Balmafula Posted September 4, 2010 Posted September 4, 2010 I've got a basic understanding of Tsubaki and her BnBs, but it seems I've hit a wall. I'm not sure how to progress over it, especially when it comes to learning how to do mix-ups and pressure. Whenever I find myself in a fight, I tend to revert back to the "safe" combos that I know how to do well. I have an understanding of some gatlings, but I'm not very good at just picking them on the fly, especially when I'm being cornered/pressured. However, is it better to at least try and mix-up, even if I suck at it and will probably end with slaughteredbaki? I notice that the guide says to get them to block, but I have no idea how this is supposed to be a good thing: even if I'm doing combos that hit high and low, most of the time they can keep blocking and eventually I'll come to a point where I don't know what other move to use. TL;DR I know combos but I don't know how to use all her moves freely and to their full extent, if that makes sense, and I'm not sure what/how exactly to practice to improve. Will just attempting to memorize all the gatlings help? I'd also like to know how to get throws in my combos. This seems like it should be something easy, but I honestly just cannot get it to work. Even if they're blocking, I'm never close enough for it to land. It says in the gatlings guide that 5A can be throw-cancelled, and I can get it once a while, BUT and this is admittedly because of the above mentioned problem (and I guess this is a good place to start practicing), I find it difficult to stick 5A into combos naturally. are there other moves that can lead into a throw? Sorry for the text dump, but I'm beginning to feel like killing myself and giving everybody else on network a break.
TD Posted September 4, 2010 Posted September 4, 2010 LOL. What mixups. What pressure. To pick Tsubaki is to expect a loss. If Rachel has her own tier, and now TSUBAKI is the official worst in the game, that just goes to show what anyone should expect.
Slayer Alucard Posted September 4, 2010 Posted September 4, 2010 Whenever I find myself in a fight, I tend to revert back to the "safe" combos that I know how to do well. I have an understanding of some gatlings, but I'm not very good at just picking them on the fly, especially when I'm being cornered/pressured. However, is it better to at least try and mix-up, even if I suck at it and will probably end with slaughteredbaki? I notice that the guide says to get them to block, but I have no idea how this is supposed to be a good thing: even if I'm doing combos that hit high and low, most of the time they can keep blocking and eventually I'll come to a point where I don't know what other move to use. Learning a character's gatlings is essential to playing them and is always the first thing you should get familiar with since memorizing it becomes the core of your pressure game and escape routes. If you're unfamiliar with it, your blockstrings won't be fluid and easily mashed out of, and you can utilize any mind games/gimmickys considering you're unfamiliar with the character themselves. That definitely should come before everything else. You'll memorize it after enough games while trying to use all her moves. Mix up is always a good thing. Tsubaki's options are more limited and has less payoff, but that's just part of being low tier. The reason to condition the opponent is so you can use charge cancel pressure, which is canceling a normal to 2D, and quickly stopping the charge and going back into pressure. With this, you can renew your mix ups over and over, and at this point you can add throws, jump cancels, 22D, and whatever to the mix. TL;DR I know combos but I don't know how to use all her moves freely and to their full extent, if that makes sense, and I'm not sure what/how exactly to practice to improve. Will just attempting to memorize all the gatlings help? Like I mentioned already, learning gatlings is important, so yes it is helpful. Other than that, try to be creative with what limited options you have, and never use one mix up too often like 6A all the time to avoid being predictable. The same especially goes for charge cancel pressure, because you don't want the other guy just mashing out and shifting the momentum. I'd also like to know how to get throws in my combos. This seems like it should be something easy, but I honestly just cannot get it to work. Even if they're blocking, I'm never close enough for it to land. It says in the gatlings guide that 5A can be throw-cancelled, and I can get it once a while, BUT and this is admittedly because of the above mentioned problem (and I guess this is a good place to start practicing), I find it difficult to stick 5A into combos naturally. are there other moves that can lead into a throw? Landing throws shouldn't ever be the problem considering Tsubaki is close range. You can sneak it in every time you run up after stopping on 5B, tick throw from 5A/2A, charge canceling, whatever. I don't really understand what you mean about the 5A>throw, but I'm gonna assume you mean purple throws, which are totally impractical. You don't typically use a throw in a middle of a combo unless the opponent fails at teching, you use it to start one. You don't need a move that can cancel into a throw to use throws, you can do it anytime in the form of tick throws- throwing right after block/hit stun ends. Think of it like SF4.
PandaKingEX Posted September 4, 2010 Posted September 4, 2010 Is it true that Tsubaki is the best character in the game, people just don't know it yet?
Slayer Alucard Posted September 4, 2010 Posted September 4, 2010 Is it true that Tsubaki is the best character in the game, people just don't know it yet?No it's Rachel :V
Siefer Posted September 5, 2010 Posted September 5, 2010 I have a question. Why is Tsubaki so much fun to play, yet so bad at this game?
