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zaeris

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Everything posted by zaeris

  1. interesting display of tsubaki combo, a few new one I havent learnt. lol I should research more. The tsubaki combo thread should be updated with a few advance combo... it looks to be stuck using old technology still.
  2. besides 2dd-> 6c/4d air hit the rest is pointless.... using 4d at close range... is just suicidal and if not, reactable.... lets look at it this way the range on 4b/6c isn't godly enough where poking with 4d at best it be a gimmick into the new gatling, or using sickle but we have better mix up then going for a 4d-> 4b mix up. Act C: it could be nerf to the point where u must use 2dd asap and go into aerial combo or into the new gatling. Gravity can mean no more 2dd tk-> dash 6a 6c crescent into stuff and just 2dd 6c -> stuff.
  3. if you're talking about frame traps 5c -> 6c is a frame trap at that point which is good vs masher... others have said it is jump cancel on block and also most people should be able to hitconfirm 6c into 6cc offline. Anyway, I'm just replying since you wanted to do something else with 6c since max potential are off 5c and 6c combo while 6c can be FC for stronger combo. 6c normals works when you're aiming for: frame trap air unblockable and punish. if your opponent is just blocking all day you shouldn't be using 6c.
  4. maybe you should read my post properly and reference yes.. since that passage was talking about lambda combo..... I can quote you this time, internet fails.. or you can assume you know lambda combo. Guess I will play nice.... I would to see someone who can confirm to be able to do that combo to make judgment rather saying I think, but I can never do it or its in a combo vid so its got to work. How can you tell if someone didn't use a program stick to perform lots of 1 frame combo to make it possible?
  5. I guess this is dustloop after all... lambda is charging 214d spike chaser from half screen (correct spacing from combo) what you provided I be laughing well, glad to see we have fail people who would fail to evade 214d from lambda ^^, from half screen too doing silly things. Then yes combo that work on silly people are practical in tournaments, ic, so thats how it works.
  6. btw the combo vid isn't human time ^^, but since its a combo vids its meant to be flashy. I have but its impractical in many ways when I started practising. the dash 2cc 623c j214a move also is tight and depends on your dash distance x 4 reps which makes it impractical at every step since you can dash too late or to late. the Delay and timing is strict for every characters so it becomes character dependant. note number 3 that is a 6c FC (fatal combo which means) your opponents needs to be mashing or doing an attack in CH state that gives the correct spacing and hazama falls into this section... ragna hellfang follow up might provide the distance which are some I can think of that would push you back enough. sometimes people need to distinguish practicality in matches to just showing off ^^, remind me when lambda players thinking she can deal a maximum 7k off a 214d ch I’m thinking how you're going to get your opponent to mash something jumping at a half screen distance for your 214d to land CH. p.s I don't think the vid is aim at me but I would like to see someone record it separately by hand.
  7. 2 stock mid screen . tested. 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash [5b/5c distance from corner if needed, ommit first] 2cc IAD jcc 5b 2cc 236b 214b 22c 6c 236236c. mid screen combo 5928 and 48 heat. doesn't require FC so if 6cc as frame trap or your opponent likes to jump out of your strings this can work too. testing 22c 2c 236b 214b 22c ender on fater opponent. 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash [5b/5c distance from corner if needed, ommit first] 2cc IAD jcc 5b 2cc 22c 2c 236b 214b 22c 236236c . damage 5972 and 48 heat. works on most. haven't found exception cause I will use noel and carl to see.
  8. Fatal combo? well this is the one I use when I have two stock. Here is something to get you thinking but I remember I grab the idea off someone... anyway 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash 5b/5c 2cc IAD jcc 5b 2cc 236b 214b 22c 6c 236236c. mid screen combo damage is around 6k something or was it 5.5 lazy shrug lol meter is close to 50 or 50 can't remember. corner is just subbing the stuff and making it one stock..
