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Everything posted by Eshi
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Few things feel as gross as correctly predicting a burst and punishing with a huge combo. But, it can be pretty difficult to get to a high enough level to do so reliably, not to mention dropping combos on wrong predictions sucks and can cost you a win. I think a thread like this would generate pretty useful discussion. So, I'll start. If you're at a point in a combo where you think the opponent is going to attempt a burst, you can use BB's buffer system + revolver action to your advantage. While holding back, input a fast-recovering normal (EX: 5A/2A/jA) and, just after pressing it, buffer a normal that can gatling from it (EX: jA~B). If the opponent bursts during this input, the jA whiffs, recovers and you automatically block it. If the opponent doesn't burst then jA > jB combos normally and you can continue from there. The same principle can be applied to ground combos as well. The downside is that adding unnecessary A attacks will prorate the combo a bit harder, however, it's more than worth the trade-off if it works and it's infinitely better than just dropping combos.
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no offense but if you live in florida then I have a hard time believing there's no one to play with offline. Have you posted in the florida thread to see if anyone lives near you?
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that sounds like where I live except the third roommate just moved out and we need a new one.
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There is not a gathering this friday I thought. Right? So who's interested in going to MWC? (June 30th, arcade in tennessee, <4 hour drive) I'm pretty much going whether or not anyone else does this time, but considering it's a major I figured people would want to go. AH players are welcome too...
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you can just jump cancel 6C if it gets blocked. I'm definitely going to remember that 6C rapes all drives for situations I know they'll scrub out in.
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I'll try to contribute something. in regards to okizeme, pretty much the first thing I experimented on with Tsubaki was OTG 6A in a corner. She has quite a few options after it making it quite useful, and almost every corner combo can end with it. 1. 22D fully charged. This is the most obvious one and beats a bunch of things, including wake-up blocking, quick tech and roll tech (if spaced correctly so they can't roll behind you). It can be hit by 5 frame 5As if not spaced well. 2. 5B. If used immediately after 6A recovers, it will stuff everything (including holding up back) that isn't invincible. 3. 2B. If they don't emergency tech the 6A, 2B will pick them up and reset the combo. If they do then it's a decent low but can be avoided by jumping. 4. Forward throw. Beats blocking. still trying to figure out the best options for stopping reversals, but blocking always works. As for midscreen stuff, 2A is good for beating roll techs and recovers quickly otherwise. 2A x2 can be hitconfirmed pretty easily into 2CC > IAD jCC > 5B > 2CC > ender for 2.1k. Midscreen knockdown is a good time to charge because her oki isn't great.
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Being good at any fighting game is a lot of work. It will take a while for you to gain the experience necessary to understand what distinguishes a top player from an okay one. Freezing up in actual matches is not an unusual problem, everybody does. It takes a long time for one to internalize all of the tactics they've been practicing in training mode and know when it's time to apply it. IMO the best way to level up is to watch japanese players and pay close attention to why they do they do for each particular match-up. Like, what normals they use the most, what setups they are and are not doing, how they approach zoners. If you lose a match to someone you think you shouldn't have, reflect on what the main reasons were for it. If there was some move you couldn't get past, check its frame data and figure out how best to stop it. If there was some setup you kept falling into, recreate it in training mode and figure out how to avoid it. The key to becoming a top player is understanding every situation the appears in each match-up and realizing every loss happens for a reason that can be fixed with more research. Take everything with a grain of salt online though. Even the best players lose random matches to much worse players because of lag, so don't get frustrated.
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no, just saying it would make sense why it might not work all the time in CSI but works all the time in CSII. I barely played tsubaki in CSI.
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About the 623C 214A whiff combos, I actually do 214C whiff instead and I find it a lot easier. You land in the exact position you need to be in for the 2C follow-up, no dashing needed. Near the corner 214A is required though.
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the hittable box on 3C is slightly higher in CSII, so that's not too surprising if it's a new thing. Still it's nice to know it works, kind of annoying how many normals 3C goes under.
