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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. Actually it's most efficient to activate at 1 charge a lot of the time. Get 3 charge moves in, get air combo, 4.4k, oop aww. Install super locks your level so as long as you are still in the install, the 236236D will do whatever version you started on.
  2. Probably. Less worth it in CS because 22C does 400 instead of like 800 damage now, though. Probably better to just end a combo with 22C for oki. There's a ~5k combo ending with 22C off CH 2C currently, maybe there's better stuff waiting to be discovered?
  3. Only managed to land one fatal counter combo since people weren't mashing enough while I was testing: CH 2C > 6C DC, 2C > 5D(1) XX 214B > 214D, land, dash 5B > 6A HJC hjC > D JC djC XX 214C, land, 5D XX HF/D ID/CS ~5k, 1k more than the ez mode 2C > 5D DC 6A air combo -> BE -> 5D XX whatever combo.
  4. - Regular 6C CH feels really short, doesn't look like you get much off it anymore other than cancel to Shippu. I'll confirm later, though. - don't really use 5D much as 2D and jD followups are more consistent so far... but I can check on it? - black Hakumen would be harder to see on dark stages if he didn't have bright orange hair. - I'll check combos more tomorrow. - I only do 5C knockdown, 6B has an immediate tech knockdown and recovers kinda slowly.
  5. Tsubaki's DP hitbox is not only projectile based, it's also very far forward; like, wakeup DP whiffs if they were jumping forward, lol get punished. On the bright side, you aren't in counter-hit state on landing so the punish combo won't be some hilarious 5k fatal counter?
  6. Tsubaki would be way cooler if she randomly EXPLODED
  7. We'll be missing a decent chunk of our crowd, but the core BB players live in Austin (and two of them work at UFO, and one of them owns UFO) so it won't be as craaaaaaazy as it can get during the school year but there will still be plenty of action. Generally speaking, it doesn't get too packed till later into the evening, but during breaks we usually have a group of regulars chilling at UFO for most of the day. If you wanted to avoid the rush, I'd say aim to be at UFO between... 4-6pm or so?
  8. 2C is a terrible AA in a lot of situations. In SOME situations it's okay, but it's not your go-to AA. 2D, 2C JC jC is pretty simple but it's only ~1.9k... still, no meter, no effort, and free pressure. 2C JC j2A blah blah blah is less consistent midscreen, but obviously if you toss them into the corner, go crazy. CH 4C, dash 3C is easy knockdown if you wanted to save bar. If you hit CH 4C up close for whatever reason, you can 5B(C?) XX Enma into whatever.
  9. whatever juggle to 6C xx install super 22D, install super CH 2C xx install super
  10. random other things to note: gurren motion is now 214A hotaru is no longer an overhead, but it's air-unblockable now (lol why). Removes a guard primer.
  11. ugh can't remember exactly how they go. 2C (CH) into 6C XX GH > followup, then a rep or two of (dash 5B >) 2C > 5D then end with (dash 5B >) 6A HJC jC (> D JC djC) XX BE, land, 5D XX HF/D ID/CS for like ~5k. There were a few variants on this, one was 5.4k with CS ender but 4.9k with D ID/HF ender, but the other was like 5.1k with D ID/HF ender but 5.2k with CS ender :V Or 2C (CH) > 6DD, dash 5B > 3C > 5D DC 2C > 5D DC (dash 5B? >) 6A HJC jC > D JC djC XX BE, land, 5D XX 22C or something to that effect, also ~5k. I'll try to get the exact combos tomorrow, was playing too much other stuff to remember Ragna combos :V
  12. Supers have a minimum damage that they will won't go under. 632146C super ender is fine for damage.
  13. My friend who reads BBS was saying 4 or 5 reps? I'll try it out tonight to get a more concrete answer.
  14. Guard break has nothing to do with Fatal Counter, other than a few FC moves coincidentally removing guard primer as well. BANGER: j236D has a lot of CH state landing recovery now.
  15. Her airthrow doesn't seem that great but I'd have to mess with it more. Followups don't seem too hot without charge, though. 2C is air-unblockable, haven't seen a situation where someone air FDs 2C but doesn't air FD the followup C so I can't comment on that. You would probably just fish for CH 2C into dash 5B/C > 2CC air combo anyhow. Sometimes it anti-air counter-hits them... on the ground? Dunno, maybe we're just timing deep jump-ins really poorly against a move with upper-body invul :V but she gets a free ground combo off that.
  16. Again, no reason to go for a throw after 236D- you can combo after it on hit, and on block you're too far away to just throw and dash -> throw after that will probably get you hit anyways. You won't get charge through charge cancel very quickly or safely or at all. Charge when you have space (turtle -> charge, or after a combo, etc.).
  17. 2C (CH) into 5D loop is the current cool thing to do.
