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Slayer Alucard

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Everything posted by Slayer Alucard

  1. Fixed Damn, that 3rd hit adds a huge chunk of damage to the combos. Gotta remember to delay that.
  2. **** now you tell me DX Lemme check again.
  3. First combo does 3911 Second combo does 4509 Third combo does 4738. After 2CC > 5C(w)c though you have to do hj.B > j.C like the midscreen 2 charge combo, hj.C never works off a 5C(w)c, so that needs to be fixed for the 2 corner combos as well Fourth combo does 4291 Fifth combo does 4929 All the damage values were from when you get all 6 hits of 6C in btw, they were all tested on Jin, so someone else has to test the rest. I'd assume it works on everyone though. EDIT: Fixed damage values for when all 3 dp hits land
  4. I haven't been able to test this cause I don't have her, but Makoto seems to have a funky hitbox. Whenever I go for the standard 6CC > air combo, the j.214C at the very end whiffs if I don't do a forward jump on both jumps. Same thing happens if I'm not almost right next to her when I attempt the air combo.
  5. Cause Tsubaki is ballz. Her normals are ridiculously easy to IB reversal, and her mix ups are slow enough to react to. Think of this like Haku vs Tager in CT, minus the counters, huge range, spacing, and damage for Haku. You can 6A on wake up for free because she has no answer to it. DP gets eaten up cause 6A destroys projectiles, and she can't mash out a 2A or something if you do it as a meaty. Tsubaki is virtually screwed if Tager gets in unless she can capitalize off a mistake in the Tager's pressure.
  6. Depends on the situation. 5A doesn't have priority, it's just faster than most B or C moves.
  7. If you're not a offline tourney player, who cares if it's "just netplay". It doesn't mean shit when the point is to have fun with the game. Thinking winning actually means anything online where it's never a fair game and you don't win anything is just silly.
  8. That just about covered it all, mainly the IBing strings part. Her pressure game is absolutely terrible against anyone that can IB and has a good reversal. Her 2 hit normals are asking to be IB > DPed, charge canceling is gimmicky as hell, and her mix up game is below average with little rewards without meter. Only reason I even play her online is cause most people can't IB there XD
  9. Whatever works I suppose lol, best option when Tager is really in your face and you're magnetized is to block and pray you don't get 720'd lmao. DP isn't a reliable way out so the next best thing is to block.
  10. CH 5B>6C is the most damage you're gonna get without meter for a punish anyways, so might as well stick with that. Being in range to do 5C>6C>Air combo does just a bit over 3k though, it's probably the most ideal punish for no charge.
  11. Using 236A as a punish isn't the best idea for damage considering it's unsafe on CH hit, and there's not much you can do after it besides following up with the rest of the specials, which will lead to only a bit over 1k. Just avoiding and punishing with something else is probably more recommended.
  12. Basically, this match is all spacing. She screws you over with her stupid fast 2A and mixups, and her 3C is both safe and a feint, so good luck IBing that. Spam the hell out of 5B and 2C. Her 632146 super works as DP pretty much. You can hit her out of activation, but you're screwed if you're not blocking and not close enough, its range is big and has relatively safe recovery too.
  13. I'd work on your choice of combos. 2BB > 22D is almost never a good idea, since you're getting bad damage off it. Even when you got a clean 22D, you were doing a sub par combo instead of the basic 6CC > hj.C > j.CC > 236A > 214C, or the 2 charge combo with 6C > 214D. I also saw you RC to continue mixing up, there's no point doing that when you can charge cancel. Last thing is to not get too predictable with your 22D resets. Try to use them when you actually hit the guy or just more sparingly, cause you did it almost everytime in a blockstring when you had meter.
  14. We need a Makoto match up thread. Didn't buy her so I'm only getting match up knowledge through crash tests by playing her
  15. Need more help on this match up since it's one of my worse ones. Should throws be used more frequently in pressure considering using long strings and charge canceling aren't that effective? Is is also smarter to avoid using the second hit of moves too often and stick to one hit at a time like 5B>2B>5C to be punished less by IBing?
  16. When pressuring someone with Tsubaki, what do you do about someone who's fantastic at IBing? If I continue the strings like usually, I eat a reversal. If I charge cancel, they're able to react fast enough to throw out something like a 2A. Should I just give up on offense then?
  17. Oh yea, it's important to punish Tager's 2D when you're magnetized. It's almost always his choice of closing in, and blocking it without IB leads to close up pressure that you don't want. Jumping over it and punishing each will make the Tager do hj.C more often instead, which is a great time to AA him with 2C or air throw. You can't 2C too early though or air throw if he does j.2C at the peak of his jump, which is what screws over your AAing most of the time.
  18. What is this 5B combo you speak of. Are you talking about her standard BnB? 22A/B/C is usually your staple ground ender, which is really only the case for her 0 charge BnB. 22D though is used as a combo starter. Getting a clean hit by itself through something like a reset will give you more combo options though besides the normal 5BB > 5CC > 22D > 6CC > air combo Charge according to the situation. j.D is fine to use if you're high up, at a distance, coming down from an air combo, etc. 5D is best used after a ground combo or really specific situations where you need to charge like if you RC something for charge time. It has the fastest charge speed but has terrible recovery. 2D is universal. You can use it the same way as 5D, if you need to charge more close up like if you finish a combo in the corner, or for charge canceling.
  19. Now I have a question. What the heck is a PI >_>
  20. 5B is awesome :D This needs to be added to the Tsubaki guide
  21. If you have 2 charges, then you can do longer combos after a clean 22D, but for that combo, make sure you're high jumping for the j.C and that you're doing it fast enough. If someone is just turtling with barrier and respecting your pressure, go crazy with charge cancel mix ups and kara throws. If they keep doing jump back barrier though, either try to catch it with an IAD air throw, or that's just the end of your pressure. There's not much Tsubaki can do about that. You don't need charges to have an mixup (although the damage is more rewarding), since constantly doing 22D resets will get predictable. You can mix up at anytime, but it's up to you whether you need the space and retreat. Her 22B has projectile guard point, 214B has quite a bit of projectile invincibility, and 236B has projectile invincibility on start up.
  22. Using 4 charges for only 4k is definitely not worth it, considering you can get 4k with only 2 charges off a clean 22D, which you can land as a reset or punish or whatever.
  23. Most simple one is 5BB > 5CC > 22D > 6CC >hj.C > dj.CC > j.236A > j.214C You can also combo into 6CC off a CH 5B or 5C
  24. A question regarding charge cancel pressure. To keep pressure as tight as possible right after the 2D, is it best to only dash and then 5A/2A/throw or not dash and quickly 5B? My opponents are usually able to react and/or mash out of the pressure if I attempt a dash 2B/5B. Is it also a better option to back off after the charge cancel when you're at a bit of a range, like after 5CC? Also, how useful can RCing 236A when attempting a reset be? Is it best to try it only if you have charges or you're near the corner? And one more question at Ginseng. Are you gonna upload any more videos of your Tsubaki soon? You're a great reference for me to improve with
  25. So the best option is to keep charging at a minimum? Or does 236D have some use for closing in?
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