iTz.WiiTarD Posted September 11, 2011 Posted September 11, 2011 dnt forget it is only a lokitest atm, we wont know untill final release, all that could change to big nerfs, but as of this moment its looking like buffs, so yes could very well be better, as for the mugen i think that will remain unchanged, hakumen and ranga both have very good damage on mugen so i dnt think they will let us suffer for it.
pktazn Posted September 11, 2011 Posted September 11, 2011 Yes, it's a loketest but most of those are nerfs or just really weird changes. There hasn't really been any worthwhile buffs.
Airk Posted September 11, 2011 Posted September 11, 2011 What PK said. Most of it is just really weird. I expect/hope it'll make more sense in the final version, but I don't think Arc is stupid enough to really mess her up. Everyone was paniced about Lambda nerfs during the CS2 Loktests, even though she was perfectly fine in CS1, and she came out just fine in the final product, so... I don't really suggest paying that much attention to any of this stuff.
OrionXElite Posted September 12, 2011 Posted September 12, 2011 Ok so I have recently found myself with lots of free time and boredom at home. I've decided that I should be productive and learn some new characters, so I'm starting with Tsubaki as I've been really interested in her since CS1 :3 So I do plan to take her semi-seriously actually and have a few questions to get me going in the right direction. 1) Who are some good Tsubaki players to watch matches of? I learn best from matching matches but I don't know who I should watch to get some ideas of how to approach things:v: I only know of Nezu who hasn't used Tsubaki as of recently to the best of my knowledge and Kaqn whos just a big troll :3 2) How character specific are her combos? Are there a lot of things that don't work on half the cast but work on the other? I usually try to get these down first as theres about a million character specifics you have to know if you wanna use Tager so its kinda in my nature now:v: 3) I've played around in a few casuals with her just with really barebones combos and noticed I would hit a lot of AA 5B in footsies but I had no clue how to pick it up. I know if you confirm it well enough, it can go into 2CC>IAD etc etc etc but most of the time my instinct was to jump cancel to chase them like that and would just kinda derp out with j.BB>dj.CC>j.236A>j.214C so I was wondering if there are any other kinds of confirms I could try to use for those weird hits? 4) Is there any use for 3C or 3CC??? I've been brushing up on her Frame Data and noticed that you can only RC it and both versions are unsafe as all hell on block. Not to mention that there seems to be no easy way to combo into it. As I'm not a Tsubaki player nor do I know very much about her, I'm really curious about what it is or CAN be used for :3 Thanks for answering my scrubby ass questions :3 I'm glad I have the time to learn this character now as I've been wanting to for a long time :3
pktazn Posted September 12, 2011 Posted September 12, 2011 (edited) 1. I have a list of some of the more notable Tsubakis in the vid thread. 2. She doesn't really have any character specific combos just some minor adjustments that have to be made on those with smaller hitboxes. I know most of the combos can work the whole cast. Except Jin and I think some for Makoto. I know Jin for sure since there are some combos that just won't work due to his hitbox. 3. AA 5B is a real bitch to follow up. Honestly the only Tsubaki that I've seen that's been able to follow up consistently is Konan and he does the combo you listed since it's usually just safer to go for jc j.B to air combo since there really isn't enough leeway. On counterhit you can use 6C as well. If you're trying to AA someone it's better to use 2C. 4. 3C is absolutely useless unless you have meter. There is no real reason to use it though you can catch people off guard with it. If you want to do anything after using it though (besides blocking) you better have meter otherwise you'll get punished easily. Edited September 12, 2011 by pktazn
Rhiya Posted September 12, 2011 Posted September 12, 2011 3CC combo ender screws up tech timings because it forces you to choose between delayed tech and emergency tech. It's just another oki element. It's not godlike, but it's an option.
