desayuno Posted August 2, 2010 Posted August 2, 2010 Wow, online peeps are NOT ready for 22D. It's almost like free damage but I'm trying not to use it that much as not to become too reliant. Holy crap is Tsubaki dope.
Ginseng Posted August 2, 2010 Author Posted August 2, 2010 Things to know: Canceling her Lv3 attacks with a 2D puts you at 0 frame advantage on block if you cancel them on the first possible frame and don't hold D. Moves that aren't worthy 2D canceling: 5A 2A 5B 2B I completely disagree with the 5B cc, at max range at least. It's one of Tsubaki's best REAL tools. Too bad it loses to a lot of normals. 5B is awesome :D This needs to be added to the Tsubaki guide You mean it's not on it? Hm, I'll check later. Though 5B is average imo. It loses to a lot of things, like other normals. Also certain chars (like Tao) can completely crouch under it. How 'bout them questionable invuln' frames on j.236B? Uhh why would you use that move out of all B specials to go through projectiles?..... Wow, online peeps are NOT ready for 22D. It's almost like free damage but I'm trying not to use it that much as not to become too reliant. Holy crap is Tsubaki dope. Lol online.
Master Bigode Posted August 2, 2010 Posted August 2, 2010 I completely disagree with the 5B cc, at max range at least. It's one of Tsubaki's best REAL tools. Too bad it loses to a lot of normals. I mean it in terms of frame advantage, since charge canceled 5B gives less frame advantage than raw 5B. I'll edit my post. I'm aware about how useful max range 5B > charge can be in some match ups.
redsilversnake Posted August 2, 2010 Posted August 2, 2010 Wow, online peeps are NOT ready for 22D. It's almost like free damage but I'm trying not to use it that much as not to become too reliant. Holy crap is Tsubaki dope. I know, right? When I played at my local arcade, I had to be strategic with 22D resets, but now they just sit there and take it. Ah well, till they learn that it's unblockable fully charged, free 2.8-3k damage.
AppleJuice Posted August 4, 2010 Posted August 4, 2010 I was hoping to make a room on XBL consisted of Tsubaki Mainers, but I want to make it, well- now haha. So just post here if you want to join mangs :EDIT: nvm
Slayer Alucard Posted August 5, 2010 Posted August 5, 2010 We need a Makoto match up thread. Didn't buy her so I'm only getting match up knowledge through crash tests by playing her
TD Posted August 5, 2010 Posted August 5, 2010 btw, have any of you ever tried the d crossup into reset?
Ginseng Posted August 5, 2010 Author Posted August 5, 2010 Moved to general discussion, I assume you're talking about 236D into some sort of reset/pressure? It works sometimes, but like a lot of things Tsubaki has, it's a gimmick :/
TD Posted August 5, 2010 Posted August 5, 2010 @Ginseng - No not that, l mean (Insert jcable move here) - iad - j.236d -236c - 214a - 5b - sjb - j.c - dj.cc - j.236a - j.214c Everything after j.236 d is after hitconfirm. But yeah, was thinking about ct carl's crossup while training and... got this!
STenSatsu Posted August 5, 2010 Posted August 5, 2010 Hmm, good thinknig. I always forget that dive auto-corrects even without sj state.
TD Posted August 5, 2010 Posted August 5, 2010 You need a charge though, but it's a good reset. The iad is tricky (for me :P). l'm experimenting with crossup cc shenanigans now, if anyone finds anything with it...
TD Posted August 5, 2010 Posted August 5, 2010 Found another one that dosen't use charge. Looks extremely gimmicky. jcable move move - iad - cc - j.235c - 5b... Once you land the 236c, it's free pressure or combo. It's the cc part that scares me. There's more than enough time for op to move. Sorry for double posting btw, thought l pressed edit.
STenSatsu Posted August 5, 2010 Posted August 5, 2010 Ugh, thought you were talking about dive and not wings lol. I don't know how fast D wing hits, but wing just feels way too slow in general to really do a crossup mixup with it. There is a certain height that you can j.236b off a blocked air normal and it will cross, but I don't know how reliable it is and it is very likely different for every character. For wing mixups, I prefer just mixing between JC j.236c(whiff) land into either block/throw/normal depending on what you expect or delaying the j.236c so it actually comes out and hopefully CHs them for trying to react to a whiff (pretty sure it is safe on block if timed right as well. Try doing IAD crossup dives and see how it works, I'll check those out tommorrow. The combo potential isn't that great without 50 meter though lol.
