Airk Posted August 19, 2011 Posted August 19, 2011 Alright guys, I have another question. I've noticed when I've played that I rely on 236D way too much to get in to the point where people are baiting it and punishing. How should I go about getting in without taking big risks (and wasting a charge). Well, the #1 answer is "the old fashioned way, via careful dashing, jump barriering and footsies.". In other words, dash in and cancel to barrier to avoid getting hit, or (super) jump forward and barrier block (airdashing forward is not generally recommended, but can work if they're not expecting it.). You can also dash in 5B if you can get close enough. This is oldschool, general purpose fighting game stuff - spacing and footsies. The other answer is that depending on how people are baiting and punishing your shield rush, you can mix it up with 236C > 22D or 236C > 214D. 236C, spaced properly, is plus on block, so the only things that can 'punish' it are invulnerable DPs than can stuff whatever you do afterwards. If this is what they are doing, the simplest answer is to block after they block your 236C, but D-cancelling to 214D will hit them for a big ol' combo too since DPs tend to go right through 214D. D cancel to 214D also works on people who try to poke you out if you space properly, and can sometimes hit people who like to jump a lot (though in this case you're usually better off just timing your advance to catch them when they land.). 22D can screw up some counterpokes as well, depending on spacing, and is hilarious against Hakumen players who like to try to counter your shield rush.
AJSmith325 Posted August 19, 2011 Posted August 19, 2011 Yeah I think my biggest problem is that I'm worrying too much about how 236D is plus on block that I forget about all other options which makes me easier to read. The way that they are baiting is by standing still and neutral jumping. I didn't realize this until I noticed a lot of people neutral jumping. Basically they'll cause my move to whiff and then punish so I'm not getting hit by counters but I'm still taking damage. I will take practice the stuff you suggested though.
Rhiya Posted August 19, 2011 Posted August 19, 2011 I wouldn't worry too much about 236D being plus. It's only +1, and, all too often, you end up out of range for that +1 to mean anything at all.
Airk Posted August 19, 2011 Posted August 19, 2011 I wouldn't worry too much about 236D being plus. It's only +1, and, all too often, you end up out of range for that +1 to mean anything at all. It's +2 actually, but yes. Amusingly, due to the 'crossover' mechanic, 236C is actually more plus on block at long range than 236D (OTOH, 236D is more plus at short range and comes out quicker.). If people are neutral jumping your 236C/D, some of your counter-tricks are: 236B/C > 214D can catch them as they are landing depending on spacing. 236A/B can FOOL them into neutral jumping without committing you to being in range for them to land on you and punish. (This works well against a variety of things people will try to do on 'reaction' to your 236C/D, including DPs, counters and Cat Chair.) But yes, the real truth is: vary your approach. It's much easier for them react to 236C/D when you do it repeated and it's the only thing on their mind.
Rhiya Posted August 19, 2011 Posted August 19, 2011 Bleh, I framedata derped. I feel bad when I do that.
luher0 Posted August 20, 2011 Posted August 20, 2011 What is the tip to link 6b after 5c in the combo 5b 5b 5c 5c ? i saw some players doing in youtube, but didnt got. Tks
Kiba Posted August 20, 2011 Posted August 20, 2011 (edited) You can only link 6B on CROUCHING opponents. So for example : 6A - 5CC - 6BB Edited August 20, 2011 by Kiba
Akira-Shiro Posted August 27, 2011 Posted August 27, 2011 Super sayian combos,,,, anything that goes over 7.5k without using a burst. Cause i cant seem to go over 7.5k =/ wat yall got for me please and thank you ^.^
Rhiya Posted August 27, 2011 Posted August 27, 2011 Super sayian combos,,,, anything that goes over 7.5k without using a burst. Cause i cant seem to go over 7.5k =/ wat yall got for me please and thank you ^.^ I'm pretty sure they don't exist. Most I've seen from Tsubaki was 8k with double gold burst.
Airk Posted August 27, 2011 Posted August 27, 2011 I'm kinda curious what magic 7.5k combo you've found. o.o
BatousaiJ Posted August 27, 2011 Posted August 27, 2011 Breaking 7.5k easy, it's breaking 8k that's hard without using bursts and etc. You can do around 7.9k with 100 meter using mugen and DD finisher.
pktazn Posted August 27, 2011 Posted August 27, 2011 Yea I've easily gotten past 7.5k using Mugen and the 5 charged DD from just messing around in training mode.
