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Slayer Alucard

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Everything posted by Slayer Alucard

  1. How does 5CC kill any combo options? it lets you get a bit more damage in air combos with 2CC > 5C(w)C, and is just overall good combo filler when it can be used.
  2. lvl 3 for 5.6k is a a waste when you can get 5k with just one charge off a 22D provided the combo wall carries. Second combo you posted is feasible, but the first one is worthless.
  3. Now we're just going at impractical combos. Mugen combos were already listed :3
  4. You got the last part backwards lol Off a CH 5B or 5C, the best option most of the time is just to 6C afterwards. You get 3k meterless with CH 5C>6CC>aircombo, and you can also go mugen from 6C if you've got meter and charge
  5. What's wrong with it? 5B>5CC>22D>combo does over 3k, D moves have awesome proration, etc. Her damage is only low cause her D moves are her access to big damage.
  6. Oh ok, and you me all excited for nothing
  7. Ok, the 6C>214B combo thing does do better damage than the normal BnB, but only off a clean 22D. It's obsolete compared to the normal BnB if you've got hits in before the 22D, which is most of the time.
  8. Yea, 214A>22C is pretty strict in timing though, so I'd generally stick with the normal BnB. You can switch the normal throw BnB out for B+C>214B>22A wallbounce>6C>623A>j.214C as well though since B+C> dash 5B>2CC>air combo is pretty tough without a solid connection sometimes.
  9. The balance patch is BBCS2, or so most people think. Her normals are fine. Having more overheads or changing some move properties would be helpful (wtf is j.214 not overhead), but the most important buff imo is ways to get meter much faster. With around 2 charges, she's a perfectly fine character. The game pretty much made the big aspect of her damage be insanely stupid to utilize.
  10. Lol, Bang's 5A is 5f. 8f jabs would be the crappiest thing ever. I have to disagree on canceling 2B/5B moves being a bad idea though. 5C/5CC is more predictable than any other move when cc'ed, canceling 5BB or 2B actually gives you the better shot at the cancel not being mashed out of. It all comes to getting the other guy to block though in the long run.
  11. I dunno, there's not a whole lot to get creative with in Tsubaki, that's kind of why she's terrible lol. I just try to stick to the book. 6A for high, 3C for low, 6C for jc shenanigans, and then toss in some throws, 6B, lvl 3 22D once in awhile. There's not much opportunities to truly be aggressive unless you can really shutdown the other guy's pressure with good blocking, so don't rush your charge cancels unless you're keeping it simple with something like 5C cc > tip range 5B > 3C.
  12. Combos are not blockstrings. You can't expect to do a full combo when the other guy is blocking, that's not how it works. It's like saying Ragna's 5B>5C>HF BnB is a blockstring. 214A is only safe at tip range on normal block, 214C is safe but way too slow to be practical, and I dunno about 214B. I don't see how it's hard to do 22C, you don't have to go through all of her specials to do it.
  13. If the opponent blocks an unsafe normal or IBs it, you can try to charge cancel into and then block or run away. Her specials are not used for pressure, as her 22 specials are the only somewhat safe ones. Best normals to end on block is 3C, 5B, and 6C, though you can always go for more mix ups and throws if you feel it's safe to do.
  14. Could've asked all this in the Q and A thread instead of making another topic that'll possibly be locked. To answer your questions though, charge canceling is only practical if you've conditioned your opponent to block. You can attempt gimmicky frame traps and keep your cancels quick and clean to make it look safe, but you're not at an advantage when you use it. Throw it as a mix up only if you're sure the other guy won't retaliate. None of her 236 moves but 236D are safe, even on counter hit. Save it for combo filler, or if you want to get in with 236D
  15. Can't test it now, but I'm gonna assume that works on everyone?
  16. ^Sure, if you mash out on him and get hit by his frametraps.
  17. Didn't flip through the past few pages so this is probably old, but Suzume had a sexy combo when you're midscreen and close to the wall. 5C > 623AA > falling j.2C > 2C > hj.C > falling j.2A > AD > j.2A > j.C > 5C > 3C
  18. So basically, 214D and 623D really don't gain anything over their normal versions? That's really depressing. 214D is combo filler. Doing 22D > 6C > 214D > launcher > air combo does 4k, it's also way faster than 214C. It has its uses in combos when it's required. 623D has more invincibility than 623A, but it's no Inferno Divider. I still only use 623A for DP purposes. It really only shines in Mugen combos both midscreen and corner, cause it adds an awesome chunk of damage if all 3 hits connect. You can use it as a reversal if you want, but I stick to IB>623A
  19. Only problem is that attempting to pressure Ragna is like trying to beat Nu at zoning lawl, pressuring Ragna is so difficult (slightly easier online if the guy isn't capable at IBing) that I end up almost always either going straight for a throw or 5B > 3C > air dash away >_>
  20. Again, that's all execution. Avoiding j.236s when trying to hjc isn't that hard, only takes like 15 minutes to get down in training
  21. You guys are exaggerating, or just have terrible execution. I can land the 6CC version like 99% of the time, and I'm not some execution god either. This is no harder than trying to hj.2C in Jin's combos.
  22. The only real moves that combo into astral in that video are 22D, 214D, j.236D>j.214D, CH j.214 series and normal j.214D, and CH 2C. I think there's more when you look at specific moves and CHs based on spacing.
  23. Yea, going Install > normals are pretty useless since the bulk of the damage in Install combos come from the D moves. Those options are more or less obsolete.
  24. You can do a CH 5B > run up 5B, or CH 5B > 2D > 5B. 2369C is best used as a gimmick off a JCable move into a quick throw or more pressure, not very useful at all though.
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