Manta Posted July 26, 2011 Posted July 26, 2011 Well that's worse for me since you've figured I like to jump away alot from 236D! You just like to jump away a lot. It's like Tager's feet smell really bad.
A.X.I.S. Posted July 26, 2011 Author Posted July 26, 2011 You can always IB 236x and 5A but this only works if he used it midscreen or whatevers. Other than that just backdash the charging stars and 360B. All the Tsubaki players I played so far doesn't know how to play the character so I don't have really good info on this match up. Thus no write up.
Mucky Posted August 17, 2011 Posted August 17, 2011 (edited) A few things I'd like to mention: At round start, there's nothing you can do to stop Tsubaki from charging. You can walk forward/super jump C to force her to back up, but since she isn't magnetized you can't really threaten her. To make matters worse, you don't have the same luxury as her. If you choose to VTC, don't hold it for too long or else you'll leave yourself open to getting CH'd by shield bash. And that shit sucks. As a general rule, release VTC before Tsubaki is fully charged. Non-charged 22D is +3 on block. Don't get baited. AC, walk forward, 6C xx AC works at midscreen. The second AC needs to be slightly delayed. Fully charged 22D has enough range that Tager only has 3 ways of beating one that is properly spaced: 1. 5C or spark bolt 2. Jump 3. Backdash Of these three options, backdashing in my opinion is the most reliable. 22D takes 33 frames (roughly half a second) to become unblockable and it will release automatically, so the only factor is your own timing. Learn that and you can avoid it consistently. 5C can work on occasion, just keep in mind that she doesn't always have to wait for it to become unblockable to release it; if she feels you might try to mash out she can release it early to get a CH. I think jumping is the worst option because Tager's jump is slow and his hitbox is huge. I've been sliced at the ankles too many times to consider it a good option. Situations where you'll have to deal with 22D: A. If you're blocking a lot and Tsubaki is getting some distance from you B. On your wake up C. Rarely, she might run straight up to you and do it Oh, and if she goes for it while magnetized, you can laugh heartily and collect your 360/720. As others have pointed out, nothing can beat her 623D and she can stay safe even if you block or backdash it. Getting hit by it will lead to over 3k damage (thanks a lot, arcsys). You just have to be patient and let her spend the fake meter. Your goal for this entire matchup is to catch Tsubaki when she has no fake meter. If you happen to block a 623D and you have 50 heat, that is the perfect time to CA her. She'll then be forced to wake up with no safe options left. Also, Tsubaki can RC the spirit bomb and go for an unblockable while you're stuck in blockstun. For these reasons, you should always try to keep 50 heat handy for a CA. If you normally use it for RCs and MTWs, then you need to make an exception for this matchup. In general, you don't want to stand still. Even if you're doing nothing but walking back and forth, it can scare the Tsubaki into not charging. Her shield bash can give her frame advantage if spaced a certain way, which is all the more reason to keep moving and frustrate that spacing of hers. Walking forward is especially scary when you're holding onto your spark bolt. Try to refrain from jumping a lot because her anti-air is retarded. And that's it from me. Edited August 17, 2011 by Mucky
mAc Chaos Posted August 17, 2011 Posted August 17, 2011 Couldn't you hit her out of the charge in the beginning with 5C or something?
Mucky Posted August 17, 2011 Posted August 17, 2011 You mean at the start of the round? Most Tsubakis start off by air dashing backwards, or 5Bing (9 frame poke that is jump cancelable and +1 on block WHAT DA FREAK) and then air dashing backwards, so Tager has to advance to stop her from charging. If she just immediately starts holding down 2D I suppose you could punch her in the face for that.
Airk Posted August 20, 2011 Posted August 20, 2011 (edited) You mean at the start of the round? Most Tsubakis start off by air dashing backwards, or 5Bing (9 frame poke that is jump cancelable and +1 on block WHAT DA FREAK) and then air dashing backwards, so Tager has to advance to stop her from charging. If she just immediately starts holding down 2D I suppose you could punch her in the face for that. And she would deserve it. :P Also, a correction: I don't believe it should be possible to IB>360A Tsubaki out of most strings anymore; Since IB got reduced in impact, and 360A isn't actually invulnerable until frame 3, it will get counterhit if you try to use it after 5BB. (Though 720 should work, since it's frame 1 invulnerable. Nothing will work on 5B > 5BB though. There's no gap there even with IB.) The following places are susceptable to IB>360A: 2BB>5C (but not 22B > 5B if 5B hasn't already occured in the string.) 5C© > 6B or 22C and uh... that's it, I think. IB>720 does work in most places. The only strings I can see that are SAFE against IB>720 are: 5B>5BB 5C>5CC 6A>5C Everything else can theoretically be IB>720'd. Edited August 20, 2011 by Airk
BatousaiJ Posted August 21, 2011 Posted August 21, 2011 Johnny Two Cocks makes for some good points except one. You lose to the Tsu player enough, they'll get bored and get super reckless and you can herp derp them to a few 360s and 720s to a victory. Your mileage may vary.
A.X.I.S. Posted August 21, 2011 Author Posted August 21, 2011 And she would deserve it. :P Also, a correction: I don't believe it should be possible to IB>360A Tsubaki out of most strings anymore; Since IB got reduced in impact, and 360A isn't actually invulnerable until frame 3, it will get counterhit if you try to use it after 5BB. (Though 720 should work, since it's frame 1 invulnerable. Nothing will work on 5B > 5BB though. There's no gap there even with IB.) The following places are susceptable to IB>360A: 2BB>5C (but not 22B > 5B if 5B hasn't already occured in the string.) 5C© > 6B or 22C and uh... that's it, I think. IB>720 does work in most places. The only strings I can see that are SAFE against IB>720 are: 5B>5BB 5C>5CC 6A>5C Everything else can theoretically be IB>720'd. IIRC anything into 2C/3C can be IB 720'd too.
Airk Posted August 21, 2011 Posted August 21, 2011 IIRC anything into 2C/3C can be IB 720'd too. Uh, this is mostly true (5C or 5CC > 2C should be airtight), but it would be one screwy blockstring that would use either of those moves, so it didn't actually occur to me to check them.
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