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Posted

One thing that would be cool was if Tsubaki could spend more "levels" of her bar too make her D-moves even more powerful, like you hold down D and it gets better, but drains 2 or 3 "levels". Like her charge move eats "X" number of projectiles or causes wall bounce or something.

What do you guys think?

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Posted
One thing that would be cool was if Tsubaki could spend more "levels" of her bar too make her D-moves even more powerful, like you hold down D and it gets better, but drains 2 or 3 "levels". Like her charge move eats "X" number of projectiles or causes wall bounce or something.

What do you guys think?

All of her D-moves are pretty awesome already, how much more powerful could you make them damage/property wise?

If it takes 3 charges to one D-move at its max potential, 5 charge limit isn't going to be enough... I doubt the idea would fly unless her max charge went to 10 or something.

Posted
All of her D-moves are pretty awesome already, how much more powerful could you make them damage/property wise?

If it takes 3 charges to one D-move at its max potential, 5 charge limit isn't going to be enough... I doubt the idea would fly unless her max charge went to 10 or something.

Make her like Order-Sol. Faster charge, but uses up her "charges" faster. She would have crappy damage potential when not using "charges", but when she burns those "charges", make her eat their health bar.

Her D-moves could do more damage or become even faster when using more than 1 "charge".

But I dont know shit about Tsubaki, so this was just an idea.

Posted
Make her like Order-Sol. Faster charge, but uses up her "charges" faster. She would have crappy damage potential when not using "charges", but when she burns those "charges", make her eat their health bar.

It would basically mean we're kinda getting at another kind of Arakune playstyle. That's something we'd want to avoid.

Also, I still think her D attacks should have some kind of light element property to it, like Uglyloli said a while back. The Izayoi steals light after all, and we can only see that in her AH...

Posted
Lol. Of course. If you want an insight let me know. I'll be sure to get you involved.

Well I went to that CT EU launch thing earlier in the year, but other than that, I don't know much about the scene here XD. I've been told most stuff happens down Manchester and London though. Any insight you have though would be awesome =)

Posted

Hrm late but... all I can say is play how you want to play. If you just like playing Tsubaki for fun then it's all good, and if you want to play competitively that's all good too. However, It still doesn't change that in the grand scheme of things she just plain sucks compared to the rest of the cast and that doesn't help much if you really want to main her in a competitive scene haha. But anyway let's move on from that...

Tsubaki is alright as long as she gets some charges faster which I realized as I played her a bit more. Having better normals would help too but I personally think we'd still be alright if she gets more charges.

And Happy Thanksgiving to ya'll :3

Posted

Ooo, everyone's talking about what Tsubaki needs to be not bad. I have ideas.

Obvious crap: extend normal ranges, probably replace 6B because it sucks so much, make her 6A not useless.

One of Tsubaki's worst problems is getting charge. My proposed idea to fix this, is to give her a way to control space via a projectile that doesn't take charge. If j.236A/B/C were all given projectile followups, each with a slightly differing arc, she'd be able to control space a little bit to safely gain charge. That way, she doesn't have to get up close before netting charge (she should however, get a bit of an increase in charge speed regardless).

Also, j.214D should be an overhead. Sure, she'll have a rather fast overhead that she'll be able to do off of an jump cancelable normal, but she'll only be able to combo off of it either with a second charge stock, or in the corner.

Posted
Ooo, everyone's talking about what Tsubaki needs to be not bad. I have ideas.

Obvious crap: extend normal ranges, probably replace 6B because it sucks so much, make her 6A not useless.

What's wrong with 6B? The problem with 6B is that the range on 5C is so short so you can't capitalize on a 6B hit. That's a problem with 5C, not 6B. It prorates a little bit better than 2B and does more damage. I guess it could stand to be faster, but it's a standing low with reasonably decent range. If you could just combo into 5C reliably, I think it'd be pretty decent.

6A suffers from similar problems - it's a bit slow, and 5C has crap range so you can't combo off it half the time. I vote we fix 5C instead. :P

One of Tsubaki's worst problems is getting charge. My proposed idea to fix this, is to give her a way to control space via a projectile that doesn't take charge. If j.236A/B/C were all given projectile followups, each with a slightly differing arc, she'd be able to control space a little bit to safely gain charge. That way, she doesn't have to get up close before netting charge (she should however, get a bit of an increase in charge speed regardless).

This is interesting, but it's a pretty fundamental change to the character. I think we need to face the fact that we have, essentially, a "upside down Arakune" character - she's going to be weaker than the rest of the cast with no charge and she's going to need to work for it a little bit. (Only a little. You just need a decent knockdown). The problem is that fundamentally, even if Tsubaki gets a full charge bar, she's still not as scary as post curse Arakune. This is a problem.

I'm definitely in the "D button specials aren't good enough" camp. I went over this once already, and basically we have:

236D: A good example of what a charge move SHOULD be. Plus on block. Stuns for combo followup on hit. Crosses up for confusion. Very nice.

214D: A good example of what a charge move should never be. Yeah, it's plus on block, but it does literally nothing else except pick up 130 damage. This move needs to DO something. I don't know what, but it needs SOMETHING to be more than garbage combo filler, which is not what charge moves should be. Maybe 1 hit of "super armor"? That would help compensate for the slow startup.