Ginseng Posted August 5, 2010 Author Posted August 5, 2010 @Ginseng - No not that, l mean (Insert jcable move here) - iad - j.236d -236c - 214a - 5b - sjb - j.c - dj.cc - j.236a - j.214c Everything after j.236 d is after hitconfirm. But yeah, was thinking about ct carl's crossup while training and... got this! j.236D lifts you up a bit after you shoot the fireball, so they have even more time to recover/hit you while you're in counterhit state. And the fireball is WAY slower than Jin's 236D, so you can't even think about imitating his IAD j.236D fake crossup. Basically, a very, very bad idea :X Found another one that dosen't use charge. Looks extremely gimmicky. jcable move move - iad - cc - j.236c - 5b... Once you land the 236c, it's free pressure or combo. It's the cc part that scares me. There's more than enough time for op to move. lol charge cancel in the air for pressure, you're a funny guy. Also no matter what you do after the charge, you're forced into landing recovery since you did a j.D. And that means you can't combo . Ugh, thought you were talking about dive and not wings lol. I don't know how fast D wing hits, but wing just feels way too slow in general to really do a crossup mixup with it. There is a certain height that you can j.236b off a blocked air normal and it will cross, but I don't know how reliable it is and it is very likely different for every character. For wing mixups, I prefer just mixing between JC j.236c(whiff) land into either block/throw/normal depending on what you expect or delaying the j.236c so it actually comes out and hopefully CHs them for trying to react to a whiff (pretty sure it is safe on block if timed right as well. Try doing IAD crossup dives and see how it works, I'll check those out tommorrow. The combo potential isn't that great without 50 meter though lol. Non-D version dives do not combo on counterhit unless you're in the corner, or if you use 50 meter. So in a way it's a good thing because you're going to be doing 214x RC anyways, but the problem is if they block, you still have landing recovery. It's really a very very high risk and very low reward sort of gimmick. But I guess that's Tsubaki for you. Also guys, make sure to test these gimmicks in real matches (NOT NETPLAY). Netplayers (even good players in lag)fall to everything so they're generally not a reliable source for experimentation.
TD Posted August 5, 2010 Posted August 5, 2010 Not the fireball ginseng... the charging eagle thing o.0 l believe in the air it would be j. 214d (my mistake). lt's actually quite fast. And yeah, the cc air thing l was saying... don't do it. lol But ya... dive not wings. And yes it is good to have meter... just in case they block it. But it really is fast, and 214d (rather, the crossup) can be comboed from even midscreen.
Ginseng Posted August 5, 2010 Author Posted August 5, 2010 Well, it's a gimmick in the end. Then again, if Veteru can win WCW2 with crossup-DP, maybe we can win with crossup D dive....Who the hell are we kidding? Tsubaki sucks :/
Shaffler Posted August 5, 2010 Posted August 5, 2010 Say, when are we going to have a vs Makoto Matchup thread? Do you need to gather some more info on it, Ginseng?
Ginseng Posted August 5, 2010 Author Posted August 5, 2010 My only knowledge of the matchup is vs a 1 hour Makoto with no combos from TaoFTW. lolol
purify Posted August 5, 2010 Posted August 5, 2010 Well, it's a gimmick in the end. Then again, if Veteru can win WCW2 with crossup-DP, maybe we can win with crossup D dive....Who the hell are we kidding? Tsubaki sucks :/ lol, yeah. I don't see how she's supposed to actually hit people. There's all sorts of nonsense you can run on a bad player, but to play her at high level seems you have to...just block, hopefully charge, hold out for getting your damage, which isn't as much as it should be given the nature of the character and her opportunities. A character that connects less often but deals significantly more damage is fine, but this is more...um, Slash HOS with unsafe rushdown. Which is kinda bad. I like the character though and I imagine I can force nonsense by unfamiliarity for a while, so eh whatever.
TD Posted August 5, 2010 Posted August 5, 2010 lt's worth a shot at least. :P Could save your ass. Or my ass o.0 I dunno about Makoto. l think tsubaki's 5b pure outranges her? lt seems to be in tsu's favor frn.
STenSatsu Posted August 5, 2010 Posted August 5, 2010 There was actually a japanese player in one of the recent batches in the vid posting thread using delayed jc j.236c if you were wondering about that. Forget which ones but he was using default or manga color.
th4m Posted August 6, 2010 Posted August 6, 2010 I'm having problems with Tsubaki's CA. When I play with my friend who's a Carl mainer and I'm being pressured, using her CA doesn't seem to be working very well. Sure, it stops his attacks, but Tsubaki's forward-thrust follows him a bit and that just puts me in a disadvantage, as he can quite easily reset his loop. All I can do is try to jump out of the sandwiching and wait for another chance to attack him. So how do I use her CA properly?
TD Posted August 6, 2010 Posted August 6, 2010 @Sten - After a 236c it becomes a guessing game. A smart player can use their gdlk pokes or dp's right out of it. Do you pressure, or bait? Use your CA at the start of new pressure or non jcable move. EX - carl does 5b, 5c (5d) dash 2a. (You might want to see if it connects in training, Carl is tiny.) Or 5b, 5c (5d) jump j.c. Anytime after Nirvana's punch and Carl's next hit. Be sure to bait those throws! ^.-
STenSatsu Posted August 6, 2010 Posted August 6, 2010 So the iad D dive crosses up fine, and you can midscreen combo after an RC at least for like 3k. Decent gimmick.
Recommended Posts