  9. Height? only when you hit them too high and your IAD crosses yourself over but always keeping them as low to ground as possible while able to land IAD jcc combo means you will have an easier time connecting 5b but it doesn't matter really when different starter will make it easy or harder. For starters you can try IAD after a 214D, I would rate that as the easiest. IAD combo shines after a 5c/6c starter or 214d, 236d starter since it can be combine with 2cc 623c j236a (w) j214d follow by 5cc 2cc IAD combo. I tend to use it to cross over and beat my opponents AA option e.g. 6a in most cases it will beat it clear. Which is more of a conditional so jc pressure can be more threatening. Other idea I have been playing with using j236c is to whiff cancel into j214d by making it an ambiguous reverse cross over. But its main purpose are reset although I’m not fond of tsubaki resets when you can get a kd with good spacing for charging 22d with any normal combo.
  10. I can probably came to some conclusion that you could be playing online which there puts lag on your blocking stance... In case people wonder match up talks doesn't apply to online. Or just yomi your way through everything.
  11. It is generally easier but otherwise it is harder to gain that 50% heat in one combo without going 6c->DD meaning you can generate 50% heat and finish with a super from zero bar if conditions are met such as corner and 1-2 stock. And yes Jin lol, the only one without foot hitbox sticking up when sliding. The alternative using 236c to extend combo works to add 6c> DD ender 2CC > 236c >5C > 2C > 236x > 214x > 22x >6c> 236236C
  12. not repeating 22x attack twice in a single combo and holding down 22x as long as possible adding more untech time allowing 6c to connect easier. (exclude 22d since that is treated as being separate vs 22a-c)
  13. when did ice car became a problem? if your issue is ice car have you try and learn to IB the B-D version? second alternative would be to bait ice car if he is doing it randomly meaning to turtle more if you must. Whiff random normals and see what he's doing.
  14. its possible to do 6c after 2x (22x) command but your super will always whiff since they will auto tech and your opponent teching making it inefficient if you can't charge instead. Bold, you mean for 2cc to connect after j214a whiff is dependent on when 623c hit which must be ground or near ground since the total untech time doesn't change meaning hitting them higher with 623c they will be able to tech higher too but 2cc range isn't tall enough to catch anything beyond close to ground pick up. Your opponent must be as low as possible before teching to allow 2cc to hit twice, this is the hard part which could be a small gap. As for 6cc. using 22d might work although I like to keep 22d as an extension if I ever wanted to confirm super ender 100% that and I get confused if I have too many variation since I like to keep it universal at any distance. Anyway its really preference what combo alteration people like since the damage is the same and bar regen is similar but yea gaining charge bar is a plus. as for your last part, for me it is keeping things in habit since I know I'm going to do j214 B/C whiff in the corner if I use it mid screen and you dont want to be moving forward at all for corner combo. Confirm dash 2cc is okay for me since I can read the combo better as in I know when 2cc will work judging my opponents fall animation. EDIT I'm still thinking of an alternative to 5b air unblockable with 1 stock I started playing around with the idea of using j236d. so its been something like 5b -> hit confirm air unblockable-> 623c j236d j214a whiff dash 623c j214a whiff dash 2c pick up for mid screen. However this part 623c j236d j214a whiff seems to be unstable... Hopefully some one can come up with a better idea.
  15. I wouldn't say I'm poking at max range but far enough that 5bb can sorta hit but otherwise 5b on CH into 236d can work also into gatling > 623c j214a. If its at max I will probably keep running and poking with 5b until im in a close range enough where I can land a BnB. that's enough of my rambling for tonight.
  16. its a bit of character dependent... 22a/b? I don't like it because its either slower than other peoples normals at max range or leaves you minus on block where naked 5b is a good starter for pressure. it might be a good frame trap when im lazy but I guess it is because I like the high damage of a confirm 5b ground combo into 623c 214a combo. Okay I'm being greedy lol.
  17. seems your correct although it saddens me that I can not punish more for my opponent for not blocking >.> I was testing it before and you will also need to confirm that 5b air unblockable with super jump jb which makes me think its not possible unless you were fishing for it. I tend to use 5b at a far range to CH my opponents from pressing buttons. Guess it will just add another layer for Tsubaki to yomi.
  18. this has been bugging me for a while but what is tsubaki optimal answer when she gets an air unblockable 5b on pressure as in your opponents was trying to jump out of your pressure and 5b connected on air hit. considering pressure range it is too far for 2cc connect whats are people following it up with.
