Airk Posted October 22, 2011 Posted October 22, 2011 Something that no one else has mentioned - I'm not sure if you can actually do that combo as 5BB > 2BB > 5CC > stuff. You might have to do it as 5BB > 5CC > stuff. I noticed you included 2BB, and I don't know if that combo works.
HajinShinobi Posted October 22, 2011 Posted October 22, 2011 You can do 5BB > 2BB > 5CC DP Whiff, its just lesser damage.
CrescentSaber Posted October 24, 2011 Posted October 24, 2011 Ok guys thanks for the tips. I'm just gonna practice this. I know I can do it, I'm just not confident in my ability to do it at will.
pktazn Posted November 12, 2011 Posted November 12, 2011 Hello everyone! I know i'm rushing into questions already, next days I will present myself and I will upload avatars and whatever is needed, but I am searching for advice from the community, even though I've been looking in this section for over a year. I have problems with Lambda. I usually play against 3 different lambdas at 3 different levels (from challenge-spamming level to pro level), but I feel the problem is the same: It takes me horrors to get a hit. Usually it's due to flying swords, punishing any try to approach. Is there some advice to get past through the swords in good shape and be able to approach her? Any strategy to get her beaten down? Thank you very much. Moved your post and answers to the Tsubaki vs Lambda Match-up Thread.
Lythium Posted December 8, 2011 Posted December 8, 2011 Okay guys, I've been messing around with Tsubaki again after not playing her for a while, and I have a question: what are Tsubaki's frame traps? I never learned what they were in the first place, and I need people to stop mashing out of my pressure. :V I checked the FAQ and guide, but I didn't see anything there, so I thought I would ask.
excelence Posted December 8, 2011 Posted December 8, 2011 Okay guys, I've been messing around with Tsubaki again after not playing her for a while, and I have a question: what are Tsubaki's frame traps? I never learned what they were in the first place, and I need people to stop mashing out of my pressure. :V I checked the FAQ and guide, but I didn't see anything there, so I thought I would ask. 2a>anything 5b>anything 22c>22a 5c>6c any D Special The 22c>22a is very good for frame trap ... on extended use, u can easily break 2 primer with 22c>22c on mix up. 5c>6c... if they mash poke out, they will get FC.
Rhiya Posted December 8, 2011 Posted December 8, 2011 Okay guys, I've been messing around with Tsubaki again after not playing her for a while, and I have a question: what are Tsubaki's frame traps? 2a>2b 5c>6C 5c>6b 5b...5bb (this works with all other followup normal sets, too, except 2C..2CC; 2CC doesn't hit either crouching or standing, don't remember which of the top of my head) Those are the ones I'd worry about. Also, 22C>22A isn't a frametrap; it's a spacing/conditioning trick used at range to confuse opponents, since 22C is normally where you'd end blockstrings at since it's +1. You expect the opponent to maybe try to make it their turn, so you 22A, and if they were attacking, you get a delicious CH combo. The reward for non-CH is really weak, though. And you also need to be spaced at roughly max range, or you'll get mashed.
Airk Posted December 8, 2011 Posted December 8, 2011 2a>2b 5c>6C 5c>6b 5b...5bb (this works with all other followup normal sets, too, except 2C..2CC; 2CC doesn't hit either crouching or standing, don't remember which of the top of my head) Doesn't hit most characters crouching. Probably hits Tager and Hakumen though. Excelence's answers aren't really correct. 2A>5B is not a frame trap, nor is 5B > 5BB or even 5B > 2B. There's no gap there that a masher would be able to start an attack in. Indeed, without delaying the button press as DT notes, the only things you can frametrap with after 5B are 6B and 6C, and 5B>6C will actually lose to many characters mashing because the gap is TOO big. One of my favorite frame traps actually is 5C© > 22C. It's a tidy little one frame gap, and CH 22C can lead into some pretty decent damage. This works with 6B(B) as well.
Lythium Posted December 8, 2011 Posted December 8, 2011 Cool, thanks guys. That's really helpful, I appreciate it! :3
pktazn Posted December 12, 2011 Posted December 12, 2011 (edited) I don't mean to rain on anyone's parade since there's a really good discussion going on but I moved all posts after this point to here, the Tsubaki Yayoi BB discussion thread. Only reason is because this is a simple question and answers thread. Please continue it there~ Edited December 12, 2011 by pktazn
BKDennis Posted January 8, 2012 Posted January 8, 2012 How does the 623C>j236(A)>j214D work? I'm not getting the right timing.
