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zaeris

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Everything posted by zaeris

  1. That wasn't my aim, which is the emphasize her pressure string is better then most and with the new changes to IB and air unblockable she uses that to her advantage more so than other characters, not counting quicker D stock charge... meaning she has easier access to stronger stock combo. But thats one of the changes that reflect in tsubaki, so I don't agree with mix up been determinate to her when her pressure couple with her frame traps is quite good.
  2. wasn't the idea of Gatling pressure along with the her B and C move requiring to be air barrier to be one of her advantage and also her ability to keep people stationary for a while.
  3. I have to say his Mu is rather interesting, while nothing new he did took it a new level of trolling which can be a legit style of forcing your opponent to chase you coupled with Mu AA option it provides a solid strategy plus every push back option goes into 214d. Now I just need more vids of Dio (Mu) vs top PSR holder.....
  4. Which hasn't stop her from beating shit out and crossing over ^^, in any case the nerf is unnoticeable because it is still a god damn good move.
  5. This is a Cs1 combo thread.......... well I suppose I should just leave it alone if people want to discuss it.
  6. nothing in Cs1 combo's into 236d or 236dc.............................. besides it does jack on air hit xD
  7. I'm trying to see the full picture here burst > 5c x 8 (correct spacing) > 6c > 236c> ? You could ommited the 236c and go straight into dash 2dd which is what I commonly do since I have little trust in 236c hitting without proper height/setup which is usually low to ground or having 6c hitting vs close to opponents hit box (think mission 10 lambda combo). if u want you can try this burst > 5cx8>6c>236c dash 5cx8 (must be at 5a range)> gravity A> 6a> tk crescent> dash 6a> 6c> delay 236c> 2dd> jdd>jc>jdd>j214d
  8. easiest be correct spacing then 5cx8>6c> into stuff your imagination should be saying 236c after 6c mid screen or corner 214d with proper spacing.
  9. if you take into account that tier are a character's max potential, fighting it out base on a technical(character) level Tsujikawa would be playing at makoto's max potential. beside that he is not beating weak players but actually highly strong players. When a character can steamroll good players you start thinking. beside from tsujikawa that could be because makoto is a technical character that needs more work or people are not that eager playing a furry over a loli ^^,
  10. Lol, it can be dangerous taking advice from anyone on DL these day. the only thing concrete is Makoto is S tier and the rest is debatable.
  11. I wouldn't say better zoning, he can punish lamdba at range being the character that he is but if I were to pit hazama/lambda vs the entire cast. I would say Lambda overall excels at zoning. Lambda vs hazama to me is about equal, since with proper reading it can go both ways. It is not like Lambda can't punish Hazama if he zones poorly, she can and with high returns.
  12. Bad match up or just poor at reading the opponent, I think it is too early to start yelling if character A is broken or not.
  13. I would put that under crouch stance combo rather 5bb ch >.< its 6b people... stop saying 5bb, leave it as Ch combo is rathyer impractical and with crouching stance you can just combo and without worrying about making 4b first hit whiff or not. something 2b 6b 4b or 5b 6b 4b, or 5c x X 4b ,
  14. from memory it was, it is impossible to connect 5dd from tk crescent mid screen combo. But Tk crescent bounce higher with more untech time so tk loops are easier in the corner. No Limitz did make a note of that buff and said it hasn't been mention so it could had been removed and as such it is up in the air if lambda can still do Tk loops or not.
  15. how did you come up with -4 when act B is 0 on block? since IB is -5. EDIt, lol, im not thinking. since your talking about act C,
  16. That is right, I remember that it is -5 forgetting to add frame advantage. ACt B was punishable by bang and people with 5 frame attack on Ib e.g. hazama 5a, rachel 5a.
  17. nope but at least you can use it more moderately beside in most case people block too much or jump due to 5d 214d block strings, its about conditioning and reading your opponent. But for now just Act C is unpunishable on block, whether you try to yomi instead that is different which doesn't mean its punishable if people predict, since if you predict sledge you can do the same thing and mash normal CH into CH combo.
