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Zaido

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Everything posted by Zaido

  1. SOUJI is a beast... Arakune as a character without fever isn't that good.
  2. It can, reason being tager's 6a has a guard point(to projectile or melee or both not sure) within the move, and also because tsubaki's dp being utter crap.
  3. Then that isn't blocking, it just delaying the extension. Blocking means it preventing it from even reaching in the first place.. so Nirvana can block projectiles but most Physicals she doesn't actually block it.
  4. Well obviously i know 5B isn't a literal projectile and know what you were referring to in the first place, also you can stop thinking about it being projectile property, cause it doesn't have projectile property, or it couldn't have beaten Sledge at all. And saying Nirvana blocks 5B, i dunno how she gona block it? i think maybe ur 5B just didn't reach Carl ?
  5. Sledge isn't an answer being, A sledge doesn't go far and is punishable on IB, and B sledge has slow start up if you just randomly throwing it out to get in, she just runs up and hit you before your sledge comes out... and 5B isn't a projectile. unless you have had 5B getting out sledged before then that is news to me...
  6. 236D is +3 720 is 5 frame startup if IB 236D makes it -2 and Jump IB makes it -5 i think...~~~~~~~
  7. Biter doesn't know frame data i think you mistaken that with Veteru
  8. the 2-3 charge combos dmg difference to a lvl 2-3 install combo dmg difference is not that much of a gap, but surely a 1 charge combo versus a lvl 1 install combo is probalby about 1k dmg difference. since you are basically using a super in the end of those lvl 2-3 versus using it on install super the dmg isn't that different in the end... however the only upside to install super is you gain the Meter you used cause you used it first then you did the combo.. also charging after a j214C is possible, but usually after that high of a hit count and prorate the j214C doesn't gaurantee a knockdown cause they actually can tech in the air before they hit the floor. so you dont really want to charge that long.. while 236236C super puts you and the opponent at a sufficient distance to get at least 1 charge back
  9. If your friend wants to experiment with it and share it, he is free to do so and the mod here will probably update it. what i think why people dont post stuff about it or talk or maybe experiment with it is... Install combos are like, yea you can know it, but actually applying it is a questionable fact, reason being once you use it, you spend 50 percent and all ur charges. So if they burst it... well ggs.. i mean you can still use it but usually after they burst the effectiveness of that install has already dropped exponentially. and the area where you use it for its effectiveness is corner or near corner. of course the argument is, well you can use it when they have no burst... well if they have no burst, usually they are withing the range where a normal combo with a charge of 2-3 would do the trick... most lvl 2-3 install combos that go for max dmg wont allow for a super ender so you are left with no charge... afterwards so it better be enough to kill them
  10. As a Tsubaki player, I will say this: Tsubaki will watch your meter. If you are below 50%, you're most likely mashing a 360. Tsubaki will watch your meter. If you are above 50%, you're most likely mashing a 720. "But what if Tager was mashing 236236B?" ... CONUNDRUM HEAD ASPLOSION
  11. As a Tsubaki player i will say this: Tsubaki wants to charge against Tager Tsubaki can keep out of Tager's Range ... CONUNDRUM HEAD ASPLOSION Also, magnetism is a two-way FREEway.
  12. so... when are we gona go fishing guys?
