sanshiki
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Hello tsubaki fans, back with some tricks and new perspectives i learnt tonight at the arcade. 6C~B kara throw. The range is pretty decent on this, and everyone knows she needs some damned range on her vanilla throw. IAD D~BC confirmed and it works. Seems a miniscule slower than carl's iad falling throw. Not sure how effective it would be. TK 236B staggers the opponent on counterhit. Use it like a really slow bandit revolver. I tried j.236C crossup but its not easy to setup into it without being mashed out of. 6CC isn't special cancellable on block so no 2 guard primer break with 22C. Perspectives/New gameplan ------------------------------ I'm pretty damn good at IBing strings, so i tend to end up with excess meter and no charge vs characters like ragna/litchi. When you get a hit, 5CC into 236236C, which does more damage than her rekka string and also knocks back opponent into the other end of the screen. This is paramount to starting your own offense if you're getting the shit rushed out of you by things that'll CH or tag you easily (ragna and litchi's j.C for example) Don't ever use 236236D unless you can perform the full tsubaki install combo. You do nearly comparable damage anyway with 623D 214D, link C super. Proration seems to be wierd but adding another 623D,236D, 214D before the C super if you have 5 gauges hopefully will do more damage (doesn't seem like it tbh). As from above, since tsubaki's damage tends to cap around 3.4k or so, its probably better to knockdown the opponent with a 623C j236A j214C after a 623D j.214D rep. Save your other Install meter and gauge for the next combo you land since you'll land far away and able to charge once again, while dealing nearly pretty much your full damage potential. 3C isn't a good standalone poke but powerful when cancelled from. Great pressure that ends up with them facing a j.C while still in stun from the first hit of 3C. Use this alot vs zoners. 2B is your best move against Tao-esque low stances. Avoids some aerial moves and turns around with 2BB if Tao lands behind you. I managed to win about 2/5 games i had with the top ragna at my arcade, but phailed terribly vs litchis. alot of Tsubaki's rushdown just gets shut down by staff pokes Thats all for now i guess.
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My thoughts after playing Bang: He is so broke now. 4 seal combos are pointless in CS. Its easy as fuck to get off seals for free in BnB combos, plus tagging on buffed poison shuriken is just plain stupid damage altogether. Its alot better to let nature take its course; its silly to throw away nails to get seals at the start of the match when it'll lead to a prorated combo. You'll find yourself unable to furinkazan since you have no meter anyway until you get in another big combo. Right now my BnB on standing characters are ~2B>6C>j.D>2B>623B>5D>j.B,j.4C>dj.B,j.C,j.236A. It does stupid damage and gives you 2 seals without nails on all characters. or you could have the 2C,otg 2B 623B 5D etc combo which is a million times better than dinky old 6D combos. Poison is so good now that your opponent is DESPERATE to get something on you. 2D is a great move to use since you're right under him after the tech from shuriken. D moves are twice as reliable also on guarding hits. 5D is actually useful now, 2D too. 6D is bad as usual. Astral has a use also, I've IBed aerial guard strings or autoguarded anti airs as i was almost landing and blasted through with the astral heat. I've had a laugh at people tryin to srk through my block strings, and a fairly strong move for fucking people up is tagging on a 623B after any normal. I've randomly 623Bed after 5A or whatever once or twice and it makes the opponent have second thoughts about trying to barrier bang away. Bursted Noels or Taos with a guard premier point left have loads of 'fun' trying to avoid being tagged by a j.B into blocking another 623B. j.4C is a strong air to air indeed when I remembered to use it. Its pretty hard to work into Bang's aerial game though. I was more used to rapidfire j.As or zoning with j.B. Shuriken zoning game is alot more solid now. Faster explosion shuriken actually makes the opponent think twice about whether to stay on the ground or jump into the air to avoid j.236D cheese get-in. Lockdown with explosion shurikens is also key to making cheap safe entry into FRKZ pressure zone. Command grab is the same as ever. I find it easier to catch techs now though that alot of bang combos have more controllable techs. IE. 623B loop, run in and TK grab on reaction to tech, which is fairly safe. FRKZ combos. The old combos aren't really working out for me, so I mish mashed a combo thats basically like: j.B,5B,2B,2C,6dash5D,9dashJD,3dash2B>623B>5D>9dashJD>3dash2B>623B which does a fuckton of damage. (Think thats what I did. Might have added some more stuff at the end) I'm sure better FRKZ combos will come out since Bang has so much untech time off his normals and drives. Not sure what else to add. Bang is so owning now that I'm switching to sub Tsubaki just to make game more challenging :p
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Why are you RCing the 5D/6D?
