Kiba Posted August 8, 2011 Posted August 8, 2011 Just try it first. And yes, to answer to your question.
TD Posted August 8, 2011 Posted August 8, 2011 2366x. it works 100% of the time. thats how l do it, anyway, but it always works. l believe the term is called microdashing?
excelence Posted August 8, 2011 Posted August 8, 2011 The microdashing works but what i need is 236x when running
Andru Posted August 8, 2011 Posted August 8, 2011 Gotta go back to neutral before doing a 236, and it's gonna have to be a clean input
Errol Posted August 8, 2011 Posted August 8, 2011 (edited) let me expand out the notation 23656x 62356x I like 2366x better. I don't know of any way to do it while running. KOFXIII has a trick where if you 2369x, then the fireball will always come out, not the dp. that doesn't work here and I don't know of any way to make this work. Edited August 8, 2011 by Errol
excelence Posted August 8, 2011 Posted August 8, 2011 Doesn't works... it's more like what Andru said, even with half circle u still need to go to neutral before inputing it <- don't want this, i want Tsubaki Running Hellfangs =_=, i'll try what Kiba said tonight.
Rhiya Posted August 8, 2011 Posted August 8, 2011 Doesn't works... it's more like what Andru said, even with half circle u still need to go to neutral before inputing it That was sort of the point of doing half circle to begin with it also makes it so there's no way it hell you get out DP
excelence Posted August 8, 2011 Posted August 8, 2011 That was sort of the point of doing half circle to begin with it also makes it so there's no way it hell you get out DP Just try it for your self =_=
Kiba Posted August 8, 2011 Posted August 8, 2011 (edited) Unless you input 6236X/2366X extremely quickly like Cor said while you're running (which is extremely difficult, or even impossible) you cannot do it. Ragna can easily dash into Hell's Fang because it requires a 214A input which is easy to do. Doing 236X while running isn't, because as Andru said you need to get into neutral before doing it.. Tsubaki can't get dashing 'hell's fang'. The only way to dash and do it is through the ways DT, TD, Errol and I suggested, like so. http://www.youtube.com/watch?v=PMAH0YD8Rw4&t=3m43s Edited August 8, 2011 by Kiba
excelence Posted August 9, 2011 Posted August 9, 2011 I need to go to neutral on 6[6]~236/41236 so the [6] part on dashing sequence didn't get buffered into DP motion. On 41236 case, i can 6[6]41236 but i need to slow down on 41236 or DP will comes out. And that video is 6236x/2366x ... i'll try to get used with it =_=
C0R Posted August 9, 2011 Posted August 9, 2011 Technically, you cannot do a "Running" special. The frame 6 stops being inputted, your character stops running, this can be fudged by using the dash momentum to effectively glide with your character while you input the special attack. This is the same property that one would use to do something like Dashing Karathrow or Dashing 2b. But it is effectively impossible to actually input a special while running.
excelence Posted August 9, 2011 Posted August 9, 2011 Yes i do realize that, but on most running special, we have very little to non existent dash break animation not so obvious like Tsubaki
Fallacy Posted August 10, 2011 Posted August 10, 2011 Anyone have any tools to stop tech rolling midscreen?
TD Posted August 10, 2011 Posted August 10, 2011 2b 2cc... or 2a 5b... I believe 2a 2cc also works. Remember her 2a and 5a both have 100 p1, dont be afraid to do a big combo from them.
Romeyurhomey Posted August 11, 2011 Posted August 11, 2011 What is generally the pros & cons of tsubaki as a character?
pktazn Posted August 11, 2011 Posted August 11, 2011 Hmmm... off the top of my head and of course imo Pros: - Combo flexibility and fast - Reliable damage in general - Charges lead to more options and damage Cons - Terrible air game - Little mix-up (especially for blockstrings) - Very short range for her moves in general If anyone else wants to add on to that feel free.
AJSmith325 Posted August 11, 2011 Posted August 11, 2011 Wouldn't the fact that she corner carries easily be a pro as well since all big damage now is in the corner?
pktazn Posted August 11, 2011 Posted August 11, 2011 Yes it would! I knew I was forgetting something :D
Eshi Posted August 11, 2011 Posted August 11, 2011 Pros: - Strong average damage, both chargeless and with charge - Extremely dangerous up close between frame traps, safe normals on block, delayable gatlings, unblockable - Dangerous mid-full screen too between 236X and 214D - Amazing corner carry. One charge = everything ends in the corner. - Strong corner pressure, OTG 6A for forced tech. Cons - Terrible air game - Short ranged normals and 5B's huge hittable box makes it hard to win poke wars - Sucky overhead
Tiger Posted August 13, 2011 Posted August 13, 2011 (edited) I been lurking for a tad and now recently picked up Tsubaki, have been going through challenge mode with her (stuck on 8), but my actual question as a Tsubaki user what do I essentially need to know? Edited August 13, 2011 by Tiger
excelence Posted August 16, 2011 Posted August 16, 2011 If my memory is correct, challenge 8 is Iad combos... combowise, u should learn those and later on challenge 9, the DP whiff combos.
AJSmith325 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).
Rhiya Posted August 19, 2011 Posted August 19, 2011 Getting in is never risk free. All you can do is get better at spacing and footsies, really.
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