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Slayer Alucard

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Everything posted by Slayer Alucard

  1. Neither she, nor really most characters, have any form of air blockstrings. If someone is jumping, all you should be doing is AA, airthrow, j.A non-stop like it's GG, etc. If they're on the ground, the same thing happens to you. Most kinds of air pressure are really just IAD cross attacks like Jin's j.236D, Hazama's IAD j.2C, etc., or some gimmicky shit that you can AA easily if you can react like how Jins always abuse jump cancel>j.A>j.B. Jumping during pressure isn't really the best idea unless you've conditioned the opponent to block, which is pretty much impossible with Tsubaki,
  2. She has air blockstrings? Lawl
  3. 5B>3C only combos on CH or crouching opponents assuming you're not at max range 5B. I personally don't use 5BB other than to frame trap scrubs. I find myself doing 5B>2B/6A almost all the time up close.
  4. Well, assuming j.214D is still a high as it's been changed to in one of the earlier loketest, You get like a 13 frame overhead by TKing it off 5B or something. It's also usable as a combo starter by running>2B>launch after it, 6C near corner, 236D, whatever. The new 2BB>5B gatling lets you jump cancel more stuff so you don't get IB>reversal raped all the damn time ( >:[). Then there's how 2C is godly now since you can jc it on block, as you'd get smacked into 3k every time you throw it out too late and they block it on the ground >_>. Those alone bump her up to CS1 Lambda tier already imo, which is perfectly playable.
  5. Except that unlike Jin's 6D, 214C has like 4802374981274 start up frames. No one is ever gonna fail to react to this unless they were blind.
  6. Gotcha. Didn't really bother reading the discussion XD. Regardless, the best she can do it 22C, meaty 214C assuming you're not facing Ragna or something, or a 236C/j.214C RC. None of these are particularly good options, with 22C being the only real applicable option. There's not much to really capitalize on with her for this that's not some combo video impractical set up.
  7. I still fail to see the reason primer breaking is of any importance to Tsubaki. That's not what she's supposed to be good at. Go play Lambda if you wanna break primers or something.
  8. Why would you ever 22C from 5B. There's more options you could do off it like its jump cancel into shenanigans or TK 236C>mixup, dashing and doing a second 5B>whatever, etc. Imo, the most effective time to use 22C is for a frame trap if your opponent blocks 3CC. The 20 frame start up is risky on IB, but normally you'll probably get a juicy CH if your opponent falls for it. You could also swap out 22C for 22D in this scenario to start a mugen/2 charge combo instead of being predictable and relying on the reset.
  9. Wait, are you trying to say that you're in the air as they get up? If you were just jumping and attacking without making sure the opponent won't retaliate, they could just toss out an anti air/DP on wake up and then that's that. The fact that more moves are air unblockable has nothing to do with this, take Ragna's 5B for example. Just because it's air unblockable now, it doesn't mean it's an anti air. It has no invul frames, nor does it have any sort of head invul. Tossing that out as an AA is no different than using a move that isn't air unblockable like his 5C for example. Just jumping like that and attacking, leaving yourself perfectly vulnerable is like jumping in on someone buffering a DP in SF. It's not oki, just being careless and asking to be combo'd. I really don't think some people truly understand what oki is >_>
  10. I also ment that the loketests aren’t helping because they’re not improving it. They’re making certain moves air-unblockable (unless you barrier) so you have less ways to pressure your opponent as they’re waking-up. This can change of course since it’s only a loketest. Lolwut? How does making more moves air unblockable give you less ways to pressure. The whole point of adding this was to make it so that pressure would be slightly less shit in BB. Jumping back and jump back barrier in any situation where you're defending was broken cause it was like a free pass out of so many things, since air throws suck in BB. Making more normals air unblockable gives the opponent more reason to actually learn to block instead of just holding 7A+B the whole time.
  11. Oki is how effectively a character can pressure someone on wake up. He never said that good oki specifies forcing your opponent to block, but doing so definitely limits their options, making your pressure on their wake up that much more effective, as opposed to just mashing 2A, which is much less reliable. Point is, he's not wrong. 2A is inferior compared to something like 236C for oki.
  12. Yea, Tsubaki has no oki. The best position you could be in with her is a distance where you can charge after a 22X sends them away, or ending an air combo with one air dash still stocked to have a safe air charge and to stay on the opponent still after a charge
  13. Yea my bad, meant one charge as in 1 for the mugen part. Damage is definitely worth it though considering getting 2 charges isn't too difficult and uses only 50 heat. It's just like trying to land a clean 22D for a 2 charge combo, but going for mugen afterwards instead.
  14. Fatal combos are useless period. The best damage strictly comes from 5C/5CC>6C>mugen>combo, or just 22D>mugen>combo, leading to nearly 5k with only 1 charge. Anything else is really just impractical CMV crap.
  15. I'd rather criticize the Bang lol. I can't tell how much of that was trolling asides from the beginning, but he was so terrible that all the mistakes you made went unpunished.
  16. Hit Nirvana till she's dead. It's impossible to lose to something like like that. Then if Carl wants to advance walking side by side with Nirvana, dance around them getting charge cause she's a snail. If he just blindly flies in, 2C CH dat to 2k. It's the smarter Carls that are able to have a solid advancing that rapes you =D
  17. You're talking about a down tech. Characters doing this can reversal very quickly like Bang's down tech>5A, Tager's down tech>2C, etc. You can stop this by using moves that can otg, like 2B. If you feel it's too risky, simple stay cautious and punish accordingly. And using 2B to punish rolls is way more practical than 5B.
  18. Don't waste meter on charge when it should be used for CAs or a quick DD to finish off someone. The whole purpose of the 22C untechable time is for you to charge, you can always get at least 1 bar after a BnB. Squeezing in charging comes naturally after playing long enough.
  19. 22D > 6C jc j.BB jc j.CC j.214C That does not do 3k. Switch that to 22D>6CC>j.C> jc j.CC>j.236A>j.214C, or 22D>6CC>j.B>j.C> jc j.CC>j.236A>j.214C to hit 3k ish.
  20. Lol, people can IB reversal out of pretty much all of Tsubaki's gatlings. Wouldn't it be awesome if 5BB>2BB was airtight like Bang's gatlings? *drools*
  21. Hence why I said "completely impractical combo" lol, highest damage w/o mugen so far though? =D
  22. Ok, revision on that combo: FC 6C > full charge 6C > hop > 5C > 214B(1) > 623AA > f. j.2C > 5C > 5C > 623AA > f. j.2C > 5C > 2C > j.2A > f. j.2C > 2C > j.2A > IAD j.2A > j.C > 5C > 632146C - [10911] 10 stars.
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