  13. Proto: no, in fact if you actually asked what part you dont understand it probably be easier to actually answer ur questions and maybe be more clear, cause if we were actually talking in person, you probalby be asking when i am talking, reason why i feel typing on forum is only understandable usually to myself since i am rambling to myself on trying to answer someone elses questions... the thing when you get in and hit is, you aim for when tager is trying to hit you with any big slow moves since tager can't RUN at you he can only approach fast by jumping. Seldge is not an answer, you can practically counter that if you were actually watching him 2D, is easy to avoid if you knwo its distance and its reach. So when i say get in and hit him, you dont just randomly get in and hit him but you aim for the opportunities. Obviously you got to know a little bit of tagers recovery and move property and his options.. Tager mashing 360 and 720 is always a problem. however 360's can't grab you unless you stuck out a move as he was doing the grab.. however at max range 5B to 22 stuff, if ur not magnetized he can't grab you, and even if you were magnetized i think you are barely out of reach for both of 360s Reason being i am saying know Tsubaki's reach. Unless i guess the Tager player was Holding down A Buster maybe he can grab you..but i dont think B version has that long of a vacuum..besides, these things you just got to sort of anticipate since you dunno what the other player is thinking or is he even THINKING at all, so you got to read them... Spacing game is basically leaving that gap between you and tager making the Tager approach you, since he can't run he can only walk at you or jump... or options are basically keep him from jumping in if he does jump in jsut prepare to AA, if he wants to 2D or sledge or whatever you just have to reaction and punish or avoid.. if he is just walking at you, you can just sort of dash in 5B at max range to see what he does and keep that gap there.. Therefore your not rushing him, ur just watching and spacing... and i guess ur zoning... but ur also getting in to try to hit him to see what he does for magentizm its basically when this is now tagers favor, reason i say deal with it.. was cause since i already know Tager options, this part you just have to play alot or at least learn a bit of Tager to know his options... Knowing ur options isn't gona help when it comes to player preference but it at least helps in general. But all in all, it is actually a lot easier if instead of only knowing tsubaki, you know Tager too... cause if you dunno what tager can do you, then ~.~
  14. Tsubaki is a Rush down character... but why must you think you must fight him as a Rush down character manner? I said go in and hit him, i did not say go in and RUSH him down, going in and hit him is different then saying go in and Rush him down... cause if i wanted to say rush him down i would of specifically put rush him down... but your goal is to just hit him so you can release the charges on him. I dont give you a straight answers is because i want you guys to actually think this match up not only in terms of Tsubaki vs Tager but the mentality of this match up as well, instead of me just giving you answers... giving you answers might work a few times, but since this is a fighting game and both player evolves, those answers can change. So i usually give a broad answer so you can think about it. It was only meant to help, but if the way i am saying it is offending you or not helping at all. well i am srry... cause i am just writing this out on a forum, so to me it sounds fine, but to others it doesnt' cause its not like i am standing there and talking to you in a conversation where i can elaborate with words instead of me typing it out and only looking understandable to myself.
  15. if you think having lots of charge meter is meaningless and you don't want to get in on him then this character probably isn't for you? but with all do respect, I mean obviously you have to get in to do any dmg... so... get in there and hit him... he is big, he is slow, yea... what is tager gona do to you when you are out of his reach and you can just go in and out of his range before he can touch you? You just out space him, he does a slow move, you punish... and you hit him with those pent up meter... then you get out and get more meter and rinse and repeat... "oh he has spark bolt." well... block or jump over it or something... "oh i am magnetized." well... that's too bad, deal with it with your defense or strike him before he can strike you. know your reach, know what moves you can use to punish against Tager, know what moves Tager shouldn't be getting away with, and know ur characters capabilities probably good to know a little about Tager too and what he can do as well...
  16. Then don't go to him... simple as that... Jumping at Tager is bad... you don't know if he will 2C trade or 623C This is a spacing match Here is a hint: if Tager can't rush you down, what is the one thing any Tsubaki SHOULD be doing? :psyduck:
  17. Event mode is basically both people game over when the match is over. While free play is like regular mode whenthe winner stays on. Both Are basically free. Just event mode works better in this context then free play mode
  18. j236B is an overhead? news to me...
  19. no... i nvr experimented with this set up before... and it is news to me that j214D is an overhead
  20. depending on what day you hitting up AI, i try to make it, and see if i can get my friends to come along as well... I haven't seen you dabbit... since..... i forgot wcw1? lol...
  21. 6C Fatal->TK j236C 2A 5BB->3C 214C-> 2CC->sjC->djCC->236A->214C Dmg??? all i know its around 2.2-2.3k ish~~~~
  22. in actuality there isn't really levels for 22 moves there is only Full charge or not, even if you held it down to so called Charging it isn't charging it up to make it stronger or gain any other extra property or untech time also 22 has 2 attributes 22 by itself 22 off of special cancel that also applies to other specials that are special cancelable to each other so 22 by itself is a knock away move but it doesn't not have sliding effect, 22 off of special causes sliding effect 22 by itself Fully charge causes wall bounce but techable right after 22 fully charge off of special cancel causes longer untechable wall bounce which can lead to knockdown sometimes So all in all the semi charging only delays the attack actually hitting.. its not actually giving you more untech time or whatever... Well if you guys want to call it lvl 1-3 i dont care but i thought i point this out..
  23. your answer to his question is admitting 6CC is better but i dont understand your example of 2CC pushing you forward and it will connect? Proto: also what is a 22D from lvl3
  24. Ragna don't need to jump in on tsubaki to hit tsubaki :V... Ragna makes tsubaki Jump! only bad ragnas will just jump in on tsubaki's 2C range without thinking ~.~ I heard high enough Berial Edge can clash with 2C + jC max range > 2C cause 2C can't Anti Air it & it will whiff and put you in vulnerable state
  25. I believe for AI it's 50 cents (2 tokens) to start the game and 25 cents (1 token) to continue. Or maybe it's all just 25 cents now...
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