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BatousaiJ

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Everything posted by BatousaiJ

  1. 3C works well vs Charge cancel when I tested it out. Just a micro dash 5a from 5CC > CC > 5A was trading vs 3C and obviously, that's vastly in his favor when that happens. I have a problem with DPing him on his jump in since it feels so very risky compared to say, 2C. 5D only counters high? Very nice, I'll agree with punishing with 3CC as well, then. I generally block low and then try to react to TK Tsubaki and what ever that 236C move is called but I haven't gotten used to recognizing then and blocking right away just yet as I was able to do in extend. Oh and I forgot to mention, I noticed that his 5D counter was whiffing on activation on 5B max range pokes which I didn't know was possible. While I didn't do it, couldn't I just 22D him in the face as he's recovering from 5D activation for free?
  2. On block? I tried this in training mode and didn't seem to work.
  3. Got some Hakubro match up today and he's about as annoying as he was before in extend which means VERY. He can 3C out of any charge cancel pressure with ease and call out long gatlings with counters and etc. If you jump in on him, he can either wait for you to put out a normal for a counter or just 5A anti air you for a decent amount of damage and knock down. I noticed that when he was just mashing 3C out of my charge cancel, I was able to 5CC > CC > j.C before he was able to recover from throwing out 3C. Using orbs here is obviously not recommended his since he'll just slice through it with ease and you'll just have another thing to worry about. Getting charge at neutral is possible as long as you're quick to IAD back or forward to get out of his sword range. I landed some 3CC FC and noticed that with the normal timing of 5C > 2CC > CT, he would simply drop out for free so I had to adjust to doing a micro dash 5C > 2CC > CT to make it work and while it's not that hard to do, it's yet another place the combo can drop. Instead, I opted for 5B > 2CC > CT and it worked every time and for our no charge variation with ground ending, I ended up losing like 150 damage or so which I'm willing to give up to make a combo easier to land(since we're doing 4k+ on that one anyway). Using a healthy amount of throws and of course, command grab is highly recommended in this match up especially if the player likes to use the counter often. I also managed to throw in a lot of 6A FC with minor frame traps and tricky little setups since if he times his 2D, he'll be at counter state and you'll get that FC. His mobility on the ground isn't very good but make sure to keep an eye out if he's charging his 4C. He'll mostly coming at you from the air and you should be able to 2C anti air most of the time but he can bait that with a j.D counter if you start being predictable with it in which case, using air throws in between will keep him more honest. His 6B is improved and he can get a healthy bit of damage on a CH and it will go over things like 2A > 2B so keep an eye out for that and use 5A instead if you're trying to poke out of its starting frames. His 5D counter seems to active for days now but if you manage to bait it, don't wait for it to end and just throw his ass for a counter throw every time. Hakumen has always been a difficult match up for Tsu and it's not really any different here with his ridiculous burst damage at its highest peak and various tools at his disposal that basically makes it so we're always having to play his way but it's manageable once you start to get a grasp on the player's tendencies. Edit: I forgot to mention that if you instant block his 6B, you can 5A punish him for free so use that to your advantage if he is using it on your wake up.
  4. GGs to Akihiko and lol valk. I'll have to figure a good way to punish those roll outs. Tsubaki's normals just aren't very good at that.
  5. GGs to Mac. Add me, fool. Lets play more later. Got some decent Haku bro experience so that was good. Shit sucks worse than it did in Extend but I'm used to it. Tager mirrors are the best mirrors. Everyday, all day.
  6. Same happen to your invite just now. God damn it, Mac.
  7. I want 1 on 1s, slut~ I want that Haku bro match up. Take my invite~
  8. Lesss do it. Invite me, sucka~
  9. Toan doesn't know what he's talking about. The trick to a successful Nu player is to use the C buttons at all times, no matter the situation. There's nothing that screams "Pro Nu" player than landing a 5CCCCC FC at point blank. So ballsy, so badass. Just do it. If you lose while you're dong this, you're just not pressing enough Cs in that 5CCCCCCCCCCCCCCCCCCCCCCC.
  10. Because he doesn't know what he's talking about, as usual.
  11. Preference is correct, SKD uses a (pink) DS3 as well. I started using a DS4 recently and I really like it but when I let others try it out at NEC, the reception was mixed. Definitely worth trying for those that are using a DS3, though. It's definitely less painful for the thumb, at least.
  12. I have a day old bread stick I might be willing to part with... for the right price.
  13. Get thee to a nunn'ry, why woulds't thou be a breeder of sinners?
  14. Ya, that happened just when I was starting to get a feel for the match up. We'll have to get some more matches when it's fixed.
  15. Good info, keep it coming. I was running a long set with Lich and it feels like with all the burst baiting options, it's almost better just to OD for charges instead but obviously, that can backfire heavily. Note that you get a crap ton of charge if you charge during OD so even a double jump charge during OD will net you a significant amount. The good thing about this is that you'll get around 3-5 charges depending on how much neutral charge you're able to get during OD and with that you can DP safer and have better options overall thanks to having those charges to mess around with which you otherwise wouldn't be able to get.
  16. GGs to everyone I played in the lobby. I gotta stop baiting stuff and stop letting people press buttons on their wake up for free. Shoutouts to Omega for some jokey matches. I got to land my first OD > Devoured By Darkness ever so that was all worthwhile. I do, sometimes. Right before I die.