  18. unpunishable act C with lambda on block BD repeat till primer is reduce to 1? of cause then people would try to yomi act C then you spam 5D instead lol,
  19. or you could switch characters? lol, this is lambda , I already mention about CS2 having frame unblockable to air. Ib-> backdash on non active attack. In the end just barrier, get hit a few times, use delay tech as a means to throw your opponents timing. In the end we don't have much choice if thats what you want to say and I agree with. Suck it up and live with it. Atm I would take rachel's cat chair as an alternative, just having a tool which you don't use is useful.
  20. I will troll u with a don't get hit line ^^. Defence wise just don't let them near you in the first place and keep running ^^. In practicallity your zoning is your defence, just don't messed that up. But if you're already blocking something read their character data and escape accordinging with IB in general, don't barrier too much ^^, I've been cheese with Barrier jumping where if you barrier it prevents you from performing a Jump which always gets me because im use to barrier IB+barrier from playing GG. especially with people charge unblockable shenenigans. The ideal is A instant block barrier to push them out a little since there is a pushback effect with barrier which in cases like ragna 5b 6a 6b 3c ectera if you can barrier block+ IB or maybe just barrier by itself is enough for 3c to whiff. Ib plus jump frames, IB block is -5 which can create gaps, most BB characters have a 4 frame jump start up exception (litchi arakune) 3 frame basse on caculation guard stun + jump start you can use this on laggy gatling or just out right punish them with 5a if u believe you have an extra 2 frames advantage. example jin 5c-> 6c/6b is start up frame which is a 19 frame start up (6c) 5c IB is 16 -5 leaving you a 8 frame of window... of course in this case just press 5a after jin's 5c unless its online then you pray it isn't laggy or mash harder. tigher strings IB jump into an Air IB which is 10- allows for counter attacks with jb/ja ectera.. of course you pray the attack isn't air unblockable but since its CS2 this will change to just backdash or button to barrier (pushblock effect). After that just keep praying.
  21. that crappy DP was our only 13 sec cool down delay, It wasn't game breaking that they had to remove the invul frame. I would prefer if everyone's Dp had a 780 frame cool down bar. To keep the game more honest. 214D changes occur due to its primer breaking advantage which is like one of the few move that broke primer and combos it was probably done to keep it in line with other primer attacks. I would be content if 236d start up was enough that 5d-> 236d became a solid block string. jdd untechable till landing would be useful if it acted like CT crescent saber which KD and was untechable till grounded. Fun things? well if it came to something j.dd at max height Tk cancel air dash j2c that would be interesting.
  22. http://kalfisquine.net/blog/?p=877#more-877 I found this to be interesting, at least from what said, arc has an idea but unsure about how to go about it, so does this mean the end to combo and just zoning into pea size damage into KD into more zoning? awell, life goes on.
  23. It's all fun and speculation, why not get more involved. As long as people can tell the difference between speculation and reality *dum*dum* there's really no issue. With that said it would be interesting to get some video, as for Goro, even though he is a great lambda im praying he isn't attach to lambda like H.H was to rachel even saying her changes are not that bad which is what fanboy's tend to do and Goro probably the biggest anime/idol fanboy out there in the BB scene. 236D which allows air hit to connect, Ideally something like act C delay 236d air hit into stuff would be rather fun to do. Then we have the infamous 6c non wall bounce which could go 2c CH (lift) 6c 236DC 236c ectera assuming it is fast enough.
  24. try playing fate unlimited code ^^, from this j.dd it seems like we're suppose to do jd tk crescent feint jd jc jd something like a 3 hit sword juggle ^^, since it only mention Jdd meaning the second D to carry this property. It would be totally amusing if it was the case, at least I can use it as example of arc trolling.
  25. Not sure about your definition of a ground punish but that would depend on the start up frame of GS, if the same its a very slow and poor move to punish ground move. e.g. noel does 3c a ground punish should capitalise on this and be able to deal significant damage to make her think twice which jin 5c 6c combo and ragne+bang+ litchi can do. At best most lambda players will be doing 3c-> gravity seed which is the same as always.
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