Jump to content
Dustloop Forums

Adelheid

Moderators
  • Posts

    1,593
  • Joined

  • Last visited

Everything posted by Adelheid

  1. It doesn't really matter, but as far as shortening my first name goes, I prefer Heidi :3
  2. I'm sorry? Gonna work on that video tomorrow. Had less time than I thought this week. But it won't be too late, certainly out before I head home on tuesday.
  3. Well, yeah :3 This is all legit stuff definitely worth working against. It was just that specific issue that I thought was kind of odd to explicitly mention... Aaah this one happened to me tonight while playing tsubaki mirrors ;_; And then I thought about this thread and kinda laughed to myself (:
  4. I mean don't get me wrong. Combos can drop and having options if that happens is good. But... I don't think that skilled players should be screwing up 623 as 236 under any circumstances. Certainly, I cannot recall the last time that happened to me, especially since experience with older SNK fighters has taught me to do strict DPs to avoid exactly that.
  5. Oh. You're right. My bad, I totally misread it. That's sure weird then!
  6. Trick question. Tsubaki, being blind, will always be move a random amount when startled by the noise of the oncoming train. This random variable makes the exact time it takes for the train to pass her unknowable.
  7. Um. The cancel to another move doesn't happen for 10 frames after 236D hits. (Although the mook says it's at 26 frames, it's the same delay after the hit regardless of how far into the active frames you are.) 236D is only level 3, meaning 16 frames of blockstun. 10 + 17 - 16 = 11. This is longer than it takes for a throw to come out.
  8. "22D > 5D (for quarter stock) > 6CC > 623C > j.236A(w) > j.214D > j.D (for one stock) > j.C > dash 5C > 2CC > 214D > 6A > 5C > 2C > 236(C/B)> 214(C/B) > 22B *"technically" a three charge combo due to gaining one charge back from j.D; and can add 6C > 236236C after the 22B ender*" So lately (= the past day.) I've been favoring a different ender to this: Rather than going for 214D after dash 5C 2CC, doing 236C, 5C 2C sjc j.CC j.214D. It's 4016 damage instead of 4286 and it's 41 metergain instead of 44, but there's much more time to charge after it. If you made perfect use of the other two charge points in the combo, you can get all the way back to 2 stocks on the way down, then air dash in with a j.B j.C to immediately get pressure again, at least against people who don't have good DPs, with an option to get less of a charge and air dash earlier to come in with a j.C as a safe jump to deal with options other than Ragna/Mu's DP (which will hit you out of landing recovery) or Haku-Men's counter. Or you could just charge all the way down and still have a favorable position. Whatever, really; It just feels generally more useful unless that extra 270 will kill them. This of course also works as an ender for a huge amount of other situations, as long as you can burn the stock for the j.214D; usually worth it since you can get more charge on the way down than you lost using it. And it's also really easy. Edit: Video because I wanted to show a friend Edit edit: Ahaha are you seriously giving advice on option selecting against unreliable execution!? I recognize that that's helpful for weaker players but that is still absolutely hilarious to me!
  9. Yes, this is what I meant, obviously 5A right out of it will totally whiff but if people want to punish with somewhat longer stuff, you can dash in 6A right out of them as fast as you're physically able to go back to neutral. I was actually just going back to edit the post to make this clearer when I realized it could be taken the wrong way, but then I was beaten to that note...
  10. In the 623C j.236A(whiff) j.214D stuff, right? Don't cancel into it immediately, wait for you to get a bit lower and them to get a bit higher. That's the only trick.
  11. It's worth noting that 5CC is level 4, so when charge cancelled it's actually +0 on normal block. Not that that means you should be spamming it, since being obvious will negate the effect, but you can 5A after it to beat any punish attempt slower than a jab if you want to really call your opponent out.
  12. Well you know, I do have a recording setup. If you stopped by we could record a lot of matches for this thread and both improve. Heh :3
  13. what a dumb game, needs more pool balls Nah but that's not really what I mean I more refer to the fact that OTGing when you expect them not to tech sounds good but I see no way to get anything more off of it than if you had just completed the combo, rendering it sort of an on issue. Unfortunate issue with this is that you still can't stall momentum enough to catch people neutral teching. However, after reading that and testing some stuff I see you can at least air dash with a j.C to hit people neutral teching as a safe jump, and use j.CC to catch people who you can see are teching late. Which I find to be acceptable. I just wanted to make sure that there was in fact any option to deal with such an obvious counter.
  14. 236D is minus, but it's only actually unsafe on instant block. It's hardly something you should be spamming but if need be blocking a string while right next to Mu is a lot better than having a bunch of steins in between you two.
