Ginseng Posted July 23, 2010 Posted July 23, 2010 (edited) Updates: 3/2/2012: Added new question on 623C > j.236A(w) > j.214D combos. 2/15/2012: Added new question in General FAQ for Mugen > 623D execution. 1/18/2012: Slightly modified to fit Extend. 5/20/2011: Added question in General FAQ section about combo-execution. 5/15/2011: Added question on Tsubaki's DP combo. 5/13/2011: Added several combo-execution related questions. 5/11/2011: Modified the FAQ to apply to CS2. 8/3/2010: Added a question on charging. 8/2/2010: Added question on super jump cancelling in Tsubaki's combos. 7/29/2010: Added a few questions to the gameplay section. 7/26/2010: Kind of started a template lol. I. General FAQ questions (Story, colors, non-gameplay related questions) For gameplay-related FAQ go here. Work in progress. Stay tuned for updated information. 1. Are Tsubaki and Noel pretty much best friends for life? Yea, pretty much. That's why they have their own theme song. 2. What are Tsubaki's default colors (non-DLC)? Listed in the guide as well, but here you go. Color chart. 3. What are Tsubaki's DLC colors? Listed in the guide, but here you go! DLC colors 4. I can never land her best combos! How am I supposed to win!? Combo execution is a lot more important in a combo-based fighting game, but do not let it dictate your entire skill level and playstyle. Most good players (and even high-level tournament players!) do not do all the fancy combos you see in combo videos. They stick to basic or advanced combos that they know they can do all the time! If you cannot do a super advanced combo like Tsubaki's 623C dive cancel whiff, then fall back to lesser damage combos for more consistency! Edited March 2, 2012 by pktazn
Ginseng Posted July 26, 2010 Author Posted July 26, 2010 (edited) II. Gameplay-related FAQ Work in progress. 1. How does Tsubaki play in BBCS:EX? In a nutshell, she's a semi-rushdown character with very close range normals and fast run speed. She does ok to decent damage without her drive, but with drive, she does a lot more damage. She also carries an amazing ability to carry the opponent to the corner. 2. How do I get Tsubaki's achievement/trophy? Do 214214D in the corner when you have 3+ charge, then do 22D > 214D > delay 623D > j.236D > j.214D > 236D. There are other variations as well. 3. Why is it when I do 236x > 214x > 22x, the 22C doesn't come out? You're probably doing the 22x too late. You should input the 22x around the time you hit the opponent with 214x. Be sure to hold the button for about half a second so you won't whiff the hit. Don't hold it for too long though, or else they can tech out. 4. What is a kara-throw, and how should I apply it in my game? A kara-throw is basically making use of a normal that moves you a certain amount of distance to increase your throw range. So Tsubaki's 6C~B can be used to increase her throw range since 6C moves her forward quite a bit. You can use the kara-throw to apply pressure to your opponent after training them to block. 5. How should I determine when to charge and when to get in? Generally speaking, you should charge when you are safe, and you should go in when you feel you can't charge safely. You should also consider the characters you're going against. For example, vs lambda, you might want to use the time to apply pressure instead of charging to discourage her zoning game. In the end, it's something catered to your playstyle and decision-making. 6. Is TK 236C/2369C a reliable gimmick to get in on the opponent? Not really because you're going to be in a CH state until you land. Even if you land really fast, your opponent can just mash something and you'll be sad. It's a lot slower and less reliable than standard charge cancelling into other stuff. So if you want to apply pressure, use normal jump cancels or charge cancels instead. 7. What are reliable ways to quickly get in on the opponent? Tsubaki's running speed is really fast and good. However, you also have the option of using 236C and j.214C to get in on your opponent. With the use of RCs or reactionary punishing (with the right spacing of course), you can make your opponent wary of these approaches, allowing you to charge or move in normally. 8. Can I combo to her astral? Yes! In fact, you have many ways to combo to your astral! Most common(and easiest) way is 22D, but you can also gold burst to astral, amongst other things! 9. Why is it when I try to do a sj.C, I always get some stupid special to come out instead? Take it easy on the inputs, and make sure you're not hitting the rotational inputs. Those extra diagonals can cause you to do a tiger-kneed special instead. Also, most of Tsubaki's super jump combos can be done with a 28 input instead of a 29. 10. What are the differences between the three types of charging, and when should I use each one? 5D - Slower in Extend but it's still a good way to get charge from full screen.2D - Has the best recovery, but barely gives any charge unless held down. Most usable far away from your opponent. Also the best to charge cancel into due to it's fast recovery.j.D - Gives a decent amount of charge, but the more you use this, the more landing recovery you get when you land. Has its uses here and there, but not as reliable as 5D. However, this is the fastest way to gain charge in Extend. 11. Why does the 6BB parts of a Tsubaki's combos not combo at all? It is most likely due to 1) Not hitting the opponent on crouch, so there is less hitstun, or 2)Too much proration or the opponent is too far.12. Why is it when I do dash 5C 2C after a 22[C] hit, the opponent doesn't even get hit? Be aware that 5C does not hit grounded opponents, so be sure to get the 5C in as quickly as possible. You should be hitting the opponent before he fully touches the ground.13. When I do Tsubaki's IAD combo, I only get a normal jump out of 2CC. Why does it happen like that? The jump-cancelling frames of the 2nd part of 2CC are actually REALLY late. If you do some testing on your own, test when your jump actually comes out of it. If you can find out when it actually cancels into jump, it will make things a lot easier for you to go into the air dash portion of the combo.14. Why does the opponent tech before I do the 5C/5B part of IAD j.CC > 5C/5B? The 2nd part of IAD j.CC has to be done as late as possible in order for the 5B to combo properly afterwards. Done any earlier, and they will tech before the 5C/5B hits. 15. How do you do the Tsubaki 623C > j.214A whiff > dash 2CC > etc combo!? There are around 3 parts where you can REALLY screw up on this combo.Not cancelling the 623C fast enough. You need to j.214A whiff cancel ASAP once you're off the ground.Not getting the dash inputted or missing the dash 22C timing. It is very easy to do it too early (where only 2C hits), or you do it too late (where 2C does not even hit)Doing 236B or 236D much too early, and causing you to go under the opponent.The timings also depend a lot on the character hitboxes as well. That much being said, this combo takes quite a bit of grinding, and even then you may not get it in real matches for awhile. 16. After I activate Mugen (214214D) and try to do 623D, the 623D does not connect or doesn't come out at all. Why is this? I WANT TO STYLE. You may be inputting the 623D too late. It has to be inputted fast after activating Mugen due to the fact that your opponent can move a little bit before Tsubaki after she activates it. Around the time that Tsubaki stops hovering in her animation is when the 623D should be inputted in order to have it connect. A way to learn the timing is notice how long it takes for her book's pages to stop turning and it closes. Around the moment the book closes is when the 623D should be inputted. This will require a bit of practice in order to get the timing down but it is well worth the rewards and is highly recommended to learn if you plan on playing Tsubaki as either a main (especially so if she's going to be your main) or sub. 17. In the corner, when I try to do the 623C > j.236A(w) > j.214D I either hit them with the j.236A or the j.214D won't connect. Why is this? The j.236A must be slightly delayed in order for it to whiff. When Tsubaki looks like she's starting to fall from the 623C is around the time the j.236A should be inputted. If you cancel into it immediately then the j.236A will connect but if you wait too long then they'll be able to tech out. The j.214D must be inputted immediately after the j.236A whiffs otherwise they'll be able to tech out or you miss them completely. More coming soon! Edited March 10, 2012 by Kiba
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