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Everything posted by Surf
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We haven't seem this particular combo yet but judging from an earlier combo I've seen this one should work. Take it with some salt though, but it should work. Midscreen, 2-3 charges CH 5C > 6C > Mugen > 46D~236D > 46D~236D > 623D j.236D j.214D > 2C > j.CC > j.214B Calculator says that's 7288 DMG. And she can probably get a tad bit more after the 3D's, but since I haven't seen the combo visually I went for 2C > ender. This is very practical. You can have an easy 2+ charges from a command grab and CH 5C can easily be landed, with a throw bait setup. Dash in and fake a throw, backdash > CH 5C > 6C. This same setup works in Extend, where she can get 5k with a CH 5C throw bait setup with 1 charge and Mugen.
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We can have resets in our combos right? And if so, will that reset count as a combo as well depending on how long the following reset combo is. Name: Surfeit Alias/Title: Surf Colour palette you use: Konan Corner, 3 Charges, 100 Heat (Done on Ragna) CH TKj.214A > dash 5C > 2C > TKj.236A > j.214B > Rapid > (immediate) j.214C > Rapid > dash 5C > 2C > TKj.214D > 6C > 623C > j.236D > j.214D > 22A Midscreen, 3 Charges, 100 Heat, 2 Bursts (Done on Ragna and Tsubaki) TKj.236D(2) > Rapid > Gold Burst > 214D > 3CC > Rapid > slight walk forward > Gold Burst > 6A > 5C > 2CC > 623C > j.236(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5C > 2C > j.C j.CC > j.236A > j.214C Regarding Combo 2, time the Rapid so the Gold Burst and the aura ball hit the opponent at the same time. Also the IAD j.CC > 5C timing is somewhat strict
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100Yen (BA) vs Tomo (TS) Nice combo at the end. 22B(w) > 5C in action
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I'm not the best at creating combos but I'll try to make 1 or 2 for the video.
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Kazu has become alot more offensive all around.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Surf replied to NickExtreme1's topic in Archive
I would say counter assaults are not as effective for you as they are for me, since I have the reactions of a 5 month old sloth and don't enjoy blocking for extended periods. I'm so glad jump loop is gone in CP, so I don't feel guilty for not using it anymore. -
Some of these people online need to either be castrated or have their hands amputated. Fuck the two people i bumped into today
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Surf replied to NickExtreme1's topic in Archive
I think you should bait bursts and counter assualts more often. And maybe to counter assault yourself as well. I know your stingy with your bursts and I can understand that, but Onestar would be pressuring you and you would almost be dead with 100 meter. You didnt really have anything to lose from using a counter assault and maybe rapid cancelling it if he happened to bait it. He had a burst left and 50% health in one of the matches. Even if you still lost you could have counter assaulted him out and started applying your own pressure not in hopes of winning, but in hope of him using her burst to prevent you from possibly running it back. Pretty much the only thing I can say. Some good matches -
Actually I guess it was a derp for me. When I saw 214B > 22B(w) I immediately thought you hold down the 22B and made it whiff, for some odd reason. An immediate or well timed 22B after 214B would probably have you be able to continue a combo with 5C. Yea their the same. Even the amount of frames they are are the same. The +/- +51 is simply from 214A untech time + emergency tech frame duration - 214A recovery time
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Wouldnt the recovery of 22B be too much for a safe jump
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Just making sure everyone else knew. And regarding midscreen 214A oki, i failed in finding an OS for reversals. Sorry guys. But the setup is still very effective imo. I hope its still usable in CP
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Maybe you can cancel it by pressing A while your holding D. I've seen some players cancel it pretty fast as well. So I'm thinking that may be the case.
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It seems like the charge gauge slows down on certain hitstops during Mugen. Look. I'm pretty sure it didn't do that before
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I was going to mention that 214B works better overall except against Ragna and Hazama's reversals iirc, but using 214B midscreen will have you switch sides most of the time.
