BatousaiJ Posted June 7, 2011 Posted June 7, 2011 Mostly a case of untechable time after your combo ender. If you opt for singular 2CC > 236x > 214x > 22x, you'll have a lot of leeway in landing that last 22x to have the untechable time to land that 6C > DD finisher. If you're going with 2CC > 22C > dash 5C > 2C > 236x > 214x > 22x, your timing will have to be a lot more precise in landing that 22x in order to have long enough untechable time to land that 6C > DD at that point. Generally though, you'll get more damage from 2CC > 22C > dash 5C > 2C > 236x > 214x > 22x > 236236C over going with the simpler link to get that easier 6C > DD. Just remember that the 5C and straight sliding 236236C doesn't work on Jin and Jin only so keep that in mind during match ups and what dummy you pick for training mode.
St1ckBuG Posted June 7, 2011 Posted June 7, 2011 If you opt for singular 2CC > 236x > 214x > 22x, you'll have a lot of leeway in landing that last 22x to have the untechable time to land that 6C > DD finisher. If you're going with 2CC > 22C > dash 5C > 2C > 236x > 214x > 22x, your timing will have to be a lot more precise in landing that 22x in order to have long enough untechable time to land that 6C > DD at that point. Generally though, you'll get more damage from 2CC > 22C > dash 5C > 2C > 236x > 214x > 22x > 236236C over going with the simpler link to get that easier 6C > DD. Just remember that the 5C and straight sliding 236236C doesn't work on Jin and Jin only so keep that in mind during match ups and what dummy you pick for training mode. TYVM.
zaeris Posted June 8, 2011 Posted June 8, 2011 (edited) Generally though, you'll get more damage from 2CC > 22C > dash 5C > 2C > 236x > 214x > 22x > 236236C over going with the simpler link to get that easier 6C > DD. Just remember that the 5C and straight sliding 236236C doesn't work on Jin and Jin only so keep that in mind during match ups and what dummy you pick for training mode. It is generally easier but otherwise it is harder to gain that 50% heat in one combo without going 6c->DD meaning you can generate 50% heat and finish with a super from zero bar if conditions are met such as corner and 1-2 stock. And yes Jin lol, the only one without foot hitbox sticking up when sliding. The alternative using 236c to extend combo works to add 6c> DD ender 2CC > 236c >5C > 2C > 236x > 214x > 22x >6c> 236236C Edited June 8, 2011 by zaeris
eQualz Posted June 11, 2011 Posted June 11, 2011 What are her optimal combos with 1 or 2 charge of a falling j.C? I tried stuff out like DP whiff > 236D > 5B > 2CC and DP whiff > j.C > j.236D > stuff > 2CC but I can't seem to get a valid combo. Usually they're able to tech after the first hit of 2CC.
Kiba Posted June 13, 2011 Posted June 13, 2011 (edited) What are her optimal combos with 1 or 2 charge of a falling j.C? I tried stuff out like DP whiff > 236D > 5B > 2CC and DP whiff > j.C > j.236D > stuff > 2CC but I can't seem to get a valid combo. Usually they're able to tech after the first hit of 2CC. With 1 charge midscreen: JC - 5B - 5CC - 623C - J214A (whiff) - 2CC - 623C - J214 (Whiff) - JC - J236D - J214C - 6C - 236B - 214B - 22C http://www.youtube.com/watch?v=r1qhq0YrsHU#t=25m37 That's what the beginning looks like anyway, and I forgot the amount of damage. It's not an easy combo to do. If you had another stock you could use 214D after the 6C. A second is: JC - 5B - 5CC - 623C - J214A (whiff) - 214D - 2CC - IAD JCC(delay) - 5B - 2CC - 236B - 214B - 22C I'm pretty sure that combo works because I've seen JP players do it and I remember complaining at the fact I couldn't get a valid hit confirm with it. Another one is : JC - 5B - 5CC - 623C - J214A (whiff) - JC - J236D - J214A - 6C - 236B - 214B - 22C If you're in the corner, after the 2CC it'll usually go : JC - 5B - 5CC - 623C - J214A (whiff) - 2CC (You also don't have to do this) - JC -JCC - J214D - 6C - 236B - 214B - 22C I personally don't usually use 2 stocks of a JC, if I recall correctly, so I'm not sure of some good ones you can use. Another corner combo I found is: JC (has to be a deep jump, if not do 5B-5CC instead and ignore the next two inputs) - dash in 5CC - 2C - 623C - J214A (whiff) - 623C - J236A (Whiff) - J214D - 623C - J214A (whiff) - 2CC - 22C - 5C - 2C - 236B - 214B - 22C I think that was around 4k. Edited June 15, 2011 by Kiba
ThunderboltZ28 Posted June 23, 2011 Posted June 23, 2011 Tsubaki's new challenge mode! 8 and 9 are giving me a devil of a time. For the former, I think I'm doing everything right, but I can never land the standing B after JCC. I have no idea how she gets it out in the demonstration fast enough, because Bang always recovers before I can properly hit him. The jerk. With 9 kind of the same problem. Can't get the timing right so that the first 2C hits him while he's falling and before he recovers. I'm having the same problem with challenge eight. I can't get 5B to hit after jCC. I'm trying to input the 5B as jCC is happening. She is doing it, but Bang always seems to tech.
