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


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Posted
Questions

1. What are tsubaki's main factors for mix-up against a guarding opponent? For example, going from a 5BB to a 6A. Are there more?

You can go for a kara throw after charge cancelling, or you can go for lows such as 2B or 6B.

2. For guarding opponents, is there anything that makes me jump cancel to reset and mix-up other than using 5B and 6C?

3C is jump-cancellable on block as well. But you should rely more on charge cancelling as well. But first off, you always have to condition your opponent first. And this is near impossible on netplay unless you play the opponent many, many times.

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Posted

l have a few questions.

22D. Very epic on guard. But what do l do after?? l always do dash 6cc, j.c... but they tech out. Is there better options/a way to finally get that freaking combo!?

What do l do against people who barrier way too much? lt may be scrubby but tbh it works. When l have no charges btw. Retreat? Mixup?

Can someone tell me about her projectle invincibilty, and does d chains have them too?

Thanks.

Posted
l have a few questions.

22D. Very epic on guard. But what do l do after?? l always do dash 6cc, j.c... but they tech out. Is there better options/a way to finally get that freaking combo!?

What do l do against people who barrier way too much? lt may be scrubby but tbh it works. When l have no charges btw. Retreat? Mixup?

Can someone tell me about her projectle invincibilty, and does d chains have them too?

Thanks.

If you have 2 charges, then you can do longer combos after a clean 22D, but for that combo, make sure you're high jumping for the j.C and that you're doing it fast enough.

If someone is just turtling with barrier and respecting your pressure, go crazy with charge cancel mix ups and kara throws. If they keep doing jump back barrier though, either try to catch it with an IAD air throw, or that's just the end of your pressure. There's not much Tsubaki can do about that.

You don't need charges to have an mixup (although the damage is more rewarding), since constantly doing 22D resets will get predictable. You can mix up at anytime, but it's up to you whether you need the space and retreat.

Her 22B has projectile guard point, 214B has quite a bit of projectile invincibility, and 236B has projectile invincibility on start up.

Posted
Sorry, I can't find it and searched through the subforum and can't find it.

How much does Tsubaki's 236236D adds per charge? My friend wanted to know how much it does with proration or free from proration.

From training mode (all done from neutral, so proration should not be a factor):

236236C: 2213

236236D (0 charges): 1477

236236D (1 charge): 1845 (+368)

236236D (2 charges): 2287 (+442)

236236D (3 charges): 2765 (+478)

236236D (4 charges): 3057 (+292)

236236D (5 charges): 3367 (+310)

Posted
l have a few questions.

22D. Very epic on guard. But what do l do after?? l always do dash 6cc, j.c... but they tech out. Is there better options/a way to finally get that freaking combo!?

What do l do against people who barrier way too much? lt may be scrubby but tbh it works. When l have no charges btw. Retreat? Mixup?

Can someone tell me about her projectle invincibilty, and does d chains have them too?

Thanks.

You shouldn't need to dash after a 22D starter. Just 6CC into air combo. Also, If you're feeling lazy/online/concerned about input you can just 6C, jc j.B j.C, djc j.CC, j.236A, j.214C for the combo. You don't lose that much damage, though I suppose Tsubaki needs all the damage she can get.

Posted
From training mode (all done from neutral, so proration should not be a factor):

236236C: 2213

236236D (0 charges): 1477

236236D (1 charge): 1845 (+368)

236236D (2 charges): 2287 (+442)

236236D (3 charges): 2765 (+478)

236236D (4 charges): 3057 (+292)

236236D (5 charges): 3367 (+310)

I personally think getting the minimum damage values are more important, since you're usually tacking on a super after a combo.

Posted

l see, l see... thanks guys!

Just one more question. About her PI... just how useful is it? ls it like, "everytime you throw a sword imma pi charge dice your ass", or "omg a sword l hope this pi goes through it cross fingers!!!" The 214 version l mean is the invincibility actually a good length?

Also do d versions have it?

Posted

I believe it's Projectile Invulnerability.

