Jump to content
Dustloop Forums

Stray Inu

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by Stray Inu

  1. That was actually a mistake in the translation, sadly enough. It was that each character now had A B and A C move that was AUB, at the least.
  2. Playing Tsubaki is the same as being in an abusive relationship. What is wrong with those of us sticking around. What terrible problems must we have.
  3. I imagine some were hoping for real improvements to make her not be ass. Arc did not deliver, so they are done hoping. Bang still has massive damage and whatnot in the corner, good mixup and pressure, etc. I love Tsubaki and will fail with her until the bitter end. Fail.
  4. I have no hope of Tsubaki being good in CS2. All of the reasons mentioned are essentially why. If her hitboxes or.gatlings were better people at the loketests would have noticed. All the list says to me is that Arc has no fuckig clue what to do with her and instead of being smart and improving more normals and her basic gameplay they are just making random changes in hopes of hitting gold. That list does not look like gold to me. That list looks like Shit. I still say 5D giving instant part of bar and recovering faster than 2D, and more (maybe not ALL) normals being cc-able would at least give her safer pressure that scared the opponent; block too long and Tsubaki is sitting on a bunch of meter. Fheywwill never implement this change.
  5. I just want you to know that sometimes, just sometimes, I love you.
  6. Hell, I'll do it Ginseng. Only took like, 5 minutes. My apologies if I missed something that was said IN the thread. Please correct any errors you see! * 5D charges faster and fastest recovery? It really varied between loketests. Not sure. * 2D starts out slow but the charge speed rapidly increases, recovers slower? CC with it felt riskier. * jD charge speed increased * Charging places Tsubaki in CH state for startup, active, and recovery frames. * 5B more strong * 6BB has more range * 2BB>5BB possible (can't input 2BB twice) * 2C is jump cancellable on guard * 2CC doesn't float much * 3C > 214D is possible. * 22C finisher seems to net around 2 stock instead of 1. * 22D wallbounces only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals. * 236A higher proration * 236D might be a level higher? * 236 > 214 doesn't combo, but 236 > 22 does. * 214A, essentially useless? * 214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible) * 623A on counter hit, untechable time decreased so cannot follow up * j236A has more startup, and can't be used in combos. * j236C has some lag when you land. * j214x all are overheads * j.214C can be charge-cancelled; E.g. j.214C > j.D > more air combo. * Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner 6C, 214C and maybe 214D work. * Air throw bounds the opponent, you can follow up pretty easily * j.CC>j236D>j214D: The light orb from j236D will hit * 5D charges faster and fastest recovery? It really varied between loketests. Not sure. * 2D starts out slow but the charge speed rapidly increases, recovers slower? CC with it felt riskier. * jD charge speed increased * Charging places Tsubaki in CH state for startup, active, and recovery frames. * 5B more strong * 6BB has more range * 2BB>5BB possible (can't input 2BB twice) * 2C is jump cancellable on guard * 2CC doesn't float much * 3C > 214D is possible. * 22C finisher seems to net around 2 stock instead of 1. * 22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals. * 236A higher proration * 236D might be a level higher? * 236 > 214 doesn't combo, but 236 > 22 does. * 214A doesn't float, essentially useless? * 214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible) * 623A on counter hit, untechable time decreased so cannot follow up * j236A has more startup, and can't be used in combos. * j236C has some lag when you land. * j214x all are overheads * j.214C can be charge-cancelled; E.g. j.214C > j.D > more air combo. * Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner 6C, 214C and maybe 214D work. * Air throw bounds the opponent, you can follow up pretty easily * j.CC>j236D>j214D: The light orb from j236D will hit * 236236C still projectile. DP probably is too. * 236236C has more invincibility
  7. Thanks for that! I had entirely forgotten about j.214D, though I still don't like having to use charge in her mixup, but hell Tsubaki will take what she can get. She's still rife with problems though :8/: I mean, things like JCable 2C are nice and all, but meh. I just want 5D instant 1/3 to 1/2 bar that is faster than 2D is now to allow some nice cc pressure At... at least... she probably isn't going to be WORSE?
  8. And a simple blind joke begins the derailment. Really though, I don't recall any of Tsubaki's normals or gatlings being changed in any meaningful way, so she'll still probably be trash (I will still play her forever).
  9. So it will be STELLAR in Tsubaki mirrors? To be honest I'm afraid that Tsubaki will still be rather weak when everything is said and done. Even if she charges faster, even if she can (somewhat) safely knock off a primer, she'll still have trouble getting in, keeping her pressure up, and being forced to go for gimmicky 22D resets for everything.
  10. Pfft, Bang forums are awesome. Well-organized, too. Anyone who says otherwise is just silly.
  11. It's invulnerable for 2F after the super flash where as Tager's is only invulnerable for the first frame. I think, for the D version, at least. Something like that. Basically what Dusk said. You got really, really fucking lucky.
  12. Because Tsubaki is a terrible character. It makes sense that her DP reflects that, especially in comparison with Ragna's and Litchi's.
  13. Humorously enough if the Tager decides he feels like an IB 360A instead, IB 3C > 360A whiffs. Not that Tsubaki would usually 3CC if 3C was blocked, but, you know. Just a fun fact. Tager can 360A whatever he feels like. Give up.
  14. What the man below me said, though I know that long before you see this you will stumble into the IRC, so this was pretty pointless.

  15. I heard you grew incredibly old yesterday. Hopefully it was a happy birthday! Given your age, I hope you're not dead by the afternoon D:

  16. It's been over five hours without a post in this thread. You're slipping.
  17. What is this nonsense. You don't talk about BANG in the Bang social thread. Where is the Jersey and the Cali and the people being faggots and learning Tager. I'm ashamed at all of you. This place used to be a match for the MD thread. What happened, guys?
  18. You should never not use 5A. You're obviously 5A'n wrong. Push the button harder.
  19. With regard to 22D one charge... just do 22D > 6CC > hjc j.B > j.C > dj.CC > j.236A > j.214C. It does 3428. I will admit that timing is a little hairy on some characters (such as Lambda, I believe) but the damage is good, so I'm not complaining.
  20. So while being bored on facebook today I stumbled upon some of the people we met at Evo (I think off of SKD's faceook? I don't entirely remember.) God I feel so old. SO OLD. I AM ALMOST AS ANCIENT AS FOPPY.

  21. Hey man it's good to hear from you! I haven't played as much CS online as I'd like to, so we should definitely try to get some matches in at some point!

  22. You're so sexy.

  23. I am going to assume that you're talking about 6B? At the very least with 1 charge 6BB can lead to 2922 damage. I don't think 2BB will net you quite as much, I believe 2542. So, it's good to mix it up with a slightly different move (they might even see the startup and try to hit you out of it only to eat a CH 6B which leads to 2967 for 1 charge), plus it leads to more damage with charge. Without charge, who cares you're doing shit damage anyway, so as long as it combos into 22[C] it doesn't matter. It's just more mixup. It's... probably better than nothing?
×
×
  • Create New...