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About BatousaiJ

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    His Awesomesauceness
  • Birthday October 27

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  1. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    GGs to Kcreiser. Was nice to get a long set with a Terumi. I still don't know how that character works yet. Sorry to those who wanted to play as I was winding down, getting super late.
  2. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    GGs to everyone I played today. I've more or less settled on my three characters to screw around with. One day I'll add back Bullet and throw in Izayoi in there hopefully but it's probably unlikely <_<.
  3. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    GGs to everyone I played tonight. Got called rude playing my Rags today, maybe bait some DPs and I'll stop mashing them?
  4. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    I'll stick with Colosseum. I usually just went with random because of laziness but I'll keep this is mind from now on.
  5. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    What are the lag less stages in BBCPEX? I'm only familiar with the stage with the monitors.
  6. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    Good to play some randoms without having to setup appointments for a change. GGs to everyone I played. Shoutouts to dudes passing around virtual blunts around. Perhaps that will chase the Japanese players out of our designated arcade lobby.
  7. For back throw, opt for this one instead- Back Throw > 214B > dash 5C > 2CC > j.BC > dj.CC > j.214B (2813) As for combo theory, it's very important to recognize when 623C will whiff when the confirms are from a far enough range and opt to go for the 236A > 214B > 22B route. The last thing you want to do is use your DP in the middle of a combo and whiff it leading to a very easy fatal counter punish.
  8. So you've resigned on not timing j.236(A) to get 214B side swap consistently(which isn't hard, btw) so you'll spend more resources and get less damage yielding the same positional benefit? That sounds excessively lazy to me and I'm realllllllly lazy.
  9. If you're looking for the side swap off 5A starter just use 236C or 214B after air combo continuation instead off 5A hits. You can do 5A > 5CC > 623C > j.236(A) > 5C > 2C > 214B > 5C > 2C > 236A > 214B > 22B (2472) the side swap would come at 214B in this case. if you do a 5A > 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 236C > 214B > 22B (2174). The good thing about non air enders that you can stop short on 236C on have good options in their wake up since they'll be right next to you. It's actually quite a good way to end combos against opponents you don't want to knock away with 22B since staying on top of them is important to the match up. I'm assuming you guys can guess who those match ups are.
  10. 6C > j.D > j.C route is useful in a few key scenarios when you want to keep the same side for the sake of corner carry while going for the 214B extend route will end up in changing positions. 5C> 2C > j.{B} > j.C{C} route has the same effect in some of those cases but nobody that isn't Konan likes doing that route so it's worth learning for those scenarios. It's not really that hard either and you should have practice doing it from the previous iterations.
  11. It's supposed to be 3CC FC (whoops). I nearly didn't think of it because it almost felt implied to have the follow through. There's really no reason why you should opt for 3C FC in basically any situation.
  12. In my quest to not do j.B > j.CC loops in my catalog of personal go-to combos, I've found a better 3C FC combo with no charge/meter than the one currently listed. 3CC FC > 5C> 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A (4110) I've decided to use these terminology () - Whiff [] - Full Charge/Held down {} - Delayed The first two are already standard but based on how many of our moves have delays, it should make things easier to read and put into practice. Also, have an OD combo because why not. 6A > OD > 5CC > 6BB > 214D > jcCT > 6CC > 214B > 5C > 2C{C} > 236236D (5208) requires around 60% meter/20% ish health when you start/no charge required. Just a simple way to close out a round after opening them up with an overhead. It's a common combo but it's good because it's easy to confirm/common scenario and the important part is that you take advantage of the OD gaining charge over a long combo right from the get go, which is actually harder to find within common scenarios than you think. OD combos are strictly based on how much life you have when you activate it so get in the habit of glancing at the OD meter to see how many additional hits you can get before throwing out the OD DD. For example, if you have like 40% health, you'd have to end the combo after 6CC and would end up with only like 4k ish which isn't worth it unless it's a unburstable kill combo or something. You also take a massive hit on your OD timer by using it cancel as you know so as for hits to OD after that's worth while is something like 22D CH. You can OD after the hit get full OD time and do something like 22D (CH) > OD > dash 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > 236236D (5338) There are more examples but as long as you understand the concept, it's easy enough to fiddle around with and use as you need.
  13. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    Facts vs personal perception is a 10 - 0 matchup kids, don't play that game. GGs to that salty guy in the lobby that hates Tagers.
  14. BatousaiJ

    [CPEX] PSN Match Finder/GGs Thread

    GGs to Eva-Beat. Netplay will always be netplay it seem, aha.
  15. BatousaiJ

    [CPEX] Tsubaki Video Thread (Updated 7/3/15)

    Giving up 700 damage isn't really going to fly so until I can get the route consistent, I have my own variation of stuff that I'm opting to use for now.