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Tari

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Everything posted by Tari

  1. Neat, I can pretend I know how to play Tsubaki, lol. The main trick for the IAD combo is the timing on when you actually perform the jump or dash. Mu is in counterhit state for a pretty long time, so the most important thing to consider at that point is whether you can clear the orb and hit Mu without getting hit by the orb. In the above example, the 766 air dash was actually delayed so the orb would move further forward and allow the earliest possible j.B during the dash without causing Tsubaki's extended hitbox to collide with it. Otherwise, if the j.B was delayed, Tsubaki would just pass over Mu and fail miserably. Rachel definitely has it easier there, since her j.b > j.c pretty much doesn't care about whether you fly over the opponent or not. Her hitbox is slightly larger, though, I believe, so it's still not that great dealing with the orb during the air dash. Yeah, to stuff startup, you have to assume she's going to cancel into it. That's how it always is, though. She can always opt to do something different there and completely screw you over. No way is someone going to IB, wait until they see 236A starting up, and then dash 5A. And screwing up the opponent's positioning is always important. :P Glad I could help some.
  2. I can netplay! From California! I bet it'll be horrible.
  3. I was testing it from 5A > 5B > 5C > 236A, which I believe puts you at pretty much the same position. For what it's worth, 5C > 236A is not gapless, and it's pretty unsafe if IB'd. In fact, even in 5A > 5B > 5C > 236A, if you only IB the 5C and not any of the hits before it, you can do dash 5A to stuff the startup of 236A as Tsubaki. If you do, in fact, IB every hit (assuming she starts point blank), you'll end up so close to her that you can even just throw her out of the 236A startup. You can actually do dash 5A from pretty much any range off of an IB'd 5C after 5B, but I wouldn't really suggest it if it's from max range, since you can much more easily just block and IAD (766) over the orb to punish Mu. A couple of soundless video examples for Tsubaki (throw, 5a, max-range 5a, iad): (I only know her cs1 bnb combo, if you haven't noticed, lol) It's actually pretty nice to get matchup opinions from other characters' perspectives, so I don't mind the Tsubaki tangent. :P Off of the 5C on block, it's actually impossible for Rachel to do much if she ends up at that uncomfortable range. She can IB 5C and do dash cat chair... but that's just asking for trouble if Mu has meter. They pretty much end up at neutral again, though, so it's not terrible.
  4. You're probably right. Order-Sol has frozen the system before, as well. The system just freezes most consistently with Robo-Ky.
  5. 6C, thank you. That's a pretty bad typo on my part. At a range where you get hit instantly when you leave the ground, but you aren't close enough to IB punish, you can either run in and stuff the startup, do a slow 7 jump and then air dash over the orb, or just position yourself so you don't have to deal with the move at that range. Of those options, the third is probably most reliable and safe, and can be achieved by backing off or moving forward in neutral, or instant blocking/barrier-ing an entire blockstring that would put you in that position. If the Mu player does that in neutral, it's time to really start disrespecting that stuff, lol.
  6. For what it's worth, when I was talking about IAD-ing in for punishes, I meant from around Mu's shortest 6C range. That's pretty much a free IAD punish for any character, Tsubaki included. There's a small range between 6C minimum range and her 5A>5B>236A range where it's hard for anyone to do much other than stuff the startup for her 236A. Fortunately, it's not really safe for a Mu to just run in and wildly start 236A raw, lol.
  7. If you IB the first hit of 236A, it auto-IBs the entire thing. I don't know enough about Tsubaki to help you out, but I imagine a lot of the same sort of info applies. You can stuff her out of a couple different cancels into 236A, or you can IB and punish or gain pressure. IAD is safe unless you stick out a hitbox during the dash over the orb. For punishing Mu after IB-ing the orb at close/mid-range, you need a move that's around 8 frames of startup. As a result, Rachel's 5B can hit Mu out of recovery, but it's highly unlikely that Tsubaki can do much at a mid-range, other than simply apply pressure. Maybe you can IB and do dash 5A? Not really sure if that'd work, but... :/ As for the IAD, I'm honestly surprised that you'd go past Mu if you do a 766 air dash input. 966 IAD going past her is somewhat expected on some characters with further air dashes, but I didn't think a 766 would still have that problem. In Rachel's case, she's a floaty, slow/short air-dash character, so she just sorta meanders over to Mu's face and lands on it when you IAD over the orb.
  8. They might add a few extra mouth poses or sync it slightly, as opposed to the current constant-rate mouth flap, but I wouldn't expect much more than that. Can't really comment on it until later on when they actually record the new audio and whatnot, though. If they don't adjust the mouths by then, then they probably aren't planning to.