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Makoto's DP has an awful low hit box. Against most regular characters, if they do a well-spaced meaty that lowers their hitbox Makoto's DP will completely whiff. I'm not sure what Tsubaki can do to take advantage of this yet, I'd love to know. Like Tsubaki, Makoto is extremely scary up close but is countered hard by barrier guard. If she's pushed back far enough she has no choice but to take a risk to get close again, which is when you 5B her face. Be aware that she can delay a bunch of her strings for frame traps, so mashing out of strings is way too dangerous otherwise. Always be on the look-out for 6B and 2C. ALWAYS. Getting complacent and eating a 2C = you lose but it's so easy to avoid. Makotos love to throw out 6B after landing from the air and after doing some 2A's, it's easy to block when you look out for it.
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yeah, I know I should have posted something somewhere but I got lazy and forgot. I should know better than that. I've actually switched to Tsubaki, for a couple of reasons. They have almost the same playstyle to me. What's MWC?
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you should call me up some time, I can come by pretty much any time to play.
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sorry I didn't show up. The friend I was going with bailed out late friday night so it looked like I was going alone again and it's just too much money to do that. I've been avoiding this conversation but you have no idea what you're talking about. At all.
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Bang got nerfed big time but this match-up still feels pretty tough. His 5B and 5A both have longer range than Tsubaki's, and Tsubaki's 5B extends her hittable box pretty far, so it's hard to win a poking war. D nails can be a free pass in and he's still scary once he's close, especially in the corner. Bang Install is still LOLUDIE mode against her, she just doesn't have good tools to deal with it. Overall I'd say it's either even or minor advantage in Bang's favor because Tsubaki's gross now. :D
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yeah it took me forever to figure out how to get it to work, and my execution is really good. I just wanted to experiment with theoretical max damage. 623C 214A whiff combos are generally really hard to grasp, I've never learned anything quite like it. 6CC fatal punishes aren't too impractical, I started experimenting in the first place because after predicting DPs and making them whiff I realized I didn't know the best way to punish them. Also... I've recently realized that Tsubaki has a gaping weakness against barrier guarding her strings. Anyone have general advice for ways to counter it?
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does anyone have tsurael's phone number? alternatively, can you give me you're number if you read this thread tsurael? I'd like to talk about this saturday.
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Sooo, I decided to play around with 6C fatal counter punish combos tonight and it sure is fun stuff :D This is the best meterless and chargeless combo I could come up with (4626 damage): 6C~C fatal > 623C~214B > 2CC > 7 > IAD > jC~C delayed > 5C > 2CC > 7 > IAD JC~C delayed > 5B > 2CC > 236B > 214B > 22C hitting the first 2C just right is balls hard, and replacing 5C with 5B makes it much more lenient with only 90 less damage. For one charge, she can do: 6C~C fatal > 214D > dash forward 2CC > everything else This literally does 2 less damage but makes it 10 times easier to land. Anyone know a stronger (but still practical) hit confirm for 6C fatal? Jin has a weird sliding hitbox, 5C will whiff on him always. So will trying to end the combo with 236236C|D without picking him up with 6CC first. Makoto has the same issue with certain combos whiffing on Jin's sliding hitbox, also with Valkenhyn and a few other people. Tsubaki may have the same issue with those characters too.
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just curious. Does anyone know all of the characters of which the setups in the combo video starting here work? They're not the most practical things in the world but I've gotten one of these mix-ups off in a match against a ragna and it's really funny.
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3C can be emergency tech'd so his midscreen bnb's are pretty low in damage without heat. There are some crucial exceptions, however, and he's still extremely annoying.
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I can teach you jin. I literally haven't touched him in months, picked him vs. paul last friday and he couldn't take a round off me. Jin is so strong again
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I could definitely use more match-up experience against arakune.
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one of my friends is crazy and wants to drive all the way up from augusta to the next monthly. I'm gonna go with him so I guess I'll see on y'all on saturday