Ginseng Posted January 15, 2010 Posted January 15, 2010 In this thread, you can ask simple questions where everyone is free to answer!
Zaido Posted January 16, 2010 Posted January 16, 2010 So Ginseng, have you actually played the game? :V................................................................
Ginseng Posted January 16, 2010 Author Posted January 16, 2010 Even with THREE BBCS cabinets literally within 20 minutes away from me, I obviously haven't played the game! :V
Dacidbro Posted January 21, 2010 Posted January 21, 2010 I mean with how often you get raped you could have fooled me ... Tier zing! 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.
Ginseng Posted January 21, 2010 Author Posted January 21, 2010 Not cool man, not cool. Anyways, let's get this thread back on topic, post with some questions people!
Dacidbro Posted January 21, 2010 Posted January 21, 2010 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.
Ginseng Posted January 21, 2010 Author Posted January 21, 2010 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.
AcoTan Posted January 26, 2010 Posted January 26, 2010 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?
Toasty Posted January 27, 2010 Posted January 27, 2010 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.
Ginseng Posted January 27, 2010 Author Posted January 27, 2010 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.
Deadman9917 Posted January 28, 2010 Posted January 28, 2010 how easy is Tsubaki to learn for someone who understands the game fairly well?
Ginseng Posted January 29, 2010 Author Posted January 29, 2010 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 :/"
STenSatsu Posted January 30, 2010 Posted January 30, 2010 Ya, I was able to apply match vid watching to learning her combos and get some bnbs down very quickly once I figured out which normals were which.
kriaser Posted January 30, 2010 Posted January 30, 2010 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.
Zaido Posted January 30, 2010 Posted January 30, 2010 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?
STenSatsu Posted January 30, 2010 Posted January 30, 2010 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.
shad0whiei Posted January 31, 2010 Posted January 31, 2010 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.
kilabeep3 Posted January 31, 2010 Posted January 31, 2010 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.
kro_ Posted January 31, 2010 Posted January 31, 2010 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.
Zaido Posted January 31, 2010 Posted January 31, 2010 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.
Ginseng Posted January 31, 2010 Author Posted January 31, 2010 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.
kriaser Posted January 31, 2010 Posted January 31, 2010 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?
Ginseng Posted February 1, 2010 Author Posted February 1, 2010 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.
Zaido Posted February 1, 2010 Posted February 1, 2010 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...
Leonil_Requiem Posted February 11, 2010 Posted February 11, 2010 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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