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Everything posted by Surf
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More than enough time for maybe a video or two to show up. Gotta stay optimistic. These projectile really interests me though. Maybe it'll contribute to making charging safer like Batousai mentioned
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That's unfortunate. Her bbs is lacking in info compared to some of the other characters as well.
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I suppose we'll just have to wait and see. From the bbs, it seems that 5B and 5C are relatively unchanged. Also seems like 623C has quite a bit of invincibility
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Yea I'm guessing the bar has to be filled up all the way now. And I'm for certain the bar no longer has segments. I agree with a lot of what Batousai said and I'm generally okay with the lose of 22D unblockables. I'm sure the command grab and projectile will make up for it. Here's to hoping her 22D becomes + on block again at least
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I wonder what the animation for her command grab is. And curious on why the versions of her specials were taken away. Also note that her Drive Gauge doesn't have segments anymore. It's just a bar
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Tsubaki - 214A/C are gone - 22A/C are gone - 623A/B are gone - j.236B/C are gone - Gained two new specials, [4]6C/D and 63214B. - And a new distortion 632146B
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Notice Tsubaki's Install gauge doesnt have segments anymore. It's just a bar
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Ive tried it a couple times in matches but not too often. I actually need to do it more because its a lot of meter gain. Its probably the one combo I still don't use on a regular basis, that and 1 Charge Mugens
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Surf replied to Hecatom's topic in Under Night In Birth
Havn't posted in this thread on Dustloop yet. We're looking to get more people into the game over at Mayonaka so I thought we could all discuss on both sites -
Wow I really cant find any matches where he applied that set up now. It doesn't help that he's always in the hour long a-cho uploads. This is going to take awhile
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I always found it hard to link 6A from a 22X, especially online with the slight delay. I'll go into training mood to try these out in a bit. I always loved the j.236D > delayed j.214A set up. But I've never used to myself. @Kiba yes I could show a demonstration but it may take awhile since I'm typing this on my PS3
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I usually use a set up that I witnessed the Tsubaki player Kuyaki do several times in his matches. In the corner, he would 2A them after a 22X ender and immediately cancel into 22D. If the opponent mashes tech than they'll recover and will most likely be counter hit and eat a 4k combo. I implimented in into my game and was surprised how much people got hit by it. Now the more experience players would simply not mash tech when they see me do it once or twice, so I usually 2B then and go into the IAD combo. Another thing the usually start doing is mash tech roll forward. But since an otg 2A makes them airborne, I simply jump back and throw them then proceed into a combo. Somtimes 2A will whiff depending on the character so now I use 5C from a reasonable distance away instead. Now I'm not sure if Kuyaki is using an option select whenever he does this (he probably is) but I've never seen anyone hit him out of it before. So what do you guys think? Any suggestions on improving this dirty set up?
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Also you can 214D through Ignis's screw attack. When I found this out I always made sure to have at least 1 stock of charge when things got neutral. Some Relius players respect the option and don't screw attack anymore, while some just keeping doing it in hopes of getting a CH
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I talked to Airk on xbox live and he said he'll hold off on buying the game for now As for the 214A AA for J.C it seems to work. But you'll have to be very wary of his/your positioning and you MUST be sure the J.C is about to come out. It some cases it would clash or trade but since Ragna would get counter hit you can recover and finish the combo before he hits the ground. If you do it too late or early your gonna get hit though. If a Ragna sees you do this once they'll probably start making their jump-ins extremely ambiguous and hard to read. It seems to work most of the time but just be damn sure hes about to J.C before you commit to it. Seems more consistent than 2C though
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Nope 3C doesn't go under 5C, you'll just be greeted with a nasty counter hit if you try that
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Oh really? Didnt know that. Really should take the time out to study everyones changes. Does our 3C go under her 5C?
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I figured, some of the combos I ate in the corner didnt do a retarded amount of damage anymore
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Yea probably, usually when I have them under pressure for awhile they randomly get CH out of something. I didn't mean it in the way of getting on them recklessly either, theres been a good number of times I've been 5A'd out of pressure. But generally I stick by them when I don't see the bottle in sight. Also has Plat's overall damage in EX been reduced?
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Platinum players usually aren't too good at blocking for some reason. Whenever they don't have the bottle I rush them down
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5C will pretty much stuffs everything you can think of doing outside a raw 214D, which I'd advise to only throw out when their using Habaya like a madman. Chasing her in the air is out of the question also. J.C pretty much beats all Tsu's air normals. Get in their face and make sure to keep them on the ground. Don't allow them to create a Steins Fortress and having you sitting their blocking the just active lasers. Once your on her don't let up. But of course be wary of her DP. Thats somewhat where reading you opponent and the current match situation will come in handy. If your pressuring them and their low on health, 9 times outta 10 their gonna DP you. So be wary of that. Of course this match up is harder in EX but not impossible. Avoid being in the corner at all times. Know the range of her normals, preferably 6C. Getting hit by a raw one near corner is gonna result in you eating a 5k combo. I'd advise only charging on knockdown because just charging randomly will give her the chance to set up Steins. Also if their setting up steins in a very unsafe manner, feel free to 236x to counter hit. Don't relay on though. I'd only use this if I have charge so I can 22D if its blocked to lessen the unsafeness. But I'd only use this VERY sparingly
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Whooooa sorry I posted the wrong info here earlier. Sorry, don't mind me
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Thanks Reptar, didn't know the wiki was updated I swear j.C's range is just retarded. I don't even bother trying to 2C him half the time because I usually lose. But only the lesser playlevel Ragnas jump around a lot. The more experienced players usually stick to the ground for offense (from my experiences anyways). Half the time I'm just scared to press a button and eat a 3k+ combo. This matchup is nonsense. Seriously
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I'm sorry to go a bit off topic but you guys have mentioned something Ive been seeing JPN Tsubaki players doing. This whole safe jump thing, doing 214A/B after a combo and jumping while their teching is a safer option then 22A/B/C/D'ing them and pressuring more on their wake up? So I'm guessing it shuts down a lot of their reversals options right? Can someone elaborate
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ugh hated this matchup in Cs2 and it only gets worse. 22C/D seemed to keep them at bay for me in that iteration. Not sure about Tagers new changes and if he'll be able to do something about those attacks this time around
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I seem to see alot of platinums online everyday. freakin hate that match up