Kiba Posted September 15, 2013 Posted September 15, 2013 I may pick it up and start playing Blazblue again. Maybe I'll be around again some time and try to help contributing here. You better. Nice to see you around and good luck as always.
HajinShinobi Posted September 16, 2013 Posted September 16, 2013 You better. Nice to see you around and good luck as always. LMAO! I like how you quoted part of the important statements. xD Yeah, I'll be around a bit more often now, gotta brush up on the BB knowledge again for CP. I may get a PS3 soon too since I prefer playing DOA5U on it's pad (I'm solid on both the PS3 and 360 pads, but KBD'ing on PS3's D-Pad is like a second language to me, just like Ayane's Integrated Movement is lol). Are all the same people still in the Tsubaki Skype Group? I will be at Wednesday Night Fights this week for DOA5U by the way, if you (or anyone else) is interested. The game is extremely solid.
EXonestar Posted September 16, 2013 Posted September 16, 2013 -Fixed some errors in the CP Tsubaki wiki. (Thanks Errol) -Merged Mugen combos with regular combos in the combo thread. It's easier to compare now, and there is no longer a sub section for mugen combos. -Updated dan rankings - I know I don't always update on Sunday. Thanks Kiba and Welcome back HajinShinobi. I hope CP brings back old and gets some new players. I really do.
Kiba Posted September 16, 2013 Posted September 16, 2013 Are all the same people still in the Tsubaki Skype Group? That group where there was always a party going on? Nah, that was disbanded and I created a new one. If you want in, just let me know.
pktazn Posted September 17, 2013 Author Posted September 17, 2013 (edited) Keep it to actual Tsubaki or BB gameplay discussion please. Edit: Also late but good to see you again Hajin. Edited September 17, 2013 by pktazn
TheGreatReptar Posted September 17, 2013 Posted September 17, 2013 (edited) I had a thought in the shower last night. I wonder if you can cancel 2CC into Mugen before doing j.236A for oki. You could land and do a full charge 22D while they're forced to block. I think I figured out why it isn't unblockable anymore. Edited September 17, 2013 by TheGreatReptar
Errol Posted September 17, 2013 Posted September 17, 2013 I had a thought in the shower last night. I wonder if you can cancel 2CC into Mugen before doing j.236A for oki. You could land and do a full charge 22D while they're forced to block. I think I figured out why it isn't unblockable anymore. they could have made it guard crush outside of mugen though. you can see in one of the recent vids someone do it, just gets barrier'd, and doesn't even really consume any guard meter, even though it consumes a ton of your mugen charge to do it. and I doubt you could cancel 2cc into mugen and still get j236A to hit. but you could have mugen active before hand. But then you consume a lot of your mugen charge while they wait as long to tech. It wouldn't be unfair to have something anyway, we were able to set up unblockables in EX, but it needed/needs 3 charge and 50 heat. And that still very rarely saw/sees use... but yeah projectiles is why I think unblockable is not unblockable too.
Airk Posted September 17, 2013 Posted September 17, 2013 but yeah projectiles is why I think unblockable is not unblockable too. I'm not sure I get it; Our projectiles aren't particularly impressive; They're kinda slow to come out, and usually involve pretty significant lag before we can move again. And yet Jin has an unblockable (with free fatal counter, no less) and his ice swords are at least as good as our projectiles. What's the missing element that makes it broken for us and fine for him?
Errol Posted September 17, 2013 Posted September 17, 2013 being twice as fast to become unblockable? not requiring 25 heat to do it? being able to start charging the unblockable with a projectile in the air before the target has even teched?
Airk Posted September 17, 2013 Posted September 17, 2013 being twice as fast to become unblockable? not requiring 25 heat to do it? being able to start charging the unblockable with a projectile in the air before the target has even teched? Honestly, half the time it seems like 25 heat is easier to come by than 1 charge, since you can just play footsies or do combos and get 25 heat. Is there a reason Jin can't do air ice sword as oki? I didn't realize quite how relatively slow Jin's UB was though. Though I half expect them to have reduced it in CP just to spite me. :P
Errol Posted September 17, 2013 Posted September 17, 2013 j236a/j236D ground the opponent and release a projectile a few frames later. then you can use a whiff j214x to get to the ground and do stuff. I don't know of any way for jin to do anything like that. this is all doable in EX with j236D, but that requires an extra charge, and also requires a charge to followup if not in the corner, or 50 heat. none of that would be true in CP, with charged 22d always wall bouncing, and j236A giving you the projectile for free. plus charged 22d having almost no recovery time in CP.
