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[CS1] Tsubaki Simple Questions and Answers Thread (Read the guides first!)


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Posted

Even with THREE BBCS cabinets literally within 20 minutes away from me, I obviously haven't played the game! :V

Posted

I mean with how often you get raped you could have fooled me ... Tier zing! :vbang: Actually that was sick when you beat John, and that match you pulled out towards the beginning with me too. Keep doin that Tsubaki stuff man, you can do it.

Posted

Not cool man, not cool. Anyways, let's get this thread back on topic, post with some questions people!

Posted

How safe is her A DP? I noticed one time even though I blocked it, it pushed me back too far to really punish very well, I think I had to settle for a pretty lame punish.

Posted

Not safe at all, barely pushes you back, you can just punish with a normal BnB or such. Her A DP doesn't put her in a counterhit state though.

Posted

Seeing that her 3C has lots of cancel-able options, is it good to throw it out often for mix-ups? Or should we just lay off of it for certain openings?

Posted

I heard that many of her moves cause very little hitstun. Does this cause gaps in her pressure strings allowing your opponent to reversal out of them easily? Sorry if this was answered elsewhere, but I couldn't find it so I posted this here.

Posted

Seeing that her 3C has lots of cancel-able options, is it good to throw it out often for mix-ups? Or should we just lay off of it for certain openings?

You are free to throw it out after a 5B, but don't rely on it too much. Being predictable is bad. You generally use 3C after a 5B to get in closer on your opponent. However, if your opponent sees it coming, you're going to get punished for doing it, and the 3C hitbox isn't going to go under anything at all.

I heard that many of her moves cause very little hitstun. Does this cause gaps in her pressure strings allowing your opponent to reversal out of them easily? Sorry if this was answered elsewhere, but I couldn't find it so I posted this here.

If your opponent can read you correctly, or if they instant block, you can get DPed/360ed/mashed out of your blockstrings.

Posted

how easy is Tsubaki to learn for someone who understands the game fairly well?

In the words of Zaido: "Easy to learn, hard to actually win with :/"

Posted

When I was using Tsubaki for the first couple of times, I found it difficult to link something like 5BB > 2BB > 5CC. Like, the 5BB would drop the combo because I didn't shift to 2BB fast enough. Is there a better way of connecting her basic strings? Such as plinking or double tapping to be a good reference? Kind of confusing... my bad.

Posted

you just got to get the rhythm down.. its pretty lenient, OR you can basically mash out the string ><... Something i would not recommend, but hey, it works for some :/ i dunno what Plinking is but wouldn't double tapping be a little too fast?

Posted

I don't think plinking would work since there aren't 2 B buttons. Just gotta get the timing. Watch some vids and do a little count in your head or something.

Posted

Double tapping should be fine, that's generally how I do it. May not work if tap too fast not sure, I tap them pretty quick. Not sure what plinking means, but you could always hit it once and hold it down for the follow up, not sure if it'll delay too much to combo though. Never tried.

Posted

yo shad0w! this is the bang player from PZ! ggs dude! anywhooo....yeah plinking is the term for SF4 when you tap a button and then tap another button ( the one that activates ) to make 1 frame links easier. yeah BB doesnt have negative edge so holding down the button works if your in the general frame time it activates. so its kinda easymode.

Posted

I'd say that one of the most common pitfalls for Tsubaki's combos is getting used to when you are allowed to connect 6cc to j.c. Dropping that combo costs you a ton of damage and charge meter. My general rule of thumb is to only go for the 22d wallbounce into 6cc if the combo counter is 4 or less. Anything greater and the opponent techs. Also, super jumping straight up prevents j.236c from coming out accidentally.

Posted

not every 4 or less hits will allow you to 22D 6CC... example is you can't do 2BB5CC however you can do 5BB5CC, also i believe 3 hits such as 6A5CC doesn't work either; there are probably other variations that also wont allow while others do, its a matter of playing to actually know which works and which doesn't. to be safe if you ever hit with a 5B, its safest to bet 5BB5CC 22D will work (AT most) if get a 2B in there you might as well don't go for the 22D unless you planning to do 22D 6C and end with a DP236A214C or super.

Posted

It really depends on the proration rates on the moves as a starter or a combo filler. 6A has severe amounts of proration for example, so any lengthy or damaging combo is a huge no-no on it. Though obvious ways to go into 22D 6CC air combo would be from: 5BB 5CC > etc jumping normal > 5BB 5CC > etc 22D as a reset to 6CC Throw There are other ways in going about it, but those are the general ideas of when you actually get reward (there are a few exceptions)off of using a charge.

Posted

It really depends on the proration rates on the moves as a starter or a combo filler. 6A has severe amounts of proration for example, so any lengthy or damaging combo is a huge no-no on it.

Though obvious ways to go into 22D 6CC air combo would be from:

5BB 5CC > etc

jumping normal > 5BB 5CC > etc

22D as a reset to 6CC

Throw

There are other ways in going about it, but those are the general ideas of when you actually get reward (there are a few exceptions)off of using a charge.

Stupid question, but you're talking level 3 2DD > 6CC etc, right?

Posted

Stupid question, but you're talking level 3 2DD > 6CC etc, right?

I assume you mean 22D since 2DD is not a real move.

Any 22D hit will wallbounce into a 6CC air combo.

Posted

there is a 2DD... its a down charge charge :V to 6CC!! ... okay jokes aside, Any "so called lvl" of 22D all can lead to 6CC; the property on the move is wall bounce to knockdown, fully charge just makes it an unblockable, any other Semi Charge just delays it doesn't change the property of the attack or anything. It will always wall bounce to knockdown...

  • 2 weeks later...
Posted

what are tsubaki's overheads, and what are there gattlings to and from, on hit and block and does she have a command overhead? does she have a command move in the air like Barrel edge, you know an attack that brings her out of the air quick in but quick like a rachel use 2C. If she does, is it an overhead, does any of her aerial moves cancel back into j.A or backwards at all. does j.D stop the raise of your jump like hakumen's counter. does she have loops.

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