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That's for a corner superjump combo actually. for midscreen if i'm feeling good i'll use lvl 3 SV after ending with a j.H. They don't actually get knocked down still but they can only tech pretty close to the ground. Midscreen air combos are sucky with no running momentum :\
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Take these combos and try them out, may have to change some normals around due to weight issues for the air combos or to max out damage. They assume you were manly enough to work that 2H face up. The CC and some other combos will not work if you hit the 2H too far away. I love my knockdown combos and frankly any proper setup combo should always try to knockdown as cheaply as possible, IF possible, or else its just plain scrubby/lazy. Midscreen 2H RC Knockdown Combos (unless indicated) lvl1 2H RC dash 5K 5H c.c. c.S 2D knockdown when you have nothing 1/3 from corner, have 75% tension and lvl1 + n% gauge 2H RC dash c.S 2D delay BHB lvl1, charge FRC, j.P, j.S, dj.D bandit revolver lvl2 works on Sol, Millia lvl2 basic knockdown combo with crouching property, 5H bandit revolver lvl 2 combo 2H RC dash 5K 5H c.c. 5K 5H bandit revolver lvl 2 Works on Sol. May try to replace the 5Ks with c.S and 2S respectively for Potemkin 2H RC dash c.S 2s 5H bandit revolver lvl2 on characters like Millia, May. corner launcher with knockdown to corner, 75% tension and lvl2 gauge80% (estimate) 2H RC dash c.S 2s Rock It lvl2, charge FRC buffer c.S-> light characters: j.H j.D, dj.D bandit revolver lvl2 normal characters: j.H j.D, dj.H j.D bandit revolver lvl2 100% tension combos, if you ever have a full bar, aren't smart. Save the tension for your next mixup/combo, for example like j.H land FB, or a sweep BHB charge FRC combo. lvl 3 charge combos are self explanatory. But I'd rather save the charge for gimmicky mixups or a lvl 3 BRP after a super jump air combo.
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A 10-point summary on the posts for the inaugural first 2 pages of the HOS-Millia Matchup Thread, and some of my opinions. 1. S disc on wakeup is not good. 2. Order-Sol does stupid damage to Millia any random chance he lands a hit. 3. Order-Sol has more rewarding pokes for that than Millia. 4. Millia has to somehow knockdown Order-Sol to start her strong okizeme (what she is better at than HOS) to seal the game. And not let him escape. 5. Read point 2. and 3. 6. S Disc on wakeup is not good. 7. Millia's okizeme is hard to block indeed. Props to Teyah for explaining why is that, and why S Disc on wakeup isn't very good, and not having his head explode. 8. - 10. Well i guess i couldn't count, lol. My personal experience here against Millia players isn't high level but I deal with proper oki and decent zoning so i know whats its like. Rock It is a decent tool to use as an offensive range poke-special in neutral against Millia. Its impossible to react to, the most that'll happen to you is a trade, where Millia lands face down and depending on what she used, you will most probably won't be knocked down. In Slash I used to rely on it to fish for random air counters into a stupid air combo. In AC you get a sliding knockdown which is fairly easy to run after to start your pressure, or if you're very close, you can instead do a S H iad j.p j.h SV combo. Best used in conjunction with f.S, 2S and sweep. Millia on the ground is afraid of fighting footsies because she doesn't want to risk a big CH into stupid damage with high stun or knockdown. Millia seems to have a little trouble getting that knockdown on the ground doesn't it seem? She wants to try avoid dealing with all those big attacks and focus on one of her strengths, the air pin attack! Thats one thing that'll give HOS a problem. Once Millia's in the air you'd be waiting for the pin to drop (forgive the pun). But what if she doesn't? You'll have to bust out your anti-airs if she just comes in without it! HOS has some cool tools to deal with pin-less neutral ground-to-air situations. like 5H whenever you see Millia somewhere in the 'She's gonna do it!' zone, which is about 2-3 character lengths in the air in front of you. Millia trying to land a j.D knockdown will find herself eating a simple 260 damage combo from a 5H counterhit. Gunblaze also keeps an aggressive Millia wary in case your 5H gets too predictable and she might throw the pin but didn't. Usually ends in a neutral position again, and she picks up that pin. Hopefully she blocks or gets hit by the flame of pillar, which would be a plus for you. After all that she finally lands a knockdown on you, because you zoned wrong on the ground or got pin staggered. If on her okizeme you don't Storm Viper into an S disc, there's a fairly good chance you'll get back into neutral position. And the whole bother for Millia starts all over again. Its a hard match for her, and its not worked like the 'Insert zone/whore character' vs Pot matchup where Pot gets a rare but solid knockdown and takes 2 big combos to score a round win. She has to deal 3-4 combos to win, which are almost exclusive to oki setups, while all Order-Sol needs to do is to be patient and wait for the many opportunities to escape: after he blocks that mixup, he gets burst back in time for being so hard to kill, or he gets tension to DAA. Order Sol doesn't need tension all that much to seal the match. Usually you'll find after several gimped j.p comboes on Millia at the start of the match it doesn't take much more to finish her off. That's about it. Its not impossible for Millia to win, but Order-Sol doesn't have to work hard for the matchup.
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lol win.
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can you like, charge off a lv1 move at lv 2 charge and end up with lv3?