iSadClown Posted August 14, 2010 Posted August 14, 2010 I didn't read through the pages so sorry if this has already been asked but: She has some Air comboes on the taller characters doesn't she? like uhh... 5A 5B j.abc 5A 5B 5CC 236A 214A 22[C]... i know the damage is crap but it gets heat and I LOVE heat with her.... Does she have any more interesting ones and are the at all practical? Can she drive cancel in comboes with 2D and actually help complete the combo? Same as TK 2369C.. just some questions i have...
STenSatsu Posted August 14, 2010 Posted August 14, 2010 I remember CH 5b>2d>dash 2a>combo in a vid. FC 6c>tk 236c>5a>combo works as well. Pretty much all those are just for flash though unless you really want the 22c ender off ch 5b.
Slayer Alucard Posted August 14, 2010 Posted August 14, 2010 You can do a CH 5B > run up 5B, or CH 5B > 2D > 5B. 2369C is best used as a gimmick off a JCable move into a quick throw or more pressure, not very useful at all though.
TD Posted August 14, 2010 Posted August 14, 2010 l do 236c after l condition my opponents. It's pretty decent once the active frames kick in.
DarkKnucklesTE Posted August 14, 2010 Posted August 14, 2010 i sometimes TK the 236b cuz on counter hit its crumple stun but i guess it does not matter
AbstractFactory Posted August 20, 2010 Posted August 20, 2010 The biggest problem I'm having with Tsubaki at this point, is being able to execute her air combo. By reading this thread, I suspect that I'm not doing the sj.C fast enough... In CT I was a Nu player, and had no problems doing her air combos, but Nu's air combos were much more forgiving on timing. Many times I'll be able to get the first C to connect, but most of the time it I'm just too late. Same goes for my timing on a B+C > 5B > j.C, when exactly should I be executing the jump command? Just as the 5B comes out? Any tips / suggestions here?
STenSatsu Posted August 20, 2010 Posted August 20, 2010 I find that starting the super jump motion around the second hit of 6cc and then just trying to hit c asap when I leave the ground gives me the most success. If you're having trouble doing it fast enough, you can always do 6c>j.bc>dj.cc>etc. Does like 100 less damage but is much more consistent. For the throw combo do sj.bc as soon as you hit with 5b.
TD Posted August 20, 2010 Posted August 20, 2010 6c - j.b - j.c - dj.cc - 236a - 214c We really need to put this somewhere. lt's literally NOT worth the trouble of 6cc.
Ginseng Posted August 20, 2010 Author Posted August 20, 2010 If you can't do it, I'm not going to stop you guys. But don't forget, the 2nd part of 6CC actually is 3 hits, so for the most damage, you have to jc the 3rd hit. Someone test the damage of 22D 6CC air combo and someone test 22D 6C air combo.
TD Posted August 20, 2010 Posted August 20, 2010 l was playing Tsu earlier. l don't have exact numbers, but it's hardly different. They both were like 2.8 - 2.9k.
Ginseng Posted August 20, 2010 Author Posted August 20, 2010 22D > 6CC > j.C > dj.CC > j.236A > j.214C is actually 3100-3200 assuming you do every hit of 6CC. Also 6CC allows you to launch into air combo on 236D CH. Same deal with CH 5B and CH 5C.
TD Posted August 21, 2010 Posted August 21, 2010 l can do it, but l see it as a waste. l'd rather a sure 100% way. l do mess up sometimes. l pretty much do hj anything after something like 236d 2b 2cc hj etc
STenSatsu Posted August 21, 2010 Posted August 21, 2010 If you can't do it, I'm not going to stop you guys. But don't forget, the 2nd part of 6CC actually is 3 hits, so for the most damage, you have to jc the 3rd hit. Someone test the damage of 22D 6CC air combo and someone test 22D 6C air combo. It's about 100 less for 6c. I start the motion at 2 hits and it usually ends up coming out at 3 personally. Though I don't practice 6cc much since I mostly can only play online where it's laughably hard to hit it.