623D: Picks up a whole 1 frame of invulnerability over the A version and may actually do LESS damage than other versions due to proration (haven't actually checked, but it's 430x3). This should have serious startup invulnerability. Like, 30 frames. If Ragna can have 20 for FREE on Inferno Divider, we should be doing better if we have to spend a charge. There should be no trading with this move.

22D: Okay, this one's pretty good with the unblockableness and the plus on block.

j236D: The projectile is a decent idea, but it's REALLY BAD on its own. Make the projectile more threatening and this move is OK.

J214D: Yes please, let me spend a charge to be hugely negative on block. -_- Fix that and I guess this move would be okay. Should be an overhead though, frankly.

It's like they don't understand Tsubaki's drive moves NEED to be BETTER than everyone else's because they require sacrifice in the form of charge time. Particularly now that they're making charging give out counter hits.

It'd also be sortof nice if they actually make the projectile invulnerability aspects of her B moves a little more...usable.

Posted

The biggest problem with 6B isn't with the move itself although its use is largely negligible to begin with.

It's that it's input in closely tied with 5B meaning when you want to quick dash forward and 5B, 6B might come out if you're early or late on input depending on how you look at it.

I don't have this problem that much outside of laggy matches but still, when 6B comes out instead of 5B you're in a bad spot.

I'd like the command for 6B to be changed to 4B or something to make life easier and some more utility on the move itself wouldn't hurt.

Posted

I'm not usually into red heads but Tsubaki certainly is the most attractive of the BB cast, at least to me.

I tend to respect women who show some discretion when it comes to how they dress themselves and over-exaggerated "assets" which is so common place in anime and the like can often be so overdone that it can be a turn off =p.

It also helps that I too have a strong sense of justice as well. Soo~ Tsubaki all the way.

I just hope they don't ruin her character in the next game by her joining the "bad guys" as it were.

Posted (edited)

Some more Tsubaki changes

+214A/B/C/D has upper body invincibility.

Can be used as semi-anti air now?

+ If a special move is blocked, she can cancel it into a D special move.

more 22D shenanigans, and this might make some her specials a little bit safer if you have charge. Might make for some easy counters if your opponent thinks they just blocked a punishable move :v:

+ j.236C can be used as cross-up.

*Don't know about this, can you combo after it?*

- 236236D does not have invincibility anymore. You lose your charge gauge

even if you are hit before hitting the opponent.

I think we already knew about the invis loss. Last part makes me sad, though you shouldn't be using her DD outside of a combo much anyways.

Edited by Daedron
Posted
Some more Tsubaki changes

+214A/B/C/D has upper body invincibility.

Can be used as semi-anti air now?

Now if they'd just make it air unblockable... :P

+ If a special move is blocked, she can cancel it into a D special move.

more 22D shenanigans, and this might make some her specials a little bit safer if you have charge. Might make for some easy counters if your opponent thinks they just blocked a punishable move :v:

Totally in favor of this. This adds some nice mixup, depending on when you're allowed to cancel out of things, but being able to cancel out of any blocked special into 22D or 623D or even 236D is definitely going to keep people guessing about whether they should try to punish blocked specials.

+ j.236C can be used as cross-up.

*Don't know about this, can you combo after it?*

Absolutely no way to tell, because it depends on how close you are to the ground. Though since there was some talk about "gravity" being stronger in CS2 (As in, people return to the ground faster after some stuff) it's not impossible?

- 236236D does not have invincibility anymore. You lose your charge gauge

even if you are hit before hitting the opponent.

I think we already knew about the invis loss. Last part makes me sad, though you shouldn't be using her DD outside of a combo much anyways.

Still really sad. Why do Tsubaki's supers have to suck so badly? Why can we blow an entire bar of charges for nothing when Bang gets insane invulnerabiltiy on his stupid explody super that only costs him heat and does more damage? @_@ We're stuck with the worst "power up" super in the game too... =/

Posted

+ If a special move is blocked, she can cancel it into a D special move.

more 22D shenanigans, and this might make some her specials a little bit safer if you have charge. Might make for some easy counters if your opponent thinks they just blocked a punishable move :v:

Woooooo... this is really nice. Imagine canceling a j214 move late(everyone knows it's punishable) into 22D or closing in on an opponent from full screen with 236C and canceling into a 236D for a free full screen approach + cross up for a cost of one charge.

This is the best change I've heard about her since faster charges. Very sexy.

Posted

+ If a special move is blocked, she can cancel it into a D special move.

more 22D shenanigans, and this might make some her specials a little bit safer if you have charge. Might make for some easy counters if your opponent thinks they just blocked a punishable move :v:

214C... NO LONGER USELESS?

Posted

l posted the crossup waaay earlier in this thread, jcable move - iad 214d 236c 214a etc. the problem is it whiffed crouchers (wtf?). with the gravity increase l assume it now hits everyone which is major hype. think of the corner shenanigans between that and special cancelling moves on block... :toot:

Posted
214C... NO LONGER USELESS?

214C being slow as hell on start up was it's downfall but since it was plus on block so this change wouldn't actually make that move any better.

However, you guys should also know that this means we no longer have to 623D to be able to cancel into j214/j236D. We can now just do it off 623A.

Hell, as long as we have charge it's like we get a psuedo-rc off our most unsafe but beneficial moves.

Soooooooooooo hot.

*rubs hands together*

Posted

Or they can wait until we don't cancel it, and punish us lolol :D Either that or we lose all "pressure" :D

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