Airk Posted September 17, 2013 Posted September 17, 2013 Right, thanks! I had just realized it was probably the j.214 stuff that got us to the ground faster that was the key, and you just confirmed that for me. Honestly, I'm still sad when I see all the BS most of the rest of the cast is doing, but it's always better to understand why.
Errol Posted October 5, 2013 Posted October 5, 2013 in some ways i've felt like they went back to CS1 with Cp. Turns out that tsubaki's astral in CS was 3 + 17 startup like in CP. 3+9 in CS2 and EX.. Kind of just. odd.
Airk Posted October 7, 2013 Posted October 7, 2013 in some ways i've felt like they went back to CS1 with Cp. Turns out that tsubaki's astral in CS was 3 + 17 startup like in CP. 3+9 in CS2 and EX.. Kind of just. odd. Where's our +5 on block 214D? =(
Kiba Posted October 11, 2013 Posted October 11, 2013 Combo thread updated (I had been meaning to do this for a while). Some new combos were added too. Enjoy. I know the combos with the special starters look like a hot mess right now, and I didn't want to group them together because they're all from different starters, but I may work on it later. Perhaps I'll make a subsection from each starter but it seems pointless because the majority of them don't have many variations.
Kiba Posted October 15, 2013 Posted October 15, 2013 (edited) So, you guys remember Kinnpika's match where he used various interesting things with Tsubaki? I'm gonna touch upon the corner j.236A oki technique he used, and if you don't remember, it's shown here: http://www.youtube.com/watch?v=IeBYXmnqQ8A&t=16m14s. Fortunately Kinnpika has posted a very informative piece on how to utilise this tool, but I'm gonna make a note of a few things, I can't read all of it. It's here: http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=68221 He mentions that if you try this oki from a combo on a grounded opponent i.e 5BB > 5CC > 236B > 214B > 22B > 5D > 5C > 2CC > j.236A, it's problematic against Carl, Taokaka, and Platinum. It's problematic for the fact that you only want to hit them with the wing of j.236a, but you don't want to hit them with the wing AND the projectile, as that completely destroys the oki. However, this can be rectified against Platinum by using BBB > 5D > 5B instead of 5C. Another notable thing to mention is that you need to be quick with the BBB > 5D > 5C input. It's also not a tk, you need to jump backwards while inputting j.236A, so you'd want to do > 5D > 5C > 2CC > j.7236A to get the fireball out, otherwise it'll fail. Kinnpika also provides various combo examples where you can use it. If you use 623C > j.236A (whiff) > 5C > 2C > 236B > 214B > 22B > 5D > 5C > 2CC, then it'll work (as seen in the latest upload with Hoshimura), and it works against all characters so you don't need to be concerned with specifics. You can also do 5CC > 22D > 6CC > 236B > 214B > 22B > 5D > 5C > 2CC > j.236A and you'll be successful with the oki. Other examples include: Throw > 236C > 214B > 22B > 5D > 5C > 2CC > j.236A214D > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B5CC > 22D > CT > 6CC > 236C > 214B > 22B > 5D > 5C > 2CC > j.236A One main thing to note is that these combos aren't highly damaging and isn't too prorated because you need the 5D > 5C > 2CC to connect. Adding any more will probably destroy the oki potential. You also cannot use > 22B > 5C > DASH 5C because of the positioning requirements. It HAS to be 5D > 5C. The oki is useful for several reasons. You can get solid oki without worrying about the opponent from rolling out of the corner, and it also works against those who don't bother to tech, though if they don't tech, you'll get the standard oki. They have to tech and block the fireball or opt for a DP/Reversal. You can also use > j.236A > j.D > j.C to punish any roll attempts, and using j.D again grants you with another full charge, so you get charge + solid oki. As usual I'll make a note and get this into the strategy guide. Useful stuff, and there's no reason why you shouldn't use it. Credit goes to Errol thanks my man! EDIT: Included a section for Okizeme in the strategy guide. Edited October 15, 2013 by Kiba
Errol Posted October 18, 2013 Posted October 18, 2013 spinoza's jin is higher than his tsubaki now. tiers..