pktazn Posted June 23, 2011 Posted June 23, 2011 You have to delay the j.CC for as long as you can in order to land the 5B. It's really timing specific. Too soon and he'll tech out, too late and the j.CC won't come out.
ThunderboltZ28 Posted June 23, 2011 Posted June 23, 2011 You have to delay the j.CC for as long as you can in order to land the 5B. It's really timing specific. Too soon and he'll tech out, too late and the j.CC won't come out. Delay the first or second hit?
pktazn Posted June 23, 2011 Posted June 23, 2011 Delay the second. I forgot to mention that you also have to be aware of how high your opponent is. They can't be too high or too low to the ground either.
ThunderboltZ28 Posted June 23, 2011 Posted June 23, 2011 (edited) Delay the second. I forgot to mention that you also have to be aware of how high your opponent is. They can't be too high or too low to the ground either. Okay. I'll give it another try. Thank you. Didn't finish the challenge, but I managed to land 5B. Thanks. Edited June 23, 2011 by ThunderboltZ28
Tizoc789 Posted July 7, 2011 Posted July 7, 2011 So I decided to try out Tsubaki and I'm really liking her. I managed to get her combos down though I'm only able to do the begginer combos in ginseng's thread, however I find that they're rather effective. I'm curious about the following things tho- 1- How should I 'get in' on opponents? I find that if I press UF, then Fwd, she will do an IAD, how can I use this effectively? 2- What's her best pokes? I find that St. B is a good ranged poke. 3- How should I use my super meter? Should i save it for Rapid cancels or is her QCFx2+C super useful in some situations and combos? 4- What are some good combos into her Astral?
BatousaiJ Posted July 7, 2011 Posted July 7, 2011 1. Play proper footsies and use your 5B poke to get them to block and get in on them. 236C/D both work well at the right distances and given you don't whiff them. 2. 5B and 2A are her best pokes along with 22A/C at the max hit distance for it. 3. If you've got a kill combo or just really need someone off your face, use 236236C. I generally save it for tricky rapids for added pressure or to save myself for throwing something unsafe out there. Don't forget about counter assaults as well especially if you're up against a skilled rush down character. 4. http://www.youtube.com/watch?v=sf-Y6aSqZA4&feature=player_detailpage#t=170s
dennch7 Posted July 17, 2011 Posted July 17, 2011 hmmm, so iv been trying to find out what usage there is to her 3CC, and apperently (well, its really quite obvious actually...) you recover a lot faster than the opponent, as they cant air tech it...... In other words, you can continue pressure and stuff once they actually recover, but be careful to not attack immediatly after recovering yourself, cause it will whiff..... On the other hand, it doesnt prorate dmg so much and is a good combo starter, almost as good as 214D :DD Although it costs 50 heat for dat rapid but meh....
dennch7 Posted July 17, 2011 Posted July 17, 2011 also, there are actually 2 ways to kara throw with tsubaki!! One with the regular 6C and 6B!! Just like how you press B or throw button after 6C, just press C after 6B....or the throw button ofc. Although 6C moves faster and further....its not really helping......just thought it would be interresting to know...