Airk Posted September 12, 2011 Posted September 12, 2011 Ok so I have recently found myself with lots of free time and boredom at home. I've decided that I should be productive and learn some new characters, so I'm starting with Tsubaki as I've been really interested in her since CS1 :3 So I do plan to take her semi-seriously actually and have a few questions to get me going in the right direction. 1) Who are some good Tsubaki players to watch matches of? I learn best from matching matches but I don't know who I should watch to get some ideas of how to approach things:v: I only know of Nezu who hasn't used Tsubaki as of recently to the best of my knowledge and Kaqn whos just a big troll :3 2) How character specific are her combos? Are there a lot of things that don't work on half the cast but work on the other? I usually try to get these down first as theres about a million character specifics you have to know if you wanna use Tager so its kinda in my nature now:v: 3) I've played around in a few casuals with her just with really barebones combos and noticed I would hit a lot of AA 5B in footsies but I had no clue how to pick it up. I know if you confirm it well enough, it can go into 2CC>IAD etc etc etc but most of the time my instinct was to jump cancel to chase them like that and would just kinda derp out with j.BB>dj.CC>j.236A>j.214C so I was wondering if there are any other kinds of confirms I could try to use for those weird hits? 4) Is there any use for 3C or 3CC??? I've been brushing up on her Frame Data and noticed that you can only RC it and both versions are unsafe as all hell on block. Not to mention that there seems to be no easy way to combo into it. As I'm not a Tsubaki player nor do I know very much about her, I'm really curious about what it is or CAN be used for :3 Thanks for answering my scrubby ass questions :3 I'm glad I have the time to learn this character now as I've been wanting to for a long time :3 This's mostly already answered for you, but a few extra bits of info: #2: To clarify on PK's answer, 236D OTG pickup doesn't work right on Makoto, and things that involve picking him up while sliding with 5C or super don't work on Jin. You can OTG Tager, Rachel and Valkenhayn with 236C(or, presumably, A or B, but irrelevant.). I think there are some fiddly combos involving j.236D that don't work on Rachel and Tager due to large hitboxes, but overall, it's mostly just Makoto and Jin. #3: That's pretty much the smartest thing you can do on an accidental 5B AA. (Has anyone tried like, 5B, 623C, j.236D, j.214D, stuff? Does that work? prolly not optimal, but actually not too bad based on all of those moves having pretty good proration?) #4: It's basically a 'surprise! Bet you weren't expecting me to use THAT crummy move!' attack. :P Well, okay, it's not completely terrible, but as PK says, if you have no meter, it's definitely not recommended, because the risk is large and the reward is small. Having meter to RC means you reduce the risk (to "just" wasting 50 meter.) and can actually get some results off it. It has a lot of range though, especially for a low, so it can really catch people offguard. I've had some extremely modest success using it as an anti air, of all things, generally by accident. Someone jumps over me, my 2C turns into a 3C, and they land on it. :P
BatousaiJ Posted September 12, 2011 Posted September 12, 2011 There are times where I find 3C useful. It's really handy against guard point happy Litchis and Tagers. You can basically use 3C on reaction against Tager's 6A(charge) when he's trying to pull you in with magnetism to hit him out of it and that Litchi's guard point is pretty easy to see coming once you see the Litchi player do it a few times trying to bait 236x mid screen. I never do the second hit of 3CC unless I have meter to use to delay the second hit to try to hit them with it and just try to keep it the first hit since most players will try to wait for the 2nd hit and not try to punish you right away which will consequentially avoid getting punished for throwing out that move. It's a far cry from the JC shenanigans day when I used it all the time but it still has its place in our arsenal one way or another.
pktazn Posted September 12, 2011 Posted September 12, 2011 (Has anyone tried like, 5B, 623C, j.236D, j.214D, stuff? Does that work? prolly not optimal, but actually not too bad based on all of those moves having pretty good proration?) It works but you still have to react fast enough especially if it's an accidental AA 5B to make it all connect as well as being close enough.
Shruikon Posted September 14, 2011 Posted September 14, 2011 So I'm finally starting to land my IAD combos at last. What are the most common spots to use an IAD to extend my combo? Both midscreen and corner. The only way I go into it currently is off of a 214D starter usually.
Kiba Posted September 14, 2011 Posted September 14, 2011 (edited) So I'm finally starting to land my IAD combos at last. What are the most common spots to use an IAD to extend my combo? Both midscreen and corner. The only way I go into it currently is off of a 214D starter usually. Cool stuff dude. You can use an IAD combo from the following main starters: 22D - 2B/5C - 2CC - IAD (In the corner) 22D - 6CC - 623C - J236A (w) - J214D - 5C(w)C - 2CC - IAD (in the corner) 22D - 236D - dash 2CC - IAD (midscreen) 236D hitting an air opponent - 2CC - IAD 2CC AA - IAD 22X CH - 5B -2CC - IAD 5B - 2C - 214D - 2CC - IAD 3CC - RC - 2CC - IAD Edited September 14, 2011 by Kiba
luher0 Posted September 14, 2011 Posted September 14, 2011 Hi, need help here... how to connect 5bb - 5cc - 623c -? -234d - 6cc... i dont know what to do to get the 234d after 623c and get behind to connect the combo with 6cc. Tks.
