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BatousaiJ

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Everything posted by BatousaiJ

  1. The 5C info is something I read in loktest 3 thread. It was first thought to be 5B but then later they said it was 5C that was the move that must be barrier guarded in the air. The overall significance of many normals being that way will make a big impact of people trying to jump out of block strings and yes, people do that all the time. Especially those characters with small frame jumps... it's an anti everything to all your option selects including charge cancel gimmicks to overheads. I just don't know how I would use 5C in a way that you could say, use Ragna's 5B to poke people off their jump back motion before they can get their barrier motion. It just doesn't have the range and the recovery time is long and without a hit/block, we can't even charge cancel it. Meh... I really need to get the new patch sooner than later so I can stop rolling ideas in my head and actually start trying some stuff out myself.
  2. -__-;; Yay for... 5C air "unblockable"... yay. *cries in a corner* I would much rather like 5C to have a better forward hitbox since I hate whiffing 5C after 6A overhead. It's happened so many times that I don't even go for 5C after 6A anymore and just got straight into 236A-> follow up which is basically me gambling that "the overhead will definitely hit!" or get punished for a free combo of their choosing. All for the awesome payoff of around 1300 damage without charge/meter. Ah, now I remember why I've been playing Valk more lately....
  3. Sounds like they have a good idea of what to do with her instead of making last minute changes. I eagerly anticipate how she'll turn out after the patch. 214C actually puts Tsu at a frame advantage on block so I reckon we can use it much like Jin's 6D in block strings. If they see it coming, they can just hit us out of it but if they block it, they're in for another block string. Also, the good thing is that 236C is one of the fastest, longest ranged guard breaking move in the game. Given you have an opponent with one primer left and no barrier, you can practically spam 236C and they're just going to have to jump around dodging it, throwing off their usual game style significantly. The important thing to remember is not so much we absolutely need to break primers but rather that we can at a variety of distances and situations making us more of a threat in rush down situations. All in all, a good thing.
  4. Psssssssssssssssshaaaaaaaaaaaaa~ I should all be able to win without ever hitting anyone damn it. With the power of my... mind.
  5. But you're the one I'm going to do it to!
  6. Tager -> Guard Break -> Taunt Buffer 720 -> LOL Finish That's the first thing I'm going to do when the patch comes out.
  7. Pssh, and they say the American school system has failed us all. That'll show em.
  8. You rarely see people completely draining their barrier meter in CS as is but in CS II with its change to guard primers and of course air "unblockables" I expect to see people going into Danger mode quite often. That damage increase in that mode is going to play a big part in the large scale of things and also given that they increased the corner damage potential for many characters and in general toned down defensive options to a point where "LOL I HAVE 2 BURSTS FOR FINAL ROUND" isn't the way to go for characters with 5 or more primers, I fully expect the games to go just as fast if not faster in the long run. It's time to start implementing guard breaking block strings into your play kids. The biggest problem I forsee now is that I won't be able to spot a failed Hotenjin when a Hazama does 6B. He just might be super pro.
  9. Ya, guard crushes/primer hunting will be a bigger part of the game(hello guard break 720!) and I really like the change to the aerial combat really, I was tired of people constantly jumping around as an anti-everything now holding back up won't be a pro strat against block strings with small stops in gatling for overheads and etc. Still not a single info about Tsubaki... I'm guessing she hasn't changed since loktest 3. I'm not sure how to feel about that really since she lost her instant charge but we'll see how she works sooner or later.