Adam0812 Posted October 18, 2013 Posted October 18, 2013 Interesting post re the oki kiba. J.d > j.c roll punish should be fun against noobs
Zouf Posted October 24, 2013 Posted October 24, 2013 (edited) Ok i got to play her 3h today, a few matches and some training. What can I say other than : they pretty much changed everything and we almost have to learn to play her from scratch. Day one experience : - 5BB 5CC 236B connects. Actually 236B connects on pretty much everything. - Don't use 5A. It became a piece of crap. The starter is awful now, leads to 1.5k damage combo at best. That's a shame really. 5B is our best "normal" starter now. - 2C is still a pretty solid anti air. I even beat Noel's j.D with it. The hitstun has been improved too, but opponent now floats less, and it's really disturbing at first. 2CC needs to be delayed in every combo, get used to it. - Speaking of 2CC, it comes out MUCH faster now. - 22B chain needs to be charged to prevent opponent to tech mid air. It's very easy to do as 214B launch opponent at the good height for 22B fully charged to connect easily. - 22D needs to be fully charged for a wallbounce. Same setup as 22B during a combo. - ODs need to be timed for OD cancel. You can't just press it at any time during a move. For exemple, if you want to OD cancel 5CC, you need to press ABCD at the exact time 5CC hits. If you are late, CT will come out. - OD + Mugen = autowin. Best combo i found deals 9650 damage. - [4]6C is annoying tbh. I often use the 5B > 6C option select, but now if I had my guard before, 46C will come out instead of 6C. That sux. - 6CC will always connect if 6C did. - j.CC has more hitstun, and it's much easier to connect 5C after now. You can hit pretty high and 5C will hit. - 2BB cross over okizeme is really hard to do. I couldn't find the good timing yet, you will need a lot of pratice to do it consistantly - 5BB will whiff very often. At least it did a lot of time during my matches. Was kinda annoying. I thought they had improved the hitbox, but it's worse than in CSEX. 5B>5C will almost never whiff tho. - 623C is win - Command throw > RC > CT has a very strict timing. Leads to a 2.5k combo without drive, 3k combo in corner with drive - Every form of charge is slower than before. j.D is awful, almost useless for charging. - 6A is great now In general, the game feels faster, smoother. Tbh i'm kinda disappointed in Tsubaki damage wise. She has a huge potential but you need a lot of ressources. That's about it Edited October 24, 2013 by Zouf
Daedron Posted October 24, 2013 Posted October 24, 2013 Definitely gonna have fun with those Oki setups. loving the orbs already! Having said that, I don't agree with Zouf's point of Tsubaki's damage being lower, it's definitely higher overall off most starters tbh. Even then, her neutral is vastly improved and command grab is a welcome change. Now if only they could get rid of j.D recovery so that charge cancelling air moves for mixup is actually a viable thing. :V
Errol Posted October 25, 2013 Posted October 25, 2013 (edited) - ODs need to be timed for OD cancel. You can't just press it at any time during a move. For exemple, if you want to OD cancel 5CC, you need to press ABCD at the exact time 5CC hits. If you are late, CT will come out. not true. Maybe you don't have an OD. - j.CC has more hitstun, and it's much easier to connect 5C after now. You can hit pretty high and 5C will hit. on the other hand, you have to delay 2cc a lot to be able to do 2c after that 5c. j.CC has no more hitstun. but it's easier to follow up on ch than ex - Command throw > RC > CT has a very strict timing. Leads to a 2.5k combo without drive, 3k combo in corner with drive it's not lax but it's not that bad. if you get it down you won't mess it up, I think - Every form of charge is slower than before. j.D is awful, almost useless for charging. kuresu uses j.D a lot. j.D is good but you have to be low to the ground. other things I noticed: 1. you can charge cancel j236a that doesn't hit. Just hold the D button. it will charge cnacel when the air recovery ends. You have to be relatively high to do this. 2. You can always hold the d button, and it will make you charge at the first frame possible to charge. 3. dp whiff combos feel as hard if not harder than CS2 dp whiff combos. hitting with something is easy, hitting with 2c after that something is not as easy. this would be why people use 5a, but even that is not easy. 4. 236C combo continuation is just, I don't have the feel for it. I can't get one down. 5. fuck 2cc, so annoying now. 6. 6b ch > 5a is a 1 frame link, 6b ch > 2a will not work 7. if they're near the ground when you use j214d, you can't follow up with 6c, gotta use 2b. 8. jump loop is dead, j.bb doesn't hit valkenhyne anyway it's a lot of work. all the combos I wanted to use feel like they will take practice. Edited October 25, 2013 by Errol
Errol Posted October 25, 2013 Posted October 25, 2013 9. extra ch stun on 5c is gone, ch 5c > 5d > 5c is no longer possible
Daedron Posted October 25, 2013 Posted October 25, 2013 9. extra ch stun on 5c is gone, ch 5c > 5d > 5c is no longer possible I am 100% sure that is still possible. I swear to god I did 5C CH > 5D > 5CC at some point while I was doing the 6A Fatal 5CC > 5D loop.
Errol Posted October 25, 2013 Posted October 25, 2013 I am 100% sure that is still possible. I swear to god I did 5C CH > 5D > 5CC at some point while I was doing the 6A Fatal 5CC > 5D loop. go try it again. on someone that isn't crouching.
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