies =d.
  13. New intro song/announcer is probably just going to be the BB:CS II for arcades. Or so I hope. I really love BB but I hope this will be a patch instead of a full retail purchase again.
  14. You can DP on wake up just the same as you can DD in the same window of opportunity(as is now) but then again, doing either of those things more often then "every other blue moon" is a bad idea as far as play style goes. Using up all your charges and 50% heat for a possible reversal that gets punished on block... err... I don't think that the best choice. If you really need someone out of your face and don't mind using up your meter, go for DP + RC(if necessary) or counter assault(dead angle). Tsubaki players apparently use counter assaults so rarely that when I do it online, many say they've never seen that "move" before. Every time you give yourself a chance to be punished on block, you should remember what you did and try not to do it again. I see tons of Tsubaki players using her incredibly unsafe, DPing/DD on wake up constantly, abusing j214, 236 moves without RC and wonder when they get crushed what they're doing wrong. Play safer, leave yourself open less and take risks when the benefits outweigh the possible negatives. That's a philosophy that's not exclusive to Tsubaki but to everyone in the roster of every fighting game.
  15. Saying bye bye to Valk's 3C combos gonna be as tough as saying good bye to Mu's 3C gimmicks, at least for me. I 236A RC 3C 2C etc all the time for meaty 5k damage and while it's true that it's hard to connect 2C after knock down with 3C, small step forward 2B will connect most of the time which you can lift off for good damage/meter gain. Given the enemy isn't hit in a low position, none of Valk's ground gatlings will connect into 236C for automatic combo(outside of RC/CH obviously) which has us generally going for resets into wolf form for mix up reset which is a bit annoying, making 3C all the more useful for guaranteed damage and superior meter gain if you can land it in close/mid range. Oh and since we probably won't be able to do it anymore, condition your opponent to block high with 236C and then after you throw the 236C in a blockstring, RC into 3C immediately, pick up with 2C for massive damage, good times.
  16. My ideal would be jC -> 3C -> 2C... drool-worthy damage potential from that one. If not 2C, 2B -> 5C would suffice after 3C.
  17. If you've got the meter and need a "get out of my face!" move, just go for A-DP and RC it if they block it, if they block your DD, you'll be vulnerable to counter attack but you won't with the RC DP method. Although I agree it often trades with whatever your opponent is mashing on your wake up but it'll at least reset the positions so you can get yourself situated.
  18. Valk's jB is awesome at crossing people over, jC is not. jC is handy for people waiting on the ground trying to 5A you out of the air though.
  19. Tsubaki j214 bounces off opponent on block, harder to be counterattacked. Very interesting, maybe against certain match ups we won't even need to RC to be safe after block(given the don't have a long poke) j214D is mid, was high in previous loketest. Too good to be true is proven as such, so much for my TK overhead dreams. 2C has less upper-body invincibility. You can get hit out of it before it even comes out. Still a strong move. More of a reason to throw in 5B in the mix as a anti-air depending on the angle, I suppose. 6A has less proration. You mean we can do damage more than 2k off our overhead option now? Joy~ 236236D lost invincibility. Uses up meter and shows superflash before the move actually hits. People shouldn't be using this outside of Mugen combo enders anyhow.
  20. Didn't all of use 3C -> falling jC to do combos to begin with anyway? If I remember correctly though, the untechable time for 3C sweep was changed but I don't know how it is currently. It seems my initial assessment of them going with the idea "needs charge to do stuff but gets charge faster" is the way they're going with it and I can definitely get behind that. Only time will tell how quick we'll be able to get charge given they seem adamant on making us be in CH while charging, it will be more dangerous than ever to charge outside of legit knockdowns and slides. Looking forward to figuring out new strategies and combos when the patch hits though, it's going to be a bit sad to say good bye to my ghetto throw mugen combos but in with the new, out with the old.
  21. Hum... these two changes if true will have bigger impact on his viability more than any amount of damage nerfs combined.
  22. By... OP, do you mean imbalanced damage/mix up? If so, I would agree to a degree but once again, I would argue that due to his weaknesses, those strengths weigh themselves out well enough. However, if you're saying that he's a better character than Litchi, Bang or even Hazama(the "current" considered S, A ranks), then I would have to strongly disagree. No one should cry bloody murder about his damage nerfs because really, his damage certainly needed to be readjusted but like I said about his weaknesses(and I'm starting to wonder if I should list them), if you nerf his mix up/damage too much from now he'll become terrible because he'll have no real strengths to even out his weaknesses. Given this is strictly my experience(1k ish matches with him so far) but I've found Valk to be a more advanced noob killer(like Tager) in that he has things he can do to rape people that don't know the match up well enough yet(who does though?) or just aren't very good. A ton of people are posting up their experience about Valk when he's been out only for what now, 2 months? Proclaiming a definitive thought that he is "OP" in that instance of time isn't just nonsense, it's irresponsible.
  23. I stopped using that as a goto overhead a week after it cames out because how unsafe it is on block even if you wolf cancel it. As long as 6C is still an overhead, it's all good =d. The corner 2C thing is no big whoop, we'll lose some damage but 2B-> 5C will most likely connect which is good enough to launch them up. If they're close you can go for 2B -> 2C and do the rest from there although you'll obviously suffer more proration. I fear a little for Valk's fate as there's a lot of nonsense about how overpowered he is and when they lessen his damage and rob him of a lot of his mixup pressure, he'll become complete crap due if those strengths aren't there to compensate for his glaring weaknesses. Still, I'll make him work somehow =d.
  24. My understanding was only select moves in character's arsenal. Just the same as before but everyone's basically getting the property added to more of their existing moves. Fairly certainly it won't be for all B/C moves.
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