Rhiya Posted September 5, 2010 Posted September 5, 2010 I have a question. Why is Tsubaki so much fun to play, yet so bad at this game? Trolling. For me personally, though, Tsubaki feels a lot like a Melty Blood character -- and I'm incredibly comfortable with Melty, so I like Tsubaki.
jak d ripr Posted September 6, 2010 Posted September 6, 2010 Hey guys, i am struggling with tsubakis 4th trial, i am sure there is a minor trick that i am missing. The part that is giving me issues is the super jump c after the 6c > c, i cannot get the third c to connect consistently after a super jump. Its rather frustrating because there is nothing in this trial i shouldn't be able to do, yet i cant.
excelence Posted September 8, 2010 Posted September 8, 2010 Buffer 2 before u pressing the 2nd C from 6CC and press 8/9 when u hit the 2nd C from 6CC
jak d ripr Posted September 9, 2010 Posted September 9, 2010 Buffer 2 before u pressing the 2nd C from 6CC and press 8/9 when u hit the 2nd C from 6CC Thank you, unfortunately I wont be able to test this out till christmas because of school. But it sounds like it will work and at the very least it gives me something to work towards.
dtruth Posted September 16, 2010 Posted September 16, 2010 I have several questions after trying playing Tsubaki online for several hours: 1) What is Tsubaki best air to air move? I'm getting beat badly in the air and I don't think I should rely on 214x that much. 2) Can I do anything after a CH 236B? I got it a couple of times on Hazama and figured I couldn't do much with it.
Slayer Alucard Posted September 16, 2010 Posted September 16, 2010 j.214x is a terrible idea for air to air. Stick to j.B, it's fast. j.C works if you've got time for the start up since its hitstun leads to a combo. Just wing a 5B>whatever>air combo after CH 236B
dtruth Posted September 16, 2010 Posted September 16, 2010 Is it best to use 5A to get of pressure after a IB? I tend to sit back and pray the opponent does something extremely unsafe so I can get out when I'm in the corner.
Slayer Alucard Posted September 17, 2010 Posted September 17, 2010 If you're IBing, go ahead and squeeze a DP inbetween for the invul frames. IB reversal really comes down to the situation with what moves you're IBing and the follow ups the blocked attacks have. DP or jab accordingly to the situations. There are times where you just stay patient and block though cause Tsubaki's DP trades often even with IB, or you're just being baited into a frame trap if the other guy picks up on your IB reversal-ing all the time. There's no reason to get out if it means less risk.
Rhiya Posted September 21, 2010 Posted September 21, 2010 What normals were atrocious in blockstrings, again?
Cereal24 Posted September 21, 2010 Posted September 21, 2010 What normals were atrocious in blockstrings, again? 6b, 6bb, 6c, 6cc, 2c, 2cc atleast in my experience anyway. there is just no followup to any of those that are safe on block without RC
Tsuki Garyuu Posted September 22, 2010 Posted September 22, 2010 So from what I've seen in Aksys's Tsubaki video, it's as though Aquuem has invincibility frames that get out of blockstrings. How does it work?
STenSatsu Posted September 22, 2010 Posted September 22, 2010 B version has startup projectile invul which was the one in the vid. (She goes through Jin's 5d.) Most of her B moves have this, though 22b is probably the most reliable way to go through projectiles.
STenSatsu Posted September 25, 2010 Posted September 25, 2010 In corner she can do some interesting stuff with 623x>j.236a>j.214c>j.d>fall j.c>land 5b>relaunch. Midscreen you are able to connect with j.236d after j.cc. In general though just do whatever you would have done without the counter hit. In fact, if you get the chance to just punish a dp or something, you are best off starting with CH 5c>6c instead of FC 6c. Or CH 5c(w)c>6c if you have the time/spacing.
STenSatsu Posted September 26, 2010 Posted September 26, 2010 Ya, it's safe on block, but if you get too predictable with it they can reversal without IB on reaction in between 5b and 6c.
TD Posted September 26, 2010 Posted September 26, 2010 They could do that in most cases anyway, though you are correct.
Slayer Alucard Posted September 26, 2010 Posted September 26, 2010 Lol, people can IB reversal out of pretty much all of Tsubaki's gatlings. Wouldn't it be awesome if 5BB>2BB was airtight like Bang's gatlings? *drools*
HeroicFrenzy Posted September 28, 2010 Posted September 28, 2010 Excuse me, Dustloop, if I may bother you for a second of your time. I'm currently (like, for real) in an argument about Tsubaki's Astral. The giant statue that shows up during her AH, does it wield a sword, or a spear? Even deeply, there's the argument that it's a claymore or a short spear. Please, help me settle this?
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