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Felicia

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Everything posted by Felicia

  1. If your opponent is in a corner and Tsubaki 236D's, she'll appear behind him, and you can throw them from that position. So it's possible, but only in corners. Tsubaki's throw range, in general, is pretty short. In general, after 236D - regardless of whether it's blocked or not - you tend to have minor frame advantage. So what you do from that position can be in your favor. Really, though, if you hit with 236D it's best to follow up with 5B and continue the combo. If you're blocked, about the only thing you can do (assuming your opponent doesn't go with something slower than 5 frames) is 2A, and start a mix up.
  2. Kinda weak. Basic issues include; lack of range, punishable block strings, no cross-ups/poor mix-up game. Also, 3C guarantees it's follow-up. 3C into j.C isn't any stronger than 3CC; you'll still be able to go into an air-combo from either one. 3CC might get you into better positioning than 3C > j.C. 3C being jump-cancel-able does lead to a lot of good stuff, though. Not just j.C, but you can safely bait DPs, or leap back and start Installing or whatever.
  3. Haven't tested 2C... Fatal Counter though... I don't think it even guard breaks. I think when he mentioned 2C going into air combos he probably meant from OTG (ie 2C into 623A). You can still do it. Heck, you can still double up on 623A in some combos as well. Jin's Yukikaze is pretty good. Been using it a lot to counter overly aggressive players and break block strings. It is inferior to Haku-men's though, it won't stop low attacks; though I thought this was already known? 623B still has some upper-body invincibility, but it seems to a bit slower on recovery. 623A is still fast with no invincibility, it seems to have CT's 623B's recovery... maybe a touch faster. 623C still have the full-body invincibility and it's still unsafe. I haven't been able to combo from it, and I haven't seen anyone else pull it off, either. As I said in my last post (or, I thought I said) Jin feels slower and a little lacking on pressure. To me, it may be because he feels a bit different (and I'm used to playing Jin on a pad, not a stick) from before, so I haven't quite grasped his old/new stuff yet. j.236D isn't as godly as it used to be. 236D is still good for pressure and now it guard crushes on the first hit (making it even better). Jin feels like he gains meter a bit more quickly now than before. He's more... pokey? now I think. I love Jin's Yukikaze, by the way. It's great against Ice Car spammers. Speaking of which, you need to be more pro-active in defeating them. Since one of them is safe and the other guard crushes but isn't safe.
  4. Charge-cancel block strings are viable, but characters like Ragna can mash or DP out of them. You can't really use Tsubaki's DP into j.236 series. Reason being is that Tsubaki's DP series have a finisher that looks similar to j.236 series, and those knockdown. 5B can cancel into 3C. I've managed to do it. Seems like range may/may not be an issue in order to pull it off. 5B > 3C could be a breakable block string. The beauty about 5B is that it can lead into a lot of stuff. The bad thing? A lot of that stuff is breakable and not a legit block string. It seems, like Jin's 5C to 5D, that only certain combo block strings with Tsubaki are unbreakable. Which means a lot of work will be needed to check them. At best, 5BB is unbreakable. As are 5A/2A mashing (up to a certain point). 5A and 2A are pretty good for block-strings and can set up some mix-ups. I'm not quite willing to go into it (not confident enough to know whether they can be mashed out or not). So someone else - if they could - should provide some more info there. I think I'm going to try a different offensive method with Tsubaki next chance I get. Since her block-strings can be breakable, I wonder if I could force players to break them and prep for counter hits and exploit openings. Might be able to get somewhere there. If you use 236 series from a distance, and you hit, be sure to finish off the combo (ie, 236C into 22C or something). The reason being is that, even if you were to hit normally, Tsubaki appears to be at a disadvantage. On block, you can continue to chain her specials together, 22C (slight charge) seems to provide some substantial block stun, possibly leaving you relatively safe from punishment.
  5. I don't think the pad is the issue. Again, while I was able to pull off air combos yesterday, I still was getting 6B instead of j.B occasionally. So I think its more of an issue with jump canceling or whatever.