  19. there some character specific combo there.. at least with Jin it won't work as easily lol. 2cc>236c is height dependent and character dependent also with the 5c pick up it can be harder on some characters where 5b 2c can be done easier although required timing as usual. Your last combo is interesting although all 236c pick up can be replace with an easier and more reliable 22b/c however by using 22b instead, doing a 6c super after 236C 214B 22B is impossible. 236c does more damage but overall unreliable however if your pro at never dropping its a good choice. I will borrow your notation and add my scrubby combo which makes it easier to not drop.. 5B 5CC > 623C > j.214A whiff > 2C > j.C jump cancel j.C > j.214A j.214D > land 6c > 22[C] >5c/5b> 2C > 236b 214B 22C I always thought it be nice if DL could list combo off different starters instead or maybe I haven't read the thread proper I find it hard to follow up on charge branching off to beginner-> expert 214D starter mid screen> corner 214d> 2cc> IAD jCC> 5b 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C 5B CH Starter 5B 6cc jC 214d land 236d dash 5c 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C However if you get a 6cc Combo starter FC or not you can add an IAD in the middle. 6cc jC 214d land 236d dash 5c 2cc> IAD jCC> 5c 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C in corner the slight variance would be to omit the 236d pick up and use 5C(w)C instead. 6cc jC 214d >5C(w)C 2cc> IAD jCC> 5c 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C random rumbling, nothing important lol. I will expand on this 22a-c will allow for a 6c>236236c to connect and to combo into 6c. a longer charge on 22x (excluding D) attack will make it easier almost before tech-ing release 22x attack will make it work on longer combo. using 22a-c twice in a combo will automatically make them tech when you go for a 6c>236236c ender. I'm always looking for more stronger air/ground throw combo. Ground throws seems to prorate more. Side note~ 6c>22c otg after j214d seems to whiff on ragna. Near corner air> dash 5c 2cc> jC 214d > 6c 22c> 5c 2c > 236B 214B 22C damage ~3307 37 meters gain. mid screen using 1 charge repeat of everything adding 236D mid screen air throw> dash 5c 2cc> 236d dash 2cc> 5c 2c > 236B 214B 22C damage damage 3186~ meters 35 side note the difference in damage between an air throw and ground throw is around 600~ damage less cluttering if I put it in this format since I doubt it will get read lol.
  20. (mid screen to corner) 3cc (RC)> 2cc> IAD jcc> 5b> 2cc> 22c> dash 5c 2c> 236b>214B>22c seems to do 3438. The only reason you would do a combo like this would be to prioritized your stock over you bar for damage. So a zero usage of stock would be ideal. damage seems to be cap around 3.5k with this as starter without using super. 3cc CH 1 stock corner 3cc RC> 2c> 623c> 214A> 2cc> jc> j214d> land> 5cc (whiff first part)> 2cc> 22c> 5c> 2c> 236b> 214B> 22c 3971~ damage alternative your other low option would be doing 2bb-> 5cc-> 623c>214a> dash 2cc> 22c> dash 5c>2c>236b>214b>22c does around 2651~ damage. which is 700~ damage less and no RC. The only reason I can think of is 5b> 3c gatling is a frame trap of about 2 frames gap on non IB which would be useful vs masher but otherwise 6cc fatal counter is a stronger frame trap which is easier to hitconfirm and jc on block (6c) or extend into stronger starter for max damage. Just meh choice overall. Side note. 3cc RC starter follows similar combo pattern compare to 214d starter
  21. It is also a match up chart based on peoples opinion. From the general look rush down vs zoning is consider 5:5 which shows you how the match up works, either they can get in or your are able to successful keep them out. Its fair game since there are holes in lambda zoning so its has to do more with guessing. Makoto general risky strategy would be 3c which can be baited. Ragna looks like 214d spam and running away will keep him at bay ^^ When lambda is in the corner it would 8:2 ^^ and she will just die lol/
  22. lol, fine it is the internet you cant reason with people, people will start hitting 5bb just to get 6b making their attack slower... but what ever. Japan doesn't uses that notation but if you want to be my guest.
  23. Guess I will make it simply........... you can look for a 5bb command in the FD if you want ^^, tsubaki 5bb is a legit command because it cant exist by itself, see if you warp your head around that.
  24. >.> because 5bb does not exist................ 5b will auto gatling into 6b if you press 5b again. People seem to believe 5bb is some legit command.
  25. its fine no one ever writes this in ^^, people will keep thinking it is invul.
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