pktazn Posted September 14, 2011 Posted September 14, 2011 (edited) Do you mean 236D because there is no 234D move lol. Also is this the one in the air or ground? Do you mean the combo where you launch them then go past them in the air? If so 5BB > 5CC > 623C > j. 236D > j. 214C(w) > 6CC > air combo Edited September 14, 2011 by pktazn
Kivorav Posted September 14, 2011 Posted September 14, 2011 (edited) I'm thinking you mean j.214D, her Drive version of her dive attack? I haven't done that combo or am I able to test but I think your question mark should be j.236D. After that, make a quick dash after you land then confirm 6CC. Like I said, haven't done it nor able to so if anyone has a better option, feel free to post. Edit: Ah, beat me to the question pk lol. Edited September 14, 2011 by Kivorav
pktazn Posted September 14, 2011 Posted September 14, 2011 (edited) Since this has been happening often as a note when writing move notation please, please, please try to remember to put j. ###x for her air moves or say it's in the air because most of Tsubaki's air and ground moves have the same motion. The difference of whether she's in the air or the ground helps out those trying to answer questions. Not a big deal if it happens though. I'm not gonna go on a murdering rampage if it happens again. Edited September 14, 2011 by pktazn
Kivorav Posted September 14, 2011 Posted September 14, 2011 I looked back and edited with the correct notations. I was getting a bit too hasty for my good lol. Anyhow, I do have a question of my own. When using the 623x -> j.214x technique, is there an exact input? Or is it something that it doesn't matter/situational?
luher0 Posted September 14, 2011 Posted September 14, 2011 Hi i mean 214... 5bb - 5cc - 623c -? -214d - 6cc.. air combo. Starting in ground... http://youtu.be/Un80eaRQ9FU (1:58) Tks.
Kivorav Posted September 14, 2011 Posted September 14, 2011 (edited) Okay, the way I'm looking at it is: 5BB->5CC->623C->j.236D->j.214C->6CC->j.C->j.CC->j.236A->j.214C. By further details looking into it, j.236D causes the opponent to go down to the ground which causes 214C to whiff as a way to get down to the ground faster. Since 6C lets Tsubaki step forward so a dash isn't necessary. Edited September 14, 2011 by Kivorav
pktazn Posted September 14, 2011 Posted September 14, 2011 Anyhow, I do have a question of my own. When using the 623x -> j.214x technique, is there an exact input? Or is it something that it doesn't matter/situational? The DP whiff combo? It's one of Tsu's best combos since it puts her in a positional advantage and allows her to continue the combo for max damage and corner carry. It can pretty much be done anywhere on the screen as well. There's no real secret to the inputs. The j.214A > dash 2CC just has to be done as quickly as possible after the 623C though.
TheGreatReptar Posted September 14, 2011 Posted September 14, 2011 It's not quite as fast as possible, as you can get the 2CC too early, causing the second hit to whiff, but yea =P Generally for the dive whiff part, I buff the 623C really really early, and then do j.214A/C as soon as I see the DP coming out. The dash 2CC part you just have to get a feel for.
excelence Posted September 14, 2011 Posted September 14, 2011 On my experience, inputing 623c214a on 1 swift motion should do the trick
pktazn Posted September 14, 2011 Posted September 14, 2011 I found it also helps to just practice the 623C only first then start adding the j.214A to get a feel for the motion then speeding up.
Kivorav Posted September 14, 2011 Posted September 14, 2011 Okay. I'll practice it when I can. The DP I can do constantly, I just haven't worked onmaking a very quick motion to j.214A, my speed always goes to doing j.214A mid height of 623C. Another question came to mind. Is there any worth for j.236B? I see that j.236A does the job when the opponent is above Tsubaki in height, while j.236C does the job for same/below level of Tsubaki.
Shruikon Posted September 14, 2011 Posted September 14, 2011 On my experience, inputing 623c214a on 1 swift motion should do the trick Yeah, this is what I do. Oh, and cheers for the IAD info Kiba. Exactly what I wanted.
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