  6. Just yesterday, was practicing with Tsubaki till some Jin Ice Car spammers showed up. They pushed me back into playing Jin just to deal with them. First time playing Jin since Calamity Trigger. Gotta say, he fits like an old glove. He's a lot of fun. Though, his old BnB combo is still there (5B > 5C > xx > 214B) it doesn't feel like it used to be. The other issue with dealing with the Ice Car spammers was the fact that, the old I dealt with them was to be patient and punish blocked Ice Cars. Can't really do that now because of the Guard Break. So I ended up eating lots of Guard Breaks while punishing them. Weird. I did beat them a couple times. So far I'm really liking his new j.C. I've found you can combo into it a lot easier than the old j.C from mid-screen combos. And you can link two of the new j.Cs from a corner combo (via 623B). For me, I always had trouble performing mid screen combos, because I'd always end up doing a 6B instead of a j.B. Maybe switching to the stick helped a little, though I still ended up doing 6B instead of j.B in a couple combos. Right now, I'm finding it's better to end an air combo as quickly as possible, instead of going for as many hits as possible. Right now, you can do an air combo from mid screen like j.B > j.C > j.B > j.C > j.D > j. 214B. But it might be better to simply do j.B > j.C > j.D and go from there. While this was an old staple for Freeze resets in CT, in CS the option seems to lead to better positioning for other stuff. Jin's pressure game is weaker, or at least feels weaker. 5D isn't nearly as solid as a mid-range punisher/poke anymore (not to mention, I can't seem to land 5D > 214B/C combos anymore). But 5C feels a bit faster and you can still go for the same combos there. I can't find a good ground combo, though I know the Sekka-jin, I end up pushing the target too far before I can land all the hits. Probably means I'll need to wait for 5B's vacuum effect to pull it off. Meanwhile, I'll need to find some new ways to deal with Ice Car spammers. Overall, Jin feels pretty good. I don't think he's going to move from his old spot in the tier listing. Especially once players find some new stuff they can do with Jin. In essence, Jin will move up or down the tiers based on the others in the roster, he himself isn't looking too shabby. For me, he feels familiar, but weird due to the fact that I'm playing on a stick versus the pad. Can't say which is more comfortable.
  7. Really? I was told it was still unblockable along with Rachel's, I'll edit my post.
  8. Not sure if it was posted or not, but regarding Astral Heats... Several of them have become blockable. While others remain unblockable. Right off the bat, Hazama's and Tsubaki's are both blockable. Ragna's is blockable Jin's remains unblockable (need more testing on this one) Litchi's is blockable Rachel's is unblockable. The rest are currently unknown.
  9. FYI on Tsubaki j. 236 A, B, C or D slam the opponent to the ground. The D version bounces the opponent from the ground and launches a projectile. When you use j. 214A, B or C the move is powered up. j.214 D (and only D) is an overhead and can be combo'ed from.
  10. Ooh that Hakumen pic has a nice revealing picture of a certain crest. Looks similar to the one in Continuum Shift.
  11. I think what the Projectile armor means, is that projectiles (like Jin's) wouldn't phase Nirvana, and she would still perform certain moves. Basically, Nirvana has Super Armor versus Projectiles in CT, but she doesn't have it in CS.
  12. Okay, here's one translation I got for it. Let's see if we can picture it. ※ Hakumen ※ Has a new move where he slices through the air and it can destroy projectiles as well as multi-hitting projectiles. When Hakumen performs the move, a giant Kanji symbol appears (封) and he can absorb projectiles for a second or so it seems. However if he hits his opponent, the barrier dissipates.
  13. Hakumen's new barrier kanji looks like: 封 Carl attack power has been buffed. Tsubaki is fast, hits a lot.
  14. On guard, Bang's 3C can be jump-cancelled. Tager has double the guard libra of other characters. Tager has a new move: 4D. Very quick.
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