  10. Most techtraps that I find myself ever doing is off corner shenanigans. After 22X(minus D, obviously) knockdown. 2B(pick up to 2CC) if I think they're going to try and roll. Or if the knockback connects to 3CC, go into jC throw(throw into 214D corner makes for nice damage) for if you think they're going to backwards or forward tech... 3CC -> 22D unblockable actually works quite well given neutral tech as right as they hit the ground they'll get hit. It'll lose to bang's 5A(lol godfist) but pretty much every other jab you'll trade or hit them before they can hit you(I've done some testing). You have the option of using it early of course forgoing the unblockable status to counter bang or whoever from jabbing you out. It's not something reliable that you'd use all the time but it's yet another trick that can catch people off guard and we all know the upside of getting a naked 22D hit in the corner so generally, it's worth the risk. Usually though, just standing far enough so if they roll forward they're standing right in front of you and getting that 5B in to start whatever the hell you feel like seems to be the way to go in most situation. Another fun trap is an ambiguous crossover... 2A, 5BB,5CC, 214A -> Dash 2A(whiff)-> 5BB(BnB). The reason why I go for this is simply because once you start a combo with 2A, charge meter or not the proration is incredibly bad and this gives you a choice of how you want to cross up an opponent which can start a full 5BB combo starter which we all know what that goes into. The negative side of this is that if they block then you missed a chance for knockaway and get some charge in along with some damage(albeit very little). Tsubaki doesn't have many reliable ways to get damage and a lot of relies on gimmicks to trick your opponent into getting hit by something they normally don't suspect... so learning as many of them as possible will be to your favor. I smile everytime I hear someone say "the hell?!" after getting caught by one of my many gimmicks. Yay for gimmicks and boo to a real mix-up game~ Seriously, though? I wish Tsubaki had half of Valk's mix up game man... half.
  11. I was describing myself. But yes, I checked my "players met" and your name was there so I'm pretty sure I played you. I generally have very good matches with Rachel using Tsu so I'll wager the games with you were good as well. How very nice. Now put a ring on that woman. I like it. People that draw always get suggestions/requests from folks who don't so I won't make any but if you draw more Tsubaki stuff, you should definitely post it here =D.
  12. Eh, I don't know if I ever go for Fatal combos. If an opportunity presents itself where I can get a naked hit, I'd usually just go with a 22D... especially so if I have at least 2 charges to work with. Charge less, 6CC launch(or 5B CH 6CC if you need a quick hit early to get CH status) is fine but remember you can get some big damage off a CH 5C as well. The thing I see most Tsubakis doing is if they land 5BB, they go straight into 2BB BnB You actually do more damage and get meter gain by going with 5BB, 5CC, 214A, (hold)22B, 6C, 623C, j236A, j214C. jD charge and option select air dash when they're recovering. Works anywhere including mid screen. The tricky part is holding down 22B long enough to hit and wall bounce without letting them tech.
  13. Haha, awesome. I think I remember the Tsubaki Yaoi avatar too, both good.
  14. Very much agreed. Bursting shouldn't be the free get the near get out of jail cards that it is now, with the changes you will be putting yourself more at risk and given you can do more stuff to a guard crushed opponent it becomes risky to use... much more so twice in one round so beware those who like to stock their burst for last round no matter what. I love breaking primers using Tsu's 22C/236C and Valk using his 6C/236C so it's already a part of my strat after my opponent bursts. This will make it even more intricate part of my tactics in the overall scheme of things. Me likes.
  15. I just realized, pk... is you avatar of Tsubaki cosplaying as Ordersol?
  16. I am so not using that nickname.
  17. I don't know, was she purple and did a bunch of weird Rapid Cancel crap? If so, yes. That was me. I noticed. I stood there using 5D to start with and you smacked me in the face. Like a stab through the heart, man. Also, I would like the answer to Ginseng's question about the correlation/origin of the nickname you gave Tsu. I call her the Fugly Hat Girl for obvious reasons but Chewy... I don't get it.
  18. Saw the trailer of the high-res sprites/2D gameplay. Read that it was from the makers of GG and was basically sold at that point.
  19. I'm totally digging the anti-air approach. I find myself getting very annoyed at people that just jump, double jump every second of every match spamming their air superiority moves against characters that don't have good air normals with priority.
  20. Any word if any of Tsubaki's normals are forced-barrier guard in the air yet? I would love to dip into some of that "bitches be careful about jumping back in the middle of my blockstrings, yo" that everyone seems to be enjoying. 5B would work. Still, all the Litchis seems to barrier guard jump backwards as a anti to everything I can do as far as gimmick mix ups go from charge canceling. Yes, and IAD throwing only works once or twice until I get CH jC staff on my face for 5k combo. Also, damn everyone with sneaky ass signatures that link to youtube videos. I think I clicked on SpiritJuice's at least 5 times in my short stay here.
  21. All Tsubaki mirrors should by law have to start with both players charging to max and taunting once. This applies to all rounds.
  22. I main Tsubaki because she's on the character art on my disc and whenever I put the game in, she's looking at me like "you'd better win using me if you know what's good for you..." I'm too scared to call the police.
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