Akira-Shiro Posted August 29, 2011 Posted August 29, 2011 Well idk about easy lol its less about the difficulty of the combo, but what starter and how probable it is. I got my 7.5k from ch 5c>6cc>Mugen it also feels like her mugen runs ou faster now. Or is that my imagination
pktazn Posted August 29, 2011 Posted August 29, 2011 Are you asking for a practical 7.5k Tsubaki mugen combo? There isn't one.
Rhiya Posted August 29, 2011 Posted August 29, 2011 Are you asking for a practical 7.5k Tsubaki mugen combo? There isn't one. This, lol. Mugen is never practical. It's like the exact opposite of Blood Kain, which is practical pretty much wherever you can use it.
Airk Posted August 29, 2011 Posted August 29, 2011 This, lol. Mugen is never practical. It's like the exact opposite of Blood Kain, which is practical pretty much wherever you can use it. Blood Kain is brutal. It's like the #1 reason to SIT ON YOUR BURST against Ragna. x.x
pktazn Posted August 29, 2011 Posted August 29, 2011 The only time a Ragna used Blood Kain against me was when it was an accident lol
Errol Posted August 29, 2011 Posted August 29, 2011 I was watching some video jourdal uploaded the other day. tsubaki mugen with 5 charges, hits with 214D magically, then burst and watch the charge all drain away.. TBH, it should disable bursts the entire time it is up. Kinda like when you're getting killed by litchi supers, you can't burst for the entire 3-4k combo can you?
pktazn Posted August 29, 2011 Posted August 29, 2011 The other "mugens" (Ragna's and Hakumen's) don't disable using bursts when they use it so it wouldn't make sense for only Tsubaki's to do that.
Airk Posted August 29, 2011 Posted August 29, 2011 I was watching some video jourdal uploaded the other day. tsubaki mugen with 5 charges, hits with 214D magically, then burst and watch the charge all drain away.. TBH, it should disable bursts the entire time it is up. Kinda like when you're getting killed by litchi supers, you can't burst for the entire 3-4k combo can you? Well, like Blood Kain, it's not really recommended if your opponent has a burst left. But I believe you are incorrect about Litchi - unless you're thinking of some combo I'm not really familiar with, you can only not burst while you're actually being hit by the super. Like with Carl, if he hits you with Rhapsody of Memories, and then starts to hit you while the doll is punching you, you'll see that your burst icons sortof blink on and off - you can burst after one of Carl's hits, but not after one of the doll's. It might be interesting for all 'limited time' supers (Blood Kain, Mugen, Macto Maledictus - but NOT Furinkazan, because it lasts 'forever') to block bursts whenever you are hitting the opponent, but that might make Blood Kain too good (I mean, check out the end of the Spinoza vs Ragna video for a 6.5k Blood Kain smackdown starting with a 6B, which isn't a very mighty starter, proration-wise.) All that said, I think they should reduce the drain rate for MM (Tired of calling it Mugen, it's not.) somewhat - at full charge (something that's not easy to get at all) it lasts 500 frames, which is less than Blood Kain, even factoring in the recovery time on BK (Aside: I think there's something wrong in the Blood Kain frame data. It says "lasts 600 frames, or 522 after recovery"... but the whole move is only 20 frames long.) and it improves the proration on a bunch of Ragna's moves, some of which don't even have repeat proration (And even the ones that do have LESS repeat prorate than any of Tsubaki's D moves). Longer duration would improve the options available. Alternatively, a SIGNIFICANT change in the repeat proration of her D moves while it's in effect might help too (Going from 50% to like... maybe 75% or 80% instead) might unlock some fun possibilities, but the fiddly stuff they seem to be trying with it in the loctests seems sortof halfhearted. Oh well.
Errol Posted August 29, 2011 Posted August 29, 2011 yeah. jbbs wants a charge super instead. which would totally rock. Imagine if it just restored even 3 charges instead. would be so much better.
Airk Posted August 29, 2011 Posted August 29, 2011 Oooooh. That's an interesting idea. I endorse it. I don't see why it would need to be "instead" though. I mean, we only have like 2.5 supers right now, so there's totally room for another. :P
LunarSelenia Posted September 6, 2011 Posted September 6, 2011 Hahaha I'm almost ashamed to post this, but any tips on the 22C > dash 5C > 2C > 236x stuff? I can't seem to connect the dash 5C without them teching out of the corner. :\ Is it like our 236D > dash 5B stuff? or is it more like the Litchi dash 5B as far as timing goes >>;;; or am I making this harder than needs be. XDD
pktazn Posted September 6, 2011 Posted September 6, 2011 (edited) I'm pretty sure it has to be 22D not 22C for that combo to work. EDIT: Also no need to feel ashamed. Better to ask and get an answer than just hope you get it eventually IMO. :D Edited September 6, 2011 by pktazn
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