  9. I'm not sure what all the fuss about Mu's 236A is about. It's a good tool for controlling screen real estate, but it's far from some sort of unbeatable monster. Assuming Mu does 236A off of 2B and you don't stuff the startup of 236A (see bottom of this post), then it can still be punished by 5B if you IB the orb. If you don't IB the orb, you will end up at a range where your 5B will be able to apply pressure and cannot be counterhit by Mu's dp (it will clash), which is fine as well. If Mu does 236A in neutral from a range at which it doesn't hit immediately, you can IAD over it and punish it during recovery. If Mu does 236A off of something like 5C and you IB the 5C, you can IAD punish it. If you don't IB it, you can still IAD, but Mu can dp you out of your approach. At a middle-ish range (say 5A > 5B > 236A), her 236A is harder for Rachel to punish (unless you IB either the 236A or the stuff before it, which will probably put you in that range where you can clash with her DP if you mess up) in this game, but you can still 6B after blocking it to get her to stop attacking for a bit. If you want to, you can cancel the 6B into a 9D/8D + 3C to get in and start pressure, but that obviously comes with all the issues that using 3C on block normally comes with. There's also a huge gap between the 6B and the 3C. In the next game, the 6B will actually lead into a blockstring, but in this game, it's not worth quite as much. Anyway, at middle-ish range, both players basically end up in neutral with a very slight advantage to Rachel. ---- To make things simple, your best answer to 236A is probably to IB it if it's close or mid-range and respond with 5B, or to IB whatever comes before it and IAD over it if it's long range. In all cases, you can punish if you IB properly, and even if you don't IB properly at close range, you end up with pretty much guaranteed pressure. The only caveat to all of this is if the Mu player has steins firing all over the place, but I'm sure that was apparent already. As a bonus, in the above situation, you can just mash 5A/2A/5B with Rachel and beat Mu before she finishes summoning the orb. You can also mash cat chair, but there's no real reason to (especially since she can just RC and block). There is a large gap between 2B and 236A 2B is a level 2 move, so it has 13 frames of blockstun. 236A has 23 frames of startup (frame 23 is first active). 23 - 13 - 1 = 9. There's a 9 frame window to do whatever you want. Larger if you IB. With Tsubaki, I imagine you should probably be stuffing that type of blockstring with 5C. It's faster and has better P1 than 5B. I admit I don't know much about her, though.
  10. Some of the PS3s at the arcade over here will freeze on occasion. Haven't really figured out why, though we do think that Robo-Ky has a higher chance of causing freezes with all his flashy effects. Might be a heat problem in our case, though, so I'm not sure if it's the same as what you're experiencing.
  11. Or you could do what I inadvertently did with the previous version of the game... find someone who mains the unlock character (in this case, Kagura) and let him play through story mode for you. I still haven't actually completed a single story in BB yet, but I my copy of CSEX has a completed story mode. Hm.
  12. Some of the folks at the loketest stated that exclamation marks pop up for failed blocking, so your theory is correct.
  13. Do a crappy combo with your fast air normals and hold back while you're doing it. Assuming they burst, one of your normals will whiff and you'll block. You might have burst safe dust combos as well (probably impossible dust combos) that take advantage of the hitboxes and ranges of your moves, but I don't know what they are. If you know they're going to burst, you can just bait it by jump cancelling and blocking, or if you're really sure of when it's going to happen, you can throw them out of it, as Elochai suggested.
  14. Yes, if your move is fast enough, it can recover and you'll be able to block the burst.
  15. Not sure I understand the question. You can block during the homing jump, which will make you stop rising, if that's what you mean?
  16. In that same vein, has anyone said whether you auto-run out of RCs if you hold left or right (like in P4A)? I know shtkn asked at some point, but I don't remember seeing an answer. I believe people said they may have lines from Overture? I wouldn't know. I've never touched that game.
  17. This is the +R thread. :P
  18. I want +R! lol I don't want to have to remember which way to hold my stick when I throw people, just because we're going back to vanilla AC+.
  19. I believe it's still faster than BB, based on what it looks like during combos (most notable in this vid: http://www.youtube.com/watch?v=x-8tVl_PV8U).
  20. I completely missed that, lol. M'bad! On a related note, how many days is this particular loketest lasting for? Is it just the weekend? Man, the more I learn....
  21. Wasn't aware that it worked that way in MVC3. Wth. D: Live 2D would require that they do a bunch of extra work instead of just using assets they already have on hand. This would be pretty nice, actually.
  22. Isn't there pretty much full voice acting in the AC story mode? I mean, it's not much of a story, I guess, but....
  23. YRC in general doesn't roll off the tongue very well, but that's not really a discussion that needs to happen right now. I'm still hoping for some actual video footage of the game in action.
  24. There are no FRCs in the game at the moment, nor are there any confirmed FRCs planned to be added in. I think he meant normal RCs?
  25. I'm pretty sure the time slow doesn't affect blocking. Can't think of a game that has time slow, where it prevents blocking on reaction. What it does prevent is attacking or recovering as fast as usual. Not sure if it's any different in Xrd, but I'm doubtful that they'd make you unable to block during RC slowdown. Pretty much would guarantee every character unblockables for 50 meter. If you mean visually confirming a fuzzy guard opportunity off of Tandem Top (is that possible anyway? I have no idea), I guess it might work.
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