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Kouhatsu https://www.youtube.com/watch?v=jxyqywxsps4
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Yes, but that's mainly in the corner. I'm trying to find a universal variation that works both midscreen and corner. This setup seems effective (emphasis on seems, since I haven't used it in an actual match yet), but I'm still working on a way of dealing with reversals.
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Nah its fine. Regarding my 214A setup post, Im going to experiment some more tonight and see if I can find an OS for reversals. Or at least certain ones. Will post my findings as well
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Well i just said it was a nice setup. Dont really plan to use it and i wouldnt really want them to get hit by it either. It was interesting and gave me a couple ideas for some other things
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Hmm. I just watched that combo video and it was pretty nice. But the thing that struck me the most was the end, the ... 214B > dash Blades super oki setup. It was a nice setup. But what I've been wondering for the longest and I mentioned to Kiba lately is the possible use of 214B or the followup version as legit oki midscreen. As opposed to the 22x enders I've mentioned earlier that seem really inferior. Things like 3CC oki or cross under go out the window because it seems the time their in an untech state is even shorter on 22B. Cant do much off of it. For 214B I always thought that now it's use is pretty much gone since when combos like .... 236C > 214B > charged 22B happen it seems like their extremely high after being hit from the 214B. And that they'll tech before they hit the ground in most cases. CP's combo system still confuses me and I haven't seen anyone not choose to follow up after it hits. So it's hard to say exactly how useful it is. In any case, I just went to screw around in EX because I haven't been really using 214A as oki. Neither have I really experimented with it. Of course the only time you'll be using it is if the character is airborne, so a combo like 2CC IAD combo into 236C > 214A is what I did. After looking at some frame data I saw that shes less or greater than +51 depending on the height you used 214A on them . Applying meaty pressure is hard with this much frame advantage because of how large the window is (I would suggest doing confirming into the 2CC > 236C > 214A part of the combo when they are pretty low to the ground so the frame advantage isn't extremely huge). So I thought to close that window, and started dashing and whiffing 5B while their in their invul state during the emergency tech. Then I would link a 5A afterwards. But after some more testing I found that the 5B whiffs on some characters, like Jin. So instead I switched the normal to 2B. Which would be more consistent than 5B when stopping any other teching options. The only thing I had to change is you have to do a very slight delay with 2B after you dash with it to make up for the fact it recover 5 frames faster than 5B does. This setup stops any attempt to chicken block since 5A hits extremely meaty and catches their jump startup, 2B hits them if they opt to not tech as fast as possible after the 214A, and if they attempt to press any button after they tech they'll be CH. If they try to up barrier only barrier will come out and they'll still be stuck on the ground. You can also substitute 5A with 5C but you'll have to delay the 2B a tiny bit more. If they attempt to delay and forward tech, which would probably be the most likely of teching options if they tried something else, you can easily super jump after the 2B and throw them. If they tech backwards just IAD and throw them. The only obvious problem I've had with this setup after DPs. I tried creating an option select that involved linking a barrier after 5A, since if done early enough the 5A will whiff and you can barrier said reversal attempt. But a lot of the time the 5A would be too early and whiff on them since their still in their invul frames. Makoto was one of the first characters I tested with and the setup seemed to somewhat work by linking barrier after I applied the normal timing to the meaty 5A. But once I attempted this with Ragna I would either be hit and it would be a CH or a regular hit. And there's only a 2 frame difference on the startup of their DPs. So either it's extremely tight, or my timing was off. It was most likely the later. Well anyways thats why I'm here, I was wondering if you guys can possibly shed some light and help with a possible option select for any type of reversals. And maybe cover any mistakes I may have made.
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mAcintosh
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If the JP and US release are pretty close together (less than 3 weeks) I probably wont import.
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Wow Airk, really.
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Do wonder when we'll be better more news on the release date. Probably sometime in March
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Surf everyone. Please. And no problem