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  • 1 month later...
Posted

Well, the cheap and lazy way is to just hold upback after the spot she 'usually' goes for the unblockable. For a lot of er...inexperienced Tsubaki players, this will be after 5CC. Of course, there are all sorts of ways to punish you for this, but it's the easy way out, and most of the punishes don't hurt as much as taking the unblockable on the chin.

Otherwise, you just have to have the presence of mind to jump or jab when you see her start to charge that unblockable.

Posted
Forgot to check today, but can't you kishuu under it?

No idea. I hate move that say things like "above the waist invulnerability" because that's freakin' meaningless in terms of telling you what hits it and what doesn't. 22D hits pretty low to the ground though. so unless you have some sort of "real" invulnerability, I wouldn't really count on something screwy like "above the waist" invulnerability to save you from this.

Posted
For a lot of er...inexperienced Tsubaki players, this will be after 5CC.

I use it after 5CC because the distance is perfect for avoiding small ranged normals. I usually only use it after 5CC when I can condition the player to block.

With that said, you'll usually be eating alot of unblockables in this matchup and maybe alot of throws. You'll find that Tsubaki may mainly be poking you rather than inflicting some sort of pressure on you.

If you can IAD into Tsubaki with JC from far it will usually score you a CH. Her AA can't reach that far, but be sure to measure distance accurately. You getting hit with her AA will usually result in you getting put into the corner where the unblockable is a bigger threat. I'm not sure if you can TK hotaru it though on your wakeup.

Speaking of which, your hotaru beats our DP, including the D version, and our reversal is a projectile. We have to block on our wakeup otherwise we'll face a FC for free.

Posted

D DP isn't a projectile, so you can get free with that sometimes.

Posted

Sorry, I meant the 236236C reversal, and hotaru still beats 623D, so you need to be careful about your wakeup options.

  • 1 month later...
Posted

Moves to Use and Why:

  • 3C: This, 2B, and 4C are you the best attacks to use against Tsubaki's ground approaches. It may take a bit of practice and timing, but 3C completely neutralizes her 236x (Shield Charge) specials and you'll get a nice CH for your effort. Also, it will beat out her 5B if you use its' range properly.
  • 6D/2D: You will want to use Hakumen's drive counters if the opponent over-commits to a blockstring or becomes predictable. 2D/5D are also good to throw a Tsubaki player in a corner as well. Make sure to not become predictable as a baited counter will not stop 22D.
  • j.C: It out-ranges anything Tsubaki can through out in the air and is a very useful zoning tool.
  • Hotaru: This will come in handy against jump/dive-ins, run-ins with 5B, and against wake-up DPs.
  • 4C: Use it to hit Tsubaki out of charge for a CH or at a good distance to avoid being beaten or trading with 5B. The special cancel property is nice in this match-up but you'll mostly use 4C for the range.


    Strategy:
    • This is one of the trickier match-ups you'll have in CS2 because unlike most rushdown characters you face, she can be quite productive still if you give her too much room (by charging).
    • She will use Hakumen's lower-than-average mobility against him to dash away and charge her Install meter while you chase her down. Also, she will have advantage at close-range for most of the match. This means that you have to be very careful and stay with her but not let her get in your face.
    • Use Barrier and Instant Blocking to push her out. This will not only get her to back off but may cause her to whiff her later attacks in her blockstrings, which can be punished for good damage.
    • Tsubaki has very little she can do on wake-up against Hakumen, even with Install meter. You can use Hotaru/6D up close and 5C from afar on her A/B/C DP (They are projectile-based) to cut them and have her land in the void that's created.
    • When you airdash, watch to see if Tsubaki dashes towards you or stops charging as those are tell-tale signs that they will probably try to 2C you.
    • Get her into the corner as soon as possible. She has very few ways of getting out even while you have no meter. She's much easier to deal with there than running rampant midscreen.

    Character-Specific Details:

    [*]Tsubaki is a rushdown character with great mix-up and a great variety of moves. She has the ability to charge and build up drive meter to use on more damaging, quicker, and safer moves. Also, this meter is also used by her Install Distortion (to allow her to use "D" specials as much as she wants during the time period) and by her 236236D Distortion (to increase the damage per gauge unit). With her amazing dash speed, mix-up, and pressure, Tsubaki can easily make things hard at close-range for her opponent while having the capability of getting in as well.

  • 2 weeks later...
Posted

What are your options when tsubaki goes for the 22D unblockable on wake up? I have a hard time dealing with it.

Posted
What are your options when tsubaki goes for the 22D unblockable on wake up? I have a hard time dealing with it.

Time the neutral tech and use its' invincibility frames to avoid it or forward roll if you see them going for it.

Posted

Most Tsubakis will space the unblockable making rolls useless against it.

Posted

She cannot delay the unblockable indefinitely, so time your neutral tech, as Sans said, you should be able to punish the recovery if you tech optimally.

  • 1 month later...
Posted

I have a hard time breaking her grabs since the white symbol blocks the exclamation grab mark. I react to grabs from the exclamation mark sadly. I also cannot, for the life of me approach her without eating damage some way somehow. Any advice?

Posted
I have a hard time breaking her grabs since the white symbol blocks the exclamation grab mark. I react to grabs from the exclamation mark sadly.

As with any character with a continuous dash, watch out for any person that just runs in without attacking. This is usually when you're going to get thrown. Also, just watch out for the giant white magical circles when she throws as those are unique to the throw.

I also cannot, for the life of me approach her without eating damage some way somehow. Any advice?

Use your regular jump/double jump, Barrier Block 2C/5B anti-air, and watch out for throws. That's about it.

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