  15. So I'm trying to come up with some good ways to work Tsubaki's safe jump setups, and they seem pretty good, generally useful, if they decide to respect it against most of the cast it leads to an immediate 50/50 that turns back into itself, fun stuff. The only problem is that... If the opponent doesn't emergency tech the Veritas, then you hold up forward and they can neutral tech and avoid the safe jump attack, and I'm not really sure what to do if the opponent does this! I was hoping it would be more solid than it's looking like it is, since I have seen people go for it in many matchvids and it would be a shame if someone who was paying attention and knew the matchup could avoid the whole thing just by making a note not to tech Veritas in the corner. You can theoretically hit them with an OTG, but I don't see any way to make use of that that's better than just ending in Decus for the knockdown... Am I missing something?
  16. There's not enough stuff listed off of throws. Throw > 2-stock macto, midscreen. I... THINK this is relatively optimized... Throw > 214214D, 236D, dash 623D j.236D214D |> 214D, 6A 5C 2C 236C 214C 22C. Fails against Tager, waaay easier with at least a little bit of extra charge, certain characters it might not work on at all without at least that extra bit. Damage and meter (re)gain vary depending on hits of j.236D214D, which is affected heavily by your exact timing, what character you're fighting, and whether you got to the corner or not. The two shown here are a good variance, though! Let's say 3542 to 3842 damage, 33 to 38 meter (re)gain. It as always between that when I was testing it against various characters, I'm pretty sure. There's absolutely no reason to do this throwing them out of the corner, that's just to show it can be ended midscreen and will always press to the corner.
  17. This combo. I can do the combo itself, but it's getting that full one stock that vexes me. I've GOTTEN it, but it seems really hard to do it consistently, or I haven't figured out the right timing. I know I'm not the only one, either, 'cause watching Japanese match videos even good players tend to stop the charge just shy of one meter. But there's one thing I can do, every single time. Which is to insert a 5D between the 22D and 6CC to charge about a quarter of an stock, and complete the charge on the j.D. Given that this is so unbelievably easier and even someone like me who has only even been trying at this for a couple days always has it, why don't I see anyone go for it, or see it mentioned there? None of the other combos that involve that charge there (and don't give you time to get in the partial charge at the start) care about definitely getting the full stock out of it that charge. Am I missing something obvious?
  18. Ehm. Well. The bold should really just be replaced with "214C and 22C remove one primer," or possibly scrapped altogether since it's not super relevant there. Neither j.236D nor j.214D break primers. It is specifically the j.236D > j.214D bit, where the dive collides with the projectile and makes a long-lasting wave travelling down, that breaks a primer. I'm not trying to be nitpicky, but...
  19. While looking over the Tsubaki guide, I can't help but notice it still claims 236C breaks a primer, and makes no mention of j.236D j.214D breaking a primer. And then in the tactics section... Basically the whole thing is written for CS2 and is need of an update to reflect some fairly serious changes.
  20. I feel you have misread me. Her high/low game is not good, it's fine, as in, acceptable. Tsubaki is more a pressure-based character with her charge cancels than she is a mixup all the time character, so what she has now, is all that is particularly necessary. I do not feel it would be in flavor for Tsubaki to get buffed in this area, she just needs to, y'know, go back to having a +1 5B and a +2 2A...
  21. I mean her high/low game is fine anyway what with 6A (a move which is pretty good honestly) being cancellable to stuff that is totally safe on block, and having the ability to fuzzy guard (even if it's character specific and doesn't come up that much). If you're gonna suggest a new move for this I'd just go all the way and mimic TK Youzansen, something totally unreactionable that there's also no way to get damage off of or make safe outside of RCing. This'd be sweet though
  22. I see no one has made an unblockable setup video yet, or said they're working on it beyond "Hey it would be great if this could happen." I'm not exactly a super common contributor here, but I used to be for the Carl subforum back in relatively early CS1, and now I contribute a lot to SRK for Marvel. If it wouldn't be beyond my bounds as a relative outside here and none of you guys are going to be making one in the immediate future, I'd absolutely be up for making it since, y'know, I want to give you people something in return for being so awesome. I can most likely have something up by tomorrow night, or week's end at the very latest. If that'd be okay with you all.
  23. I have historically not been the most devoted of BB players, so it's only been fairly recently I've been playing with CSE Tsubaki, but honestly... She seems really fun, despite the nerfs. I like doing mugen combos and cool setups, that is appealing to me. I don't see why people would have dropped her after CS2, since she still feels like "cool fun Tsubaki," just not "cool fun high-tier Tsubaki." I don't really get the anti-hype, she's still the only remotely interesting BB character
  24. Simply put Of course. I'm always up for Guilty Gear. In about two and a half weeks I'll be down in Oregon again for the holidays. We can play as much as you want~
  25. If anyone ever wants to play GG, I am always up for it and won't hesitate to bring a setup to anywhere that needs one. For what that's worth.
×
×
  • Create New...