worldjem7 Posted August 4, 2010 Posted August 4, 2010 I can't seem to find out how to get away from her. Her block strings seem so safe. How do you fight her?
crazycrackers Posted August 5, 2010 Posted August 5, 2010 Her block strings really are NOT good. First off, without heat, if she wants to extend her pressure past a certain point without jump canceling, she'll have to do stuff that puts her at a frame disadvantage, especially if you IB (like her lunge attack where she can possible cross you up on it). Use this to your advantage. Also IB a lot. And barrier a lot, her range is really really bad, and she is often forced to whiff a move and won't be able to keep her blockstring going. While her moves don't have that much recovery relatively speaking (for a whiff I guess), its still not hard to learn to just react to this situation and punish her with 3c>214d oki/3c>236b or even 2b>6b>5c (8)>3c/6c>214d oki/236b. If she tries to jump cancel her crap to keep her pressure up without being too risky, 6a her if she's too obvious with her JCs, and you can probably learn to at least react to get out of the situation when she jumps. Also, because of her terrible range your reversal is pretty legit here (its range is kinda bad, but so is hers), just be smart and varying with it because she can easily punish it if she predicts it. As for the actual zoning, don't be predictable with your spike chasers. From almost the whole screen she can do that lunge thing and CH you (though if you just do 214d and not 214d~c YOU might CH HER). If you think she's going to attempt this just 5d CH her into 236c. NEVER let her charge because unless she just finished a combo on you, you can pretty much ALWAYS punish her for this. Even if she super jumps>double jumps to charge, 2dd will work. Then there's her aerial dive thing, it can be pretty hard to 2d at times, so just run under her. Maybe you can punish her, I'm not sure since I don't know the landing recovery frames on this move. If anyone does that would be helpful. Pretty much just be careful about spike chaser use and run under her dive if she ever tries it. Her speed can be pretty annoying I know, but if you manage to get out a spike chaser its easy to deal with from there and take control of the match. I'll give more input on this later.
kenja0 Posted August 8, 2010 Posted August 8, 2010 Tsubaki makes me want to half ass myself and spam the crap out swords. Even if she has me in a combo or is leading, it doesn't seem that threatening. Her normals have really terrible function outside of a combo/blockstring filler. The only half descent move is her DP to counter Lambda point blank. Just perfect block her blockstrings and defend while she's close and get out of there when you can. Nothing to worry about at all...
Vonstriker Posted April 4, 2011 Posted April 4, 2011 Call me a Baddie or a scrub or w.e but my friend and I play a lot together. So much that we can fairly accurately guess what the other might likely do. But the hardest part in this fight is tsubaki's speed vs how fast your swords come out. She can out pace the crescent getting in your dead zone and beat you air swords with clever jump back dash ins. This is what is really threatening. The speed And getting in your grill will be your undoing in this match. DO NOT whiff a single sword or your going to have a load of damage. If you block the shield charge you can get a gravity well off for some nice damage follow up. Keep the pressure up other wise you might be eating a combo. That's just my 2 cents.
kenja0 Posted April 5, 2011 Posted April 5, 2011 Yeah, just pretty much force her to respect your swords. If she has no bar, she can't deal damage or anything scary at least. Safest thing to do is Spike Chaser (works especially well while she's j.Ding) and j.2D/Crescent when she's on the ground. She's close ranged only so a well placed Gravity will make her fear you.
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