Rhiya Posted January 9, 2012 Posted January 9, 2012 (edited) 623C>wait until they're above you and whiff j.236A>do j.214D IMMEDIATELY Edited January 9, 2012 by Dusk Thanatos
Airk Posted January 9, 2012 Posted January 9, 2012 623C>wait until they're above you and whiff j.236A>do j.214D IMMEDIATELY This, but: If j.236A is hitting, you are doing it too fast - delay very slightly. If j.214D is missing, you are doing it too fast too.
TheGreatReptar Posted January 9, 2012 Posted January 9, 2012 (edited) Just for a reference, the easiest thing to practice J.236A whiffs off of IMO is throw>6CC>623C in the corner in both CS2 and Extend. Edited January 9, 2012 by TheGreatReptar
Airk Posted January 9, 2012 Posted January 9, 2012 Just for a reference, the easiest thing to practice J.236A whiffs off of IMO is throw>6CC>623C in the corner in both CS2 and Extend. Why is that easier than 22D?
Rhiya Posted January 10, 2012 Posted January 10, 2012 It is more practical, though. That's a good throw combo right there.
BKDennis Posted January 10, 2012 Posted January 10, 2012 Thanks to everyone, this morning I tried to do the last challenges and with the 14th I think I understand how to do it
BKDennis Posted January 18, 2012 Posted January 18, 2012 Sorry for double post, always regarding the 14th challange, I'm getting trouble with the IAD jCC, 5C, and I don't know why, usually I can do it normally, any tips?
Daedron Posted January 18, 2012 Posted January 18, 2012 Well, if you can do it normally then there shouldn't be any problem. Just remember that you do the j.C as quick as possible and the j.CC delayed as much as you can, then just hit 5C the moment you land.
Aguini Posted January 19, 2012 Posted January 19, 2012 Hello I'm starting to play with Tsubaki in CSII I was doing her challenges but I can't whiff the first hir of C~C after j.214D in challenge 7 ><' The first C hit if is too fast, but Bang recover if is too slow
Kiba Posted January 19, 2012 Posted January 19, 2012 Hello I'm starting to play with Tsubaki in CSII I was doing her challenges but I can't whiff the first hir of C~C after j.214D in challenge 7 ><' The first C hit if is too fast, but Bang recover if is too slow When j.236D - j.214D lands, input 5C(w)C as soon as the animation is just about to end. When Bang floats after the j.236D - j.214D, that is the time where the 5C needs to whiff. I'm not sure if high jumping would change the outcome of the combo, but by the looks of it, you should not be. Make sure you are inputting j.9C - j.9C and not simply j.C - j.C
Kakimori Posted January 30, 2012 Posted January 30, 2012 Would it be safe to say that Tsubaki's supers are pretty bad, since they require charges as well as 50% heat to be any good, and they use up all her charges? If so, does it make sense as a Tsubaki player to have the mindset of using her heat solely for things like CA and RC and ignoring her supers altogether?
pktazn Posted January 30, 2012 Posted January 30, 2012 (edited) I don't recommend ignoring her supers completely since they can help you out. But it really depends on the situation you're in and it's up to you to assess whether or not you should conserve your heat for something else. In Extend it's well worth using her 214214D super (Mugen) even with just one charge since it gives her better damage and proration when you use the D versions of her specials. The change in her damage when using Mugen and when you don't in a combo is very noticeable. You just have to remember how long Mugen will last and be wary of bursts but you can avoid that by using 214D iirc. Her 236236C does not require any charges, only 50 heat but I believe it got weaker in Extend. I know in CS2 it was invincible 1-11F but don't know if anything about that has changed in Extend. Her 236236D is the one that uses up all charges but makes it more powerful depending on how many charges you have. I don't know how much more powerful (or weaker) it is compared to CS2 in terms of damage. So say... in one situation if you know you're guaranteed to defeat your opponent by using one the 236236x series at the end of your combo, then go for it. Edited January 30, 2012 by pktazn
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