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Eshi

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Everything posted by Eshi

  1. I had a bunch of fun hanging out with everyone from TN. I wish that GA had half as many people interested in and enthusiastic about BB. Atlanta Revival happened at the same time as MWC and, once again, BB was canceled due to lack of interest (~2 people entered). specific shoutouts to: Milln - thank you so much for letting my friends crash at your place and play your weird game, rofl. Catbutt was the high point of Elliot and Ben's trip. Mr. Pickle - your commentary was awesome and I loved your mew two in melee. Jackie Chandler - playing casuals got me scared. You were literally the person I feared facing against the most... and Elliot told me he beat you 4-0? wtf? learn more match-ups and do less DP's, you could be a seriously strong player soon. LSS - my stick is functional now. -_- You put up a good fight but I studied the Noel match-up thoroughly after losing to Tokido. I noticed a few things you could change that would improve your game dramatically, message me about it some time. And don't listen to what other people say, 22B > dash 6C is the most hype 10 second loop of all time! Midnight - you were messing up your wind mix-ups like mad, you better work on that before I come back! I expect CS Litchi level grossness. Naimat - you play better than you post, no lie! Keep on leveling up and work on those tourney nerves, I fully expected you to beat LSS because you play pretty solid. astaroth - play a less shitty character
  2. I hate it when I CH 5B, hitconfirm into 6CC, and then realize it doesn't give much damage on top of losing oki. So I figured out a 50 heat combo that grants oki! It works midscreen but isn't worth it unless it carries to the corner. That said, it carries REALLY far and is also super flashy. 5B > 6CC > jc > jB > jC > jc > jCC > j236A > j214C RC > jC > land > dashing 2C > 236B > 214B > 22C (3358 damage)
  3. ivysaur is not going, I offered but he apparently lives in who-the-fuck-knows north georgia and it would add a lot of time to the trip, so he said no thanks.
  4. wat. That's weird. also your combo with 5B breaks 5k with super, ridiculousness!
  5. Tsubaki is so gross in the corner! 6A > 5CC > 6BB > 623C > j214A whiff > 623C > j236A whiff > j214D > 5D (about 1/2 a bar) > 623C > j214A whiff > walk forward slightly > 2CC > 22D (hit them very high) > 5D > 6C > 236B > 214B > 22C (~3400 damage, 46 heat) 5BB > 5CC > 623C > same as above (3996 damage, 44 heat) Both require two charges but have a net loss of one (or less!). You can also fit in 6C > 236236C if you time the ender right, making the first combo 4346 and the second 4879.
  6. 22C? Why not start the match with 22A? It's a lot faster and probably does CH heart car on the match opener.
  7. okay, not a lot of discussion here since I'd imagine no one knows the match-up, so I'll give some general advice. Treat Carl like you would treat any other character that completely outpokes you and approach with caution. Behind nirvana is exactly where he wants to be because it allows him to shut down pretty much any approach you have, knock you down and start his pressure. Force him to come to you and risk separating from nirvana. Your 5B and 2C will stuff anything he tries, and if either CH then you can hitconfirm and start your own pressure. If he's in a position where he can force you to approach then do so cautiously and focus on chipping away at Nirvana's life with safe moves. Her regeneration is a LOT slower and dismantling her makes Carl a lot easier to handle. It also has the benefit of keeping Carl from Touch-of-Deathing you with his unblockable infinite. Also remember to burst and counter assault VERY WISELY. Carl is one of the best characters for stopping them because he can hold back while nirvana hits you. Only use it if Carl has to commit to a move during a combo or block string (except 3C because it goes under counter assaults).
  8. I want to figure out EXACTLY how to punish noel's drives but I'm having difficulty interpreting the frame data for 2D. It says "10~15F can cancel into Chain Revolver followups", but what does that mean? 10-15 of the recovery frames, or active and recovery frames together? Everything else is written in a way that makes sense. HOWEVER, solely from experience I don't like risking a punish attempt on normal block but if I instant block it (90% of the time) I get a punish. If she tries to assault through then you can just do 2A~B or something, so even if the 2A misses from the invincibility your next move won't come out and you can block/punish. I suppose 2D > 4D is safe, but honestly I don't ever expect that to happen, there's not a lot of time to make a reaction between a hit vs. blocked 2D. The moral of this story is punish 2D or you will be free to Noel forever. Also Noel's 6A is really good now. Ground vs. Ground is the way to handle this match-up since neither of them can effectively air-to-ground the other.