BatousaiJ Posted July 17, 2011 Posted July 17, 2011 Never really want to use 3C without meter to be honest, it's super punishable on block and fairly easy to see coming. Kara throws are handy to know but other tricky throw setups like 5BB > delayed throw works quite well given you condition them to keep blocking by using gatlings first. That way if they try to throw break or poke you out after 5BB they'll just get CH with 2BB/5C and whatever else you can put out there.
Airk Posted July 17, 2011 Posted July 17, 2011 I'm a scrub, but you'd be surprised at how many times people get caught by 3CC as a round opener. Probably because they think "Who'd be stupid enough to commit to that move at the start of the round?" I mostly use it against Litchi players who like to start the round with Itsuu. :P (It is Itsuu that's her guard-point-stance move, right?) But yeah, the risk vs reward just isn't there without meter. With meter, it's not bad though. Still, I kinda wish they'd left it like it was in CS1... though I suppose it doesn't REALLY help with Tsubaki's main weak point in CS2, which is to say, people who jump all over the damn place. :P
Mxyzptlk Posted July 17, 2011 Posted July 17, 2011 What are tsubaki's reset options cause I feel like I play too straight forward.
Fallacy Posted July 17, 2011 Posted July 17, 2011 I don't think resets are necessary with tsubaki, I think it's better to go for the implied damage from a mixup. with that said sometimes i try to reset with 22c.
Airk Posted July 17, 2011 Posted July 17, 2011 I assume you mean 22D; That's Tsubaki's 'standard' reset - stop a combo into 22D(hold) and if they don't jump out/counterattack, then the unblockable hits and you start a juicy new combo. This requires two charges midscreen though, since you need a 236D pickup there, vs being able to go right into a combo in the corner. Other options I've seen are the 6A>Unblockable corner tech trap (which techically isn't a reset, I suppose) where you do a 6A to hit a downed opponent, and cancel into 22D hold, so that if they tech after the 6A, the 22D hits them for a new combo. You can also 6A reset if you start a combo with too many 5A/2A hits, or if you go into 2B by "mistake" - you can gatling into the overhead, and if they don't block high, it'll hit them for a reset. There's also some sort of rapid-cancel > Air throw reset that you can do after the j.214X in the 'standard air combo', but I don't really know how that one works or whether it gives a green throw or a purple.
dennch7 Posted July 17, 2011 Posted July 17, 2011 Never really want to use 3C without meter to be honest, it's super punishable on block and fairly easy to see coming. Kara throws are handy to know but other tricky throw setups like 5BB > delayed throw works quite well given you condition them to keep blocking by using gatlings first. That way if they try to throw break or poke you out after 5BB they'll just get CH with 2BB/5C and whatever else you can put out there. ooooooooh, i have still much to learn....*bows in respect*
dennch7 Posted July 17, 2011 Posted July 17, 2011 also, what do u guys think about her in-air 236C? The start up is somewhat slow, but i sometimes use this move while air dashing towards the opponent. The "wings" have quite a large hitbox, so once they are out it pretty much fully covers tsubakis body, making it kinda like an advancing wall :D i use it for mix-ups as well at times....5BB -> J.c -> J.B -> J.CC -> 623C -> 214A OR B actually works.....and if i delay the 623C it ends the combo but still hits the opponent from behind. The block-stun is decent enough so not much to worry about there......who knows? u might just get a CH on it and u can continue with a ground combo. EDIT: has this been discussed already? i havent read the entire thread yet....
Airk Posted July 17, 2011 Posted July 17, 2011 Hasn't been discussed yet; Honestly, not sure. I don't use j.236X outside of combos, but I feel like I probably should, because there are situations where it might be useful...
Fallacy Posted July 18, 2011 Posted July 18, 2011 I use J 236C against jump happy people occasionally, mainly against hakumen and ragna. Hitbox is good and you can go into 2CC on counterhit.
BatousaiJ Posted July 18, 2011 Posted July 18, 2011 Your back to corner- 5BB > 5C > 6C >jc(jump straight up) > j.236C(crossover reset) > j.214C > RC > 2B > 2CC > IAD combo finisher Try it. Good times.
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