BatousaiJ Posted April 7, 2012 Posted April 7, 2012 5A/2A > 5B is a frame trap as well and you have a lot more option off 5B than you do 2C so I'd mostly go with that. If you'd like to use 2C in pressure for jc pressure continuation, try 5A > 5C > 2C for a tight string. 2C CH on air hit or grounded? Off grounded you can probably go 2C CH > dash 5C > 2C > 214D > 2CC > IAD etc etc on air hit you can go for full IAD with no charge 2C CH > dash 5C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B if you're interested in more corner carry, you can extend the combo like this 2C CH > dash 5C > 2CC > 236D > dash 2CC > IAD j.CC > 5C > 2C > air combo ender. That should provide full corner carry which can be worth the charge use in many situations. I don't have the game in front but if memory serves all of that above should work just fine. As for frame traps, I posted a full list of them somewhere but I forget where. Just remember 5B(B) > 6B, 5C© > 6B, 5A/2A > 5B as the most common frame traps along with delayed j.CC. That's enough to work with to begin with then get used to delaying normals, especially 5C© which on CH can lead to good damage.
Kiba Posted April 7, 2012 Posted April 7, 2012 Bat is right about the frametraps, though I haven't really done 5A / 2A > 2C. The reasons you outlined make it worthwhile, but I'll experiment with it. For follow up questions are there any charge level combos that are worth using after a 2C counter hit (midscreen or corner) and does Tsubaki have any other worth while frametraps apart from delaying the second hit of normal chain gatlings? Thanks in advanced. Midscreen, you can also do this: 2C CH > 5B > 5CC > 623C > j.214B(w) > sjc j.C > jc j.C > j.236D > j.214B > 6C > 236C > 214B > 22B In the corner, you can do: 2C CH AA > 5C > 2CC > 623C > j.236A(W) > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B 2C CH > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B 2C CH > 5CC > 22D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B If memory serves correctly, they should work!
Errol Posted April 7, 2012 Posted April 7, 2012 Also remember that 2C CH> 3CC> RC is pretty good too. End with 22B, just remember to avoid repeating 22Xs. If you're going to be able to follow up, use 22C first and then use 22B for your final hit. Otherwise Just use 22B.
Kiba Posted April 7, 2012 Posted April 7, 2012 (edited) I forgot about that Errol! Off grounded you can probably go 2C CH > dash 5C > 2C > 214D > 2CC > IAD 2C CH AA > 5C > 2CC > 623C > j.236A(W) > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B 2C CH > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B 2C CH > 5CC > 22D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B Just double checked. With Bat's combo, the combo drops at 2CC after the IAD j.CC, so you'll need to go for an air ender, or 214D > 5C > 2CC > Special ender. My combo drops at 236C because 2CC was used, so instead, use 2C CH AA > 5C > 2C > 623C > Rest of combo. VVVV No problem Bat! Edited April 8, 2012 by Kiba
Grendy Posted April 8, 2012 Posted April 8, 2012 Thanks for all the responses guys, lots of stuff for me to work on ^.^
ThunderboltZ28 Posted May 14, 2012 Posted May 14, 2012 I'm having trouble with this FC 3C combo. I cannot get the first j.CC right so they tech when I do the 5C. Any suggestions on how to do this?
Errol Posted May 14, 2012 Posted May 14, 2012 I'm having trouble with this FC 3C combo. I cannot get the first j.CC right so they tech when I do the 5C. Any suggestions on how to do this? delay jc as much as possible, jcc as much as possible, it's that simple.
ThunderboltZ28 Posted May 14, 2012 Posted May 14, 2012 (edited) Delay the first j.C, eh? I've been trying to do it as quickly as possible and delaying the second one. Yay I did it. Its still hard... Is there a simpler FC 3C combo I could do instead? Sorry I should have posted in the Combo thread. Edited May 14, 2012 by ThunderboltZ28
Errol Posted May 14, 2012 Posted May 14, 2012 (edited) 3c > standard IAD combo ie. 5c2cc>IAD stuff Edited May 14, 2012 by Errol
Kiba Posted May 14, 2012 Posted May 14, 2012 Is there a simpler FC 3C combo I could do instead? Sorry I should have posted in the Combo thread. Dw about it. If you want a simpler combo, try this one: FC 3C > 2B > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [2651, 27 heat gain] The 6C route is in no way an easy combo anyway.
