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BatousaiJ

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Everything posted by BatousaiJ

  1. I can see how j236c might connect if you time it right on falling jc but given how you have recovery frames after jD, I don't see why you would charge after hit to continue the combo. Weird stuff is happening to Tsu and one wonders where she's going to land when it's all said and done with. Hell, I don't want her to be top-tier or anything, I just want her to have a better fighting chance against the rest of the cast. That's not too much to ask for I think. Two meter combo for 3000-4000 seems very reasonable... so is a corner throw combo doing 3k. Still... 3K meterless? I never throught I'd see the day~ I'm going to guess throw into 236D is legit follow up as well....
  2. The hell is a C-Tsubasa? 5B buff never happening makes me a sad panda but given 5B is pretty good already, I guess I'll live. 3C, 22D I bet. Does this mean untechable time for 3C is back to normal enough for 3C, jc, jC air juggle? Either way, I'm glad to have 3C combo back. Not sure what you mean by jump cancel left for C-wings(j214? j236?). Recovery time after landing j.D is to be expected. Gooooooooood... gooooooooooooooooooooooooooooooood. *rubs hands together* No instant charge? How the hell did people miss this as a change as the first thing they spotted? 22D -236D better be legit because that's really the only way I can see mid-screen combos happening right now.
  3. Ya, I've beaten Valk's jC with 2C before but the timing and angle is a bit tricky compared to most other jump ins. Getting hit by a CH jC from Valk opens up a world of pain though so I'm not entirely sure if it's worth it unless you're real confident in the timing.
  4. Would love some video footage to see just how much... it might make tick throwing with B buster more flexible if it pulls faster or make room for some new sexy tech traps into that 720.
  5. Woo... that's a good idea. I don't like Lambda enough to practice enough with her to get that loop down flat, this would make her a bit easier to combo with since TK crescent is used all the time even outside of corners as overhead and combo extenders. I'm running out of crocodile tears for all these Bang/Litchi folks.
  6. I actually like that. I generally like to use my burst each round during long, damaging combo strings/bad corner situations more so than just stocking them up for last round and find it annoying when my opponent bursts twice in the final round. If they have only one primer left though, I would actively try to break their guard constantly and they would have to defend that giving me an advantage.
  7. Do what I do. Everytime I read a new piece of info about the loktest, I take a sip of water. From the dead seas.
  8. Quiet, you! *shakes fist* He simply hasn't been out long enough for them to consider any balance changes I reckon. Once people truly understand the match-up and the Valk users themselves begin utilizing all of his tools properly, we can talk then.
  9. Oh sweet. We get to keep our charge cancel gimmicks. But wait, I thought 5D had the fastest recovery among all the charge options? Could it be faster than 2D? If so... it could very well be fast enough to use while in the middle of a combo or at the very least, right after slide before going into 236D to get some charge on the fly in the middle of full combos. Woo. Good. Hahahahahahahhahahahahahah.
  10. Bitches don't know how we Tsubaki mainers roll. No matter what happens, we make it work... then LOL when we win and LOL even harder when we lose.
  11. Agreed on its actual use being valuable. I love my ghetto mix ups with overheads or delayed B buster off 6A gatling. Weren't there some word on 6A getting guard point?
  12. God damn, someone turn on the heat so we can stop the onslaught of all these Jin mainers coming out of the woodworks.
  13. A half of 1 and fastest recovery? They really want us to Spam 5D like a mad man while using Tsubaki now? Or perhaps it'll be fast enough recovery that it will be used in place of 2D charge cancel so we can get half a gauge in the middle of block strings and etc. I'm really, really hoping for the latter. Getting rid of 214 combo after 236 is going to get rid of a big part of her ambiguous cross up as well but at least they're keeping 22 connect for that ever so crucial knockback/charge time. Any word on 22D wall bounce or is that still out?
  14. IB charge to 2A/5A does indeed work just fine given then either try to continue their block string with their own 2A/5A or decide to neutral wolf cancel B/A. The problem happens when they 6D wolf cancel(given the valk is on the left side) after charge, while you're whiffing your jabs, they'll wolf form 6 for a second and then come back in with their B attack that will connect over 2A/5A most of the time or they could just 6D cancel 236A to go right through you. Not too many valks use their wolf form well in their block strings/mix ups just yet and his BnB low/uppercut mix up is rather easy to deal with. When you run into those that bait and wolf form cancel everything, it becomes real tough to punish them and block their strings.
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