  9. yeah that sounds cool, I only really care about BB which is a sunday game so I was gonna leave on saturday with ben. Is that cool with you? Don't want to enter MK or arcade edition?
  10. 5D actually has more start-up and less invincibility than in CS. 2D/6D/4D/Assault Through/Spring Raid are exactly the same. If you could deal with them when she was bad, then you can deal with them now that she's good too.
  11. Her invincible drives are literally unchanged from CS1, except for 5D which was made worse. Remember how good she was then? Her new anti-air is strong but that's hardly why she jumped to S. This is kind of my point. Rachel doesn't need better than average defensive options to be high tier, because that can be made up for with good blocking. They also have uses. It's not like Bang's drive is worthless just because it can be countered. All of Noel's drives are counterable, hell, they're easy to counter. The point is that Bang isn't low tier because of his defensive options, you just need to block better. He's low tier because of other stuff like having to work really hard for midscreen damage.
  12. holy shit stop talking about heart car, what the hell.
  13. noel's only reversal costs 50 heat and is even worse than bang's. rachel is even worse than that. Bang being low mid literally has nothing to do with his defensive options, which are pretty decent.
  14. Senkei was there running the bracket. I'm not sure if he entered the tournament but I played him in casuals and it was really one-sided, don't think he's feeling arakune in CSII. Adonis is Guardian right? He wasn't there at all much to my disappointment.
  15. Trying to get away with psychic RC's has a chance of being a huge waste of meter, of course. But if it's possible to use it on reaction it is extremely viable. When certain characters connect with certain attacks the hitstop adds more frames on to the start-up of the burst, making it easier to react to. CS makoto's drives were notorious for it, but it's still true in CSII and for moves like Tsubaki's 22D. There's also some weird glitch where you do an offensive burst on the same frame that a move connects, so the offensive burst turns into a defensive burst and adds more frames on its start-up. It's also a great time to RC if necessary.
  16. Nope. Tokido beat both of us (ivysaur second, me third). He's gotten a lot better though, I mean we should still feel bad for losing to japan but we didn't lose all of our dignity. Haha, I look forward to it. Real talk, other people told me about you and none of it was positive, but you were definitely my favorite person I met at CEO. I had a ton of fun. I wish orlando wasn't such a bitch of a drive.
  17. Play less predictably if her DP is a problem, just like against any character with a DP including tsubaki. jB isn't a big problem as long as it's respected and don't stay above makoto for too long. I had no idea 214D lacked foot attribute, but omni's right, that's just on the first spin. If 3C was used that early then you have enough time to block it at least. I'll have to take time out in training mode to experiment with j2C at different heights. It is pretty annoying. Makoto is a strong character that requires adaptation but I don't feel like she shuts down important options hard enough to be at a notable advantage (6-4).
  18. in regards to makoto vs tsubaki, it feels pretty much even to me, just takes some getting used to. I haven't gone into makoto's frame data yet to figure out how to exploit all of her weaknesses yet. But regardless, they both play almost the same except their strengths are a bit different. Both have strong mixup with fantastic frame traps, really strong anti airs, short range on pokes, etc. The main difference is that tsubaki has much better mobility while makoto has waaay better average damage.
  19. even high level players burst at bad times, especially in the U.S. I learned about this OS from watching japanese players like tsujikawa.
  20. If you actually play against a carl good enough to nail the 3D jC unblockable every time *cough ivysaur cough* Tsubaki can escape it with 623A RC or with 623A > j236D > j214D.
  21. if Hakumen counters tsubaki's DP but Tsubaki specials cancels into j236D, she won't be countered. weird and sort of useful quirk.
  22. We're both wrong, it's june 24-26 lol. I'd like to do mk but I'm not married to it since I'm not that good, but i'd still like to get there later Saturday for BB casuals.
  23. I literally only us j214c midscreen and never go too far. I drop it if I use a different version. I guess I'm weird.
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