  17. When you're clearly superior to your opponents, I like to see how much of their offense I can just sit there and block from time to time to get better at recognizing certain strings and etc. It lets them press buttons and they won't leave as quickly as if you were to just go in and double perfect them or something every game.
  18. Trying to stop him from getting his doll out at the beginning of the round is about as easy as stopping Platinum from getting her first item. I.E. Bloody impossible. I feel like while his pressure is pretty good and it's kind of like, "it's your turn so I guess I'll block now" in a lot of cases, I feel like it's not as tricky as some of the other characters to block. I've had a bit of success with just blocking everything until they run low on doll meter and then basically, it's my turn to press buttons. But then again, blocking things on netplay can pose quite the challenge so who knows if it's even viable on netplay but it might be in offline scenarios. Oh I forgot to mention that I managed to low profile his 5B with my 3C for a nice FC in neutral a few times but I'm not sure if that's just how those moves work out or I just caught him during selective frames.
  19. Is it me or did fighting Relius in Neutral become a nightmare in CP? Once he has his wife out, he has safe poke options at nearly any point of the screen. Especially worth noting is that jumping doll attack he does in the air which he can do repeatedly which can make anti airing with 2C just not really feasible in many cases. His(5B?) the thing that looks like a mid range punch has pretty good range and speed, about the same as our 5B and once his wife is out he can just send her forward in that circular blade form and then get in fairly easily. Air to air trades versus his multi-hitting A attack is also worth watching out for and he can anti-air fatal you with his 2C for a big damage combo if you're not careful in the air. It feels like when he activate his wife at Neutral, it's very easy for him to get in and his pressure with JC seems fairly tight with multiple spots where he can DP/Burst bait with ease. It's hard to get neutral charge since he has a lot of screen coverage, 46D > 236D is fairly useless as it'll just clip into the doll waiting to get CH. I feel this is a more difficult match up compared to extend and I'm going to need a lot more games to start figuring out the right strategy against this match up but I had the most success when I managed to just stick to him like glue the whole match without even thinking about Neutral charging, using a DP here and there to shut down his doll use but then again, "don't let your opponent do anything" is a match up strategy that works against everyone so who knows. Any thoughts?
  20. Two scenario I recorded for "Scarlet Tempest" that didn't make it in there due to editing and time constraints. It shows some of the stuff you can do to punish if they try to avoid the 2BB mix-up by not teching. http://www.youtube.com/watch?v=Eqmw8s05xj4&feature=youtu.be
  21. GGs to everyone I played in the lobby tonight. Approaching that 200 games played, I think it'll take me around 1000 before I get to my previous power level so I've got some time to go~ Get your free wins while they last, especially if you play a character I'm not familiar with =d.
  22. Very true. There's little reason to jab on wake up unless you're setting up for a throw or command grab. Otherwise, a meaty 5B is better for just about every option imaginable. 5A/2A are still very good pokes and definitely the right button to press during those close quarters situation where each frame matters especially 5A since it will hit crouching unlike many other 5As.
  23. Agreed, most people familiar with the match up will know that 5C CH will spell a ton of incoming damage and will often burst right after the 5C and we could burst bait using it but that's no longer an option. A cute way to condition your opponent to burst after 5B would be to show that you can 5B CH > 6CC previously but then you'd obviously lose out on damage compared to the 5C CH starter but it would make them more likely to burst off a 5B. I do it sometimes when they don't have a burst and it's going to be the kill combo anyway just to show that I can but that's layers of mind games going on at that point intending to pay off later down then line during a very long set. I'm going to guess that they didn't intent for Tsu to have her 5C > j.BB combos so they took it out but it's an annoying loss all the same. On a unrelated note, I've begun to try and condition myself to 5A > 5B gatling instead of 5A > 5BB as I find I drop a lot of air continuations when stragglers get hit trying to up-back or something similar and as the second hit of the 5BB either hits or whiffs, it makes picking them up with j.B significantly more difficult and the timing window becomes very precise. I would simply opt to input the second hit of 5BB after confirming the hit on the ground or perhaps go straight into 5C afterwards to lessen the proration a bit but that doesn't really matter too much if the starting hit is 5A.
  24. A quick note on burst baiting. Bursts are a bit quicker now and have foot attribute so we can no longer dodge bursts with a sly 214D. We can use a 623C/D to dodge the burst but if you're not baiting it in the air and/or you don't have charge to follow up with, you can't do much and you'll be recovering from DP frames by the time they get out of burst recovery so it's a bad idea unless you've got the prerequisite charge amount and are just basically feeling yourself as the opponent is about to burst in the air. So normal burst baiting with Tsu is dependent on what moves are jump cancel-able. 5A/5B/2C/6C all provide a burst bait opportunity simply by inputting 5A/2C/5B/6C > hold up back. Of the bunch, I find 5B to be the most effective because it's our go-to mid range poke and look natural as it's a common starter for a myriad of options. Bait a DP and have a feeling they're going to burst? 5B > up back and you'll land in time for a dash 5CC for whatever you please. You won't have time for a 6C starter or 5C CH > 6C since they're not in counter state during burst recovery so I would say a dash 5CC would be our best starter in that situation.
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