  18. If you are throwing 236x series out of combo at all, you are fishing to land the entire special chain or at least the 22C finisher... so do that, unless you like frame disadvantage for your already risky move. Don't understand what you're trying to ask about 236D since "going through" and "throws" have nothing to do with each other. On hit you could potentially use the frame advantage to go for a throw mixup... but why? You get a free combo anyhow.
  19. 4C is counter-hit state for like a year and has pretty long recovery on whiff, and isn't as fast as people are making it out to be (it's not like some 2A or 5B-esque move by any means). Also disadvantage on block, as far as I can tell. Is it good? Of course. It's not some godly poke that takes "no skill," though. I wasn't aware that CH-state for the entire startup, active, and recovery while having very little payoff on hit was so gdlk. Same thing with jC, which is actually a bit on the slow side as air moves go. It's on the quick side for something with such huge range and untech time, but it's not even as good as, say, Litchi or Ragna jC (though I admit those are really really good). Hell, Jin's jC is probably better, too. Again, is it good? Yes. Does it get stuffed by things you wouldn't expect it to get stuffed by, have no jump cancel to give you better options on airblock than eat pressure or mash Hotaru, and generally not lead to much outside of corner combos? Also yes. High tier Hakumen isn't just because he has 4C and jC, though those help his spacing game out a lot. Overall better normals, damage is top-notch as of now, better footsies/spacing in a game that rewards good zoning from non-terrible characters. Dunno why Hakumen players would complain that their previously terrible gimmick character is now a really solid character.
  20. That's probably her best no-charge/meter combo off 3C. You can add jB on some characters, I forget who. Alternate lazy mode 3C combo is 3CC JC jB > C JC djCC XX j236A > j214C. Other lazy mode combo is like 3C XX 214A, dash 5B XX 623A > j236A > j214C.
  21. All non-D versions do the same damage and IIRC have the same proration. Doing blah blah 236A > 214A > 22C does the same as blah blah 236B > 214B > 22C. If it did more damage/was better then people would be listing B version for combos more often, eh? Unless you need height/distance, stick to A since they're faster. "Characters like Ragna" can mash out of Tsubaki's charge cancel pressure, and by "characters like Ragna" I mean "everybody." That said, Tsubaki has a few ways to punish mashing... none of which are totally safe, but they're there. Hsien has been running these with some success, though I suspect that's more due to the people he'll play Tsubaki against not being as good as him... Spaced out 5B > 2D, 5B. Should leave you out of range of 2A's, which means while you might be at disadvantage you can still CH the 2A. CH 5B > 2D, run up (5/2A) 5BB etc is pretty nice. Obviously you can 5B > 2D, run up and pressure/throw if they won't mash. 5BB, auto-staggers a bit but you can delay the followup a bit more to make sure you frame trap someone mashing 2A. Nothing spectacular as it isn't unmashable or anything (can get DP'd and the like) and it doesn't lead to any safe pressure on block, but it's easy. blah blah 214A. Another random frame trap, this one launches for at least (dash) 5B XX 623A > j236A > j214C or whatever. Punishable on block/IB, but that's nothing new for Tsubaki. blah blah 22C/22[C]. Another frame trap-ish string, kinda safe on block if only because you can delay/charge it to throw off IB timing. Takes off a guard primer, gives a beefy combo on CH. Might be punishable, probably is after IB at the very least. 5A > 2A > 5A > 2A... this is something I started running after I first got mashed out of whatever 2D (get hit into combo ugh), Hsien does it better than I do. Can be 5AAAAA or 2AAAAAAAAAA or whatever, I like alternating but it's probably best to just randomly switch to make them see something different and throw off their expectations. Doesn't really discourage mashing like the frame trap stuff above, but it hit-confirms into combo, is a tick throw setup, you can push yourself out to 5B range, etc. For all that, I still think Tsubaki is better off using her mobility to turtle till she's sitting on at least one charge (which doesn't take that long, really). That level gives her so much more threat. She has a strong anti-air in 2C (that leads to like 4k if they're anywhere near the corner), she has decent air-to-air moves, a few decent ground pokes (5B, mostly. 236x to keep them honest). Of course, if she gets a clear opening to land some hits and rush down, why not?
  22. Making babies is what people do. If you aren't making babies by the time you go through puberty, you're wasting baby making years. That's a lot of genetic possibility that you are WASTING, we'd all be X-men by now if it wasn't for your anti-baby-making agenda.
  23. Dunno about him being "overpowered," he's solid with potential big damage options and a few silly huge damage options.
  24. 6[C], 6C XX Shippu is 5.9k. CH 6[C], (dash) 6[C], 6C XX Shippu is like 7.5k. Very satisfying. You can do 6[C], dash 5B(C?) XX Enma into dust loop for like 4-5k near the corner, probably more since I keep dropping it trying to get fancy. 6-7k off CH 6[C].
  25. stfn still in jpn?

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