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Zouf

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Everything posted by Zouf

  1. Is there a complete frame data somewhere?
  2. Oh yeah 22A was pretty cool. Never really used 22C for pressure. Meh, we got a cool fireball now.
  3. She was A tier in CS2. Looking at the frame data and her charge speed back then, it was pretty obvious why
  4. she's very dependent of her starter, but in corner she deals more damage than average. She has more trouble midscreen tho. The A/B/C variants were most of the time useless, i'm pretty happy they got rid of it. It wouldn't improve her mix up game one bit, as every move was minus on guard anyway. Tsubaki is fairly easy (super easy actually) to learn, but she's weak, so it's hard to win with.
  5. People like LordSpecterX who troll and leave without saying anything. Bad mannerism is the cancer of the fighting games.
  6. You are pretty mean to Dogura. It's totally worth it to want to Astral during a final match in EVO. Everyone should be doing it. Screw money and shit, this is a game. And we want the hype.
  7. Is that a rematch we can see in the end menu after a match? - Rematch - Character Select - Return to main menu Am I right?
  8. I know, the difference is that MB is a slightly faster-paced game and has much stronger mixups than UNiEL, as well as more air movement possibilities (double jump into air dash). Basically, if you were into corner under pressure you were pretty much doomed unless you can find an ex shield or bunker. And guard crush was here to prevent you from blocking ad vitam.
  9. Not necessarily. Even if you do 236B quickly, you won't always side swap. It depends how high your 5A hits, and it's highly character specific too. Characters with a small hitbox will tend to side swap more often than the others. It's kinda random if you don't delay 236B
  10. Watching more and more vids, and one thing I really noticed is : the lack of cross up really kills what little mixup characters tend to have. Most rounds last for at least 70 to 80 seconds, and the only way to break the opponent guard is to win the neutral game. That's even more noticeable in high level matches. I'm really afraid it might kill the fun in the long term. Looks like FB was so afraid of doing another Melty Blood that they completely nerfed that aspect of the fighting games.
  11. 6/29 Akihabara Leisureland Arc Revo Qualifier Dio (CA) vs Konan (TS) Kouya (NO) vs Konan (TS)
  12. It's always worth it to secure a kill
  13. https://www.youtube.com/watch?v=HoEbtoRC9ew&feature=youtu.be Fun stuffs
  14. What bothered me more is that he could have won if he had Mugen instead of doing a simple combo like that
  15. This is a shame as this game is quite good.
  16. Bullet 2A is no longer jump canceallable (if it has changed) Useful for 2A > 720 string
  17. Rematch option. Thank god.
  18. nvm On that note, 623C > j214A+D is kind of good option select. If 623C hits, j214A will come out. If it whiffs or is blocked, j214D will come out (and you can rapid or whatever)
  19. Concerning your pad problem, i can't really help you since i play with a stick About the unwanted Asterius moves, unless you keep holding D before the AoA for example, Asterius will always do a C move if you press C (and D move if you press D). To bypass this, you either hold D all the time (D has priority over everything else), or you change your combo. In P4A, i was doing AoA > 8C (AoA launcher + 8C punch input) > J.A > J.214A > Asterius 8C hits > 214B. Another example : stuff > J.b > j.2369C (double jump because of 9 + 236C laser input) > j.a > j.214A (land) > Asterius 236C comes out > stuff Shortcuts are your friend. If you ever played the KoF serie, you probably used them already
  20. Coming from Litchi, I can understand your pain. She's nowhere near as good as her in neutral/okizeme/mixup/pressure. Approaching is the greatest issue for Tsubaki, as, like you said, her neutral is just no good (they kept nerfing it since CS2, for some reasons) Once you hit the guard you have somewhat of a mixup, which is not terribly good or bad. A lot of frametraps, no bait, a mediocre overhead and that's it. 5B > 6B is your friend tho. It's a good gatling that catches mashers, makes Tsubaki approach more safely, is + on guard and a good starter if you can confirm it. Well, you don't want to let your opponent escape if you can help it, as you'll go back to neutral and lose most of the time. Her okizeme game is not *so* bad, especially in corner.
  21. This combo doesn't work that's why :P I just pulled it off from my magician hat. Drop IAD and just do 5C > 2C > 236C > 214B > 22B for 4900 dmg 3CC > 5C > 2CC > CT works yes, and it gives a huge buff in damage. I always go for this route when i have 25% heat
  22. Best would be 3CC > 5C > 2C > CT > 6C > 421D236D > 2CC > IAD JCC > 5C > 2C >BBB But, as the combo is long and there is not so much hitstop, OD would decrement too fast and, unless you are very low life, opponent could burst midway. The idea of OD after a safe jump is sexy, if you could do it as an option select. But as the opponent can delay his tech, it would most likely not work unless you can confirm he teched ASAP.
  23. 6B > 5C > 2C > 5D > 236D > 6[A] > stuff
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