I would exactly rely on her 214x much, though. You're bound to get punished sooner or later.

Posted
l see, l see... thanks guys!

Just one more question. About her PI... just how useful is it? ls it like, "everytime you throw a sword imma pi charge dice your ass", or "omg a sword l hope this pi goes through it cross fingers!!!" The 214 version l mean is the invincibility actually a good length?

Also do d versions have it?

It's very very very easy to guardpoint ice swords with 22b from full/midscreen. Even if you're a bit too slow every so often in the exchange (sword spam) the invincibility frames are lengthy enough to cover you for the most part.

Posted

Her B specials are not even close to being reliable in terms of getting close/punishing your opponents projectiles. It's a gimmick in the end.

Posted
Her B specials are not even close to being reliable in terms of getting close/punishing your opponents projectiles. It's a gimmick in the end.

Eh, 236b looks fairly legit thanks to 1st frame invul. I guess it depends on how long it takes her to move forward and such though.

Posted
Eh, 236b looks fairly legit thanks to 1st frame invul. I guess it depends on how long it takes her to move forward and such though.

Only usable on reaction to projectiles. Not something you anticipate projectiles with. For example, vs sparkbolt, you do it on reaction, any earlier and you get hit.

Posted

So how long exactly is the frame length? And which has the longest amount? l'm guessing 214b?

(Sorry about the questions but... -///-)

Posted

236B - 1f to 12f projectile invincibility.

214B - 8 - 20 frames projectile invincibility.

22B - 9-27 frames auto-guard projectile.

22B is the most reliable if they're doing a projectile attack next to you. 214B is the best way to approach while going through a projectile. However, they can just time the projectile differently, or just do a regular normal.

Posted

So even with it all... up close it's just guesswork.

So her pi is just something fun they gave her which would really only come in handy when you don't need it... ok. Thanks again.

Posted
So even with it all... up close it's just guesswork.

So her pi is just something fun they gave her which would really only come in handy when you don't need it... ok. Thanks again.

If you're charging 2d at full screen and anybody uses a fulls creen projectile (Jin ice swords, Bang nails, Litchi's spinning staff, etc) you WILL have enough time to 22b.

Posted

I'm main Ragna, but I wanna use Tsubaki I know her 5b combo shown in challenge mode the only problem is I'm having problems incorpororating 22x into any combos also I want to work on charging (ie. When I shud charge and whhich one I should do 2d 5d or jd) she seems like a fun character to use I just need some combo help

Posted
I'm main Ragna, but I wanna use Tsubaki I know her 5b combo shown in challenge mode the only problem is I'm having problems incorpororating 22x into any combos also I want to work on charging (ie. When I shud charge and whhich one I should do 2d 5d or jd) she seems like a fun character to use I just need some combo help
What is this 5B combo you speak of. Are you talking about her standard BnB?

22A/B/C is usually your staple ground ender, which is really only the case for her 0 charge BnB. 22D though is used as a combo starter. Getting a clean hit by itself through something like a reset will give you more combo options though besides the normal 5BB > 5CC > 22D > 6CC > air combo

Charge according to the situation. j.D is fine to use if you're high up, at a distance, coming down from an air combo, etc. 5D is best used after a ground combo or really specific situations where you need to charge like if you RC something for charge time. It has the fastest charge speed but has terrible recovery. 2D is universal. You can use it the same way as 5D, if you need to charge more close up like if you finish a combo in the corner, or for charge canceling.

Posted

Thanks for the advice Slayer Alucard, and yes I am talking about her 0 charge bnb (5bb, 2bb, 5cc 236a, 214a, 22a) I can never get the 22a timing right for that, I'm also having problems with comboing in general

Posted
Thanks for the advice Slayer Alucard, and yes I am talking about her 0 charge bnb (5bb, 2bb, 5cc 236a, 214a, 22a) I can never get the 22a timing right for that

As the stickied FAQ mentions, do the 22A/22C earlier than you think you need to. Also make sure that you hold the 22A/C for about half a second; any shorter and it'll whiff, any longer and they'll be able to tech out.

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