ThunderboltZ28 Posted May 14, 2012 Posted May 14, 2012 (edited) Ah, alright. Thank you. One more thing. So 5C has become a faster move in CSX, but I still don't use it outside of combos. How can I use 5C in pressure more effectively to get a CH? Edited May 15, 2012 by ThunderboltZ28
Zeromus_X Posted May 26, 2012 Posted May 26, 2012 (edited) What ways do you guys catch late tech/tech rolls out of the corner? I've been trying to use 5C since it has good starting proration (5C catch > 2CC > IAD or Mugen), but what other ways are there? Edited May 26, 2012 by Zeromus_X
Adelheid Posted May 26, 2012 Posted May 26, 2012 What ways to you guys catch late tech/tech rolls out of the corner? I've been trying to use 5C since it has good starting proration (5C catch > 2CC > IAD or Mugen), but what other ways are there? The opponent should generally never try to tech roll out off the corner on you, since rekkas to 22X will put you in just the position for them to not be able to roll through you and there's not really any advantage to trying against Tsubaki in that position. If you suspect they want to try something stupid and want to catch them, though, 5C is good because as you say it's got pretty good proration and it's very fast. Really, though, it shouldn't come up much...
Zeromus_X Posted May 26, 2012 Posted May 26, 2012 Thanks, it must be a positioning problem on my part then.
Kiba Posted May 26, 2012 Posted May 26, 2012 I catch tech rolls/late techs with 2B, simply because it's easier, and if it whiffs I won't be punished. You can get a full IAD combo from it.
HajinShinobi Posted May 31, 2012 Posted May 31, 2012 Just got Extend for PSP so I'm gonna study up on things again in preparation of having it for console soon. What's the timing like on Tsubaki's j.BB > falling j.C > 5C combo(s)? Doesn't seem all that difficult, but knowing when to do what would help me get this down easier.
pktazn Posted May 31, 2012 Posted May 31, 2012 The timing isn't too bad actually. Imo, the most difficult part is when you have to dash 5C > 9j.BB since the timing for the dash is a bit tight and the j.BB will whiff on certain characters if you don't get it. Honestly, the hardest part about the loop is knowing who it works on and the circumstances of when or why it can/can't work since sometimes strange things happen and then suddenly it's whiffing when you don't expect it to.
Errol Posted May 31, 2012 Posted May 31, 2012 I laid out who it works on in the combo discussion thread. go find my post. The hardest part is the timing of the attacks in the air. once you've got dash 5c down you've got it down. The reason dash 5C drops in the first place is because timing was off in the air.
pktazn Posted June 1, 2012 Posted June 1, 2012 I think it's this post? http://www.dustloop.com/forums/showthread.php?12871-Tsubaki-Yayoi-Combo-Discussion-3-5-%28Extend-Version%29&p=1323926&viewfull=1#post1323926 I had forgotten that the j.BB was slightly delayed since I didn't have problems with that so thanks for bringing it up Errol. I couldn't consistently get the dash itself when I first started learning it which is why I remember it as being the hardest part for me.
HajinShinobi Posted June 1, 2012 Posted June 1, 2012 Sweet, I'll be working on getting in the swing of things over the weekend. Thanks for the help, Pk and Errol.
Shruikon Posted June 1, 2012 Posted June 1, 2012 If you look around in the combo discussion I believe I posted easier versions of the combo for a little less damage/heat that you should be able to learn in no time, so you can use those as a basis.
Adam0812 Posted June 1, 2012 Posted June 1, 2012 Whats a good option after hitting my opponent with a gold burst, with and without charges??
Kiba Posted June 2, 2012 Posted June 2, 2012 Whats a good option after hitting my opponent with a gold burst, with and without charges?? Midscreen with no stock: (3CC > RC > 5C) > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B. The brackets signify that it doesn't have to be done. Also, I wouldn't use stock from a gold burst midscreen only because it's kinda awkward. You could do 22D > 236D > IAD Combo though. In Corner with no stock, you would use the same above combo, but with stock there are a few variations, like: 5C > 2C > 623C > j.236A (w) > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B 5C > 2CC > 22D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B I'm unsure if these can be slightly optimised, but those are just some ideas to give you some thought. Hope it helps.
Recommended Posts