Slayer Alucard Posted August 21, 2010 Posted August 21, 2010 You guys are exaggerating, or just have terrible execution. I can land the 6CC version like 99% of the time, and I'm not some execution god either. This is no harder than trying to hj.2C in Jin's combos.
STenSatsu Posted August 21, 2010 Posted August 21, 2010 I generally get screwed up since I end up doing tk 236c a lot somehow lol. must just be the ps3 pad.
Slayer Alucard Posted August 21, 2010 Posted August 21, 2010 Again, that's all execution. Avoiding j.236s when trying to hjc isn't that hard, only takes like 15 minutes to get down in training
TD Posted August 23, 2010 Posted August 23, 2010 ls 3c a good substitute for 2bb? lt's jcable, leads to better damage, and it's safe from stupid IB/mash dp's if it's not done on reaction l find myself mixing this in. Starting to enjoy the move.
Ginseng Posted August 23, 2010 Author Posted August 23, 2010 ls 3c a good substitute for 2bb? lt's jcable, leads to better damage, and it's safe from stupid IB/mash dp's if it's not done on reaction l find myself mixing this in. Starting to enjoy the move. 3C has much slower startup than 2BB, so you can get DPed there as well. You generally only do 3C at max 5B range.
DoukuChiran Posted August 24, 2010 Posted August 24, 2010 I was wondering whats the difference between 5BB>2BB>5CC>236A>214A>22C and the same combo except ending with 22A/B I tried it in training mode and its the same damage. Also is it normal for me to miss 6BB>5C on certain characters?
STenSatsu Posted August 24, 2010 Posted August 24, 2010 No, shit is super dumb cause 5c is shorter than a #2 pencil. It's why I prefer 2b, though I guess it does sort of look like 6a a bit.
TD Posted August 24, 2010 Posted August 24, 2010 22c has longer untechable time so you can charge compared to the other two. Oh, don't do 6bb. lt's useless.
Airk Posted August 24, 2010 Posted August 24, 2010 Okay; It's new player dumb question time. I've read the FAQ, the Guide, and the Frame Data, and I am still... a little confused. I'm trying to determine exactly what properties the D versions of Tsubaki's various moves actually do (Aside from a smooge more damage). I have the following: 236D: Safe on block, crosses past the opponent. 214D: Safe on block (according to Frame data, but so is 214C), no other noticable properties except for being able to cancel in D-button followups on block/whiff? 22D: Unblockable if fully charged, causes wallbounce 623D: Guide says (In the "defense") section that it has "full invincibility" but this is not reflected in the frame data, which say it only has 1 frame more invulnerability than 623A. What's up here? j236D: Gets a weird projectile j214D: Floor Bounce? So I guess I'm mostly confused about 214D and 623D. Thank you for your consideration.
Ginseng Posted August 24, 2010 Author Posted August 24, 2010 Oh guide still says 623D has full invincibility? I better change that. Uhh correct on every other part, but obviously a D special on block isn't a very good thing, since you're losing charge there.
Airk Posted August 24, 2010 Posted August 24, 2010 Oh guide still says 623D has full invincibility? I better change that. Uhh correct on every other part, but obviously a D special on block isn't a very good thing, since you're losing charge there. Oh. Boo. =/ Okay. I was hoping there was something I wasn't getting out of the frame data. So basically, 214D and 623D really don't gain anything over their normal versions? That's really depressing. I'm not really at the level of play yet where it's hard for me to get a charge, but I still don't want to waste them. I really like Tsubaki's design (visually) but it doesn't seem like they thought through her gameplay very thoroughly. Frustrating. I seem to have a knack for picking cool but not very good characters. -_-
TD Posted August 24, 2010 Posted August 24, 2010 We're opposites, l always happen to pick the top tiers. l just love the char/know, "ok, this guy is the most op in this game" Anyway. Remember in Tsubaki's case, no question is too dumb. Her d moves all give very long stun on hit. 236d crumples on hit so you can start a combo. Pretty much all of them do this, though 22d, and j.214d are the ones you'll be using. 236d in rare occasions (like troll mirrors)
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