Surf Posted February 9, 2013 Posted February 9, 2013 Tsubaki's main problem is her inability to keep her opponent blocking in a reliable way.
Errol Posted February 9, 2013 Posted February 9, 2013 Tsubaki's main problem is her inability to keep her opponent blocking in a reliable way. that's exactly what i'd say the meaning of katame is and is what he was talking about. altho I should stress that it was just a one-line tweet. He's not complaining a lot
Surf Posted February 9, 2013 Posted February 9, 2013 I was going to bring up katame as well. Tsubaki's katame is very poor. Since I've been playing Ky a lot in GG (whose pressure in the corner is the essence of katame and spacing), I love it now. Went back to Tsubaki and reality hit me pretty hard. Guess its the main reason why I just dont enjoy playing her any longer. Well as much as I did before anyway.
Surf Posted February 18, 2013 Posted February 18, 2013 Sorry about the double post but, is it known if Tsubaki can airdash after a single jump j,236A
Errol Posted February 18, 2013 Posted February 18, 2013 not sure you can barely do that with j236D in EX
Surf Posted February 18, 2013 Posted February 18, 2013 Yea I was testing some things with it last night and she can do it in EX if shes high enough. Was just wondering if j.236A was the same
Kiba Posted February 20, 2013 Posted February 20, 2013 Dat black Tsubaki sprite. Jus' sayin'. Thank you!
Surf Posted February 20, 2013 Posted February 20, 2013 (edited) So Ive been thinking, which ender is probably more superior in CP. And it looks like using j.214B ender for most combos outside the corner would be best and 22 enders should only be used in the corner. We all know air enders are terrible in EX because of the positioning, but in CP we dont have to worry about that. Tsubaki is a rushdown character, so it would be in her best interest to always have the oppossing character near her. 22 enders midscreen can award you with some time to charge, yes. But with j.214 you can command grab them as soon as they tech for 2 charges, still be near them, and have frame advantage. This idea is similar to Noel, where most Noels will end their midscreen drive enders with Bloom Trigger, which blows them half screen away. Then she has to rush in all over again, pretty counter productive. Instead a better idea is Assualt Through. It doesnt combo (if they decide to tech as soon as possible), but it has Noel right in front of the opponent and she has frame advantage. Only good thing fro Bloom Trigger is its a bit more damage. But this is opposite of Tsubaki, whose air enders are actually more damaging than her ground ones. But of course your sacrficing charge. But the existence of command grab remedies that. Of course command grab shouldnt be your only income on stocks, but atm it seems much better than giving up momentum with a 22 ender and then charging. Personally, i think ill only use the 22 ender if I absolutely have to. Like if the combo time is almost up and they would tech if i went for an air ender. And as soon as they start disrespecting after theyve teched from the j.214B, you can easily punish them accordingly. So what do you guys think Edited February 21, 2013 by Surf
Minutes Posted February 20, 2013 Posted February 20, 2013 (edited) Guys many of these japan CP vids are DEPRESSING! I feel like I could do better, and I'm a pretty noob ass Tsubaki. Where's the freaky shit that makes me love her? T_T they be doin basic ass stuff, more basic than 236X fakeouts (which I love regardless) Does CH 5B > 6BB 6CC** still work? (=easy money) (I don't see why it wouldn't) **edited Edited February 21, 2013 by Minutes
Daedron Posted February 20, 2013 Posted February 20, 2013 (edited) There are really only a few good Tsubaki's in Japan...then again, there are only a few good Tsubaki's in the west as well so eh. If I got the chance to go to Japan I really would, but going alone when my Japanese knowledge is almost none doesn't sit right with me. And yes, 5B CH - 6BB still works. considering 5B CH - 6C works and 6C is 1 frame slower. @Surfeit I love doing DP whiff whenever I can so I'll most likely end everything with air ender midscreen. Except in the Tager matchup of course. Edited February 20, 2013 by Daedron
Minutes Posted February 21, 2013 Posted February 21, 2013 There are really only a few good Tsubaki's in Japan...then again, there are only a few good Tsubaki's in the west as well so eh. If I got the chance to go to Japan I really would, but going alone when my Japanese knowledge is almost none doesn't sit right with me. And yes, 5B CH - 6BB still works. considering 5B CH - 6C works and 6C is 1 frame slower. @Surfeit I love doing DP whiff whenever I can so I'll most likely end everything with air ender midscreen. Except in the Tager matchup of course. Oops, I meant 6CC LOL, guess I'm the basic one >_> but you still answered my question
Surf Posted February 21, 2013 Posted February 21, 2013 (edited) So does the game save your 4 for a few frames even after you've let it go? If you block a DP for example and your holding 4, shouldnt letting go for a second than doing 665C have 5C come out. Edit: Oh your guys are talking about 5B. But still wouldnt the same example remedy the problem @Surfeit I love doing DP whiff whenever I can so I'll most likely end everything with air ender midscreen. Except in the Tager matchup of course. Yea Tager is the only character i wouldnt really use it on Edited February 21, 2013 by Surf
Minutes Posted February 21, 2013 Posted February 21, 2013 5b> 6c use is restricted now because of 46C. How? I'm assuming if you've landed a 5B CH, you've already (or have time to) let go of 4 >o>
Errol Posted February 21, 2013 Posted February 21, 2013 None of us have played the game. I just relay what people who have played the game bitch about.
Surf Posted February 21, 2013 Posted February 21, 2013 The games input memory probably still registers the 4 even though you let it go. Ive seen a 46C ball come out instead of a 5C about 2-3 times in videos. And what Errol said, people seem to be complaining about it.
Airk Posted February 21, 2013 Posted February 21, 2013 The games input memory probably still registers the 4 even though you let it go. Ive seen a 46C ball come out instead of a 5C about 2-3 times in videos. And what Errol said, people seem to be complaining about it. I presume you mean instead of 6C, because it shouldn't be possible to get [4]6C instead of 5C.
TheGreatReptar Posted February 21, 2013 Posted February 21, 2013 Except usually you have to dash forward to punish with 5C, and the game probably holds the dash input as the 6 in [4]6 for longer than most players expect.
Errol Posted February 21, 2013 Posted February 21, 2013 I think it holds it long enough that you can end up getting 5c> 46C instead of 5c>6c. ditto 5b.now if you stop blocking soon enough you might be able to handle it ok. But you are going to have trouble if you want to punish something with a quick recovery or if you're trying to mash out a quick 5c>6c when the opponent has been pushed back from barrier or something.
TheGreatReptar Posted February 21, 2013 Posted February 21, 2013 At least now the proration difference between 5B and 5C is only 5% P2 instead of 5% P1 ¯\_(ツ)_/¯
Surf Posted February 23, 2013 Posted February 23, 2013 Exactly how slow does the new 22B seem. Is it around EX 22B/C speed? Or does it look slower than that, its hard to gauge
Daedron Posted February 23, 2013 Posted February 23, 2013 Doesn't seem like it's startup is that of 22C in EX. Knowing how lazy they are with Tsubaki's framedata, wouldn't surprise me if CP 22B = EX 22B in terms of startup/active/recovery frames.
Surf Posted February 23, 2013 Posted February 23, 2013 They weren't lazy when they were nerfing the crap out of her normals and specials And it probably is around 22B speed. Need to do some experimenting now
Daedron Posted February 23, 2013 Posted February 23, 2013 Youtube needs a frame by frame feature, and 60 FPS... Don't understand why it doesn't even have the latter yet, streams can easily run at 60 FPS nowadays yet a recorded video can't? I smell bullshit/laziness. Oh well
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