Airk Posted October 30, 2014 Posted October 30, 2014 It's not projectile invuln, but it is surrounded by a high level projectile.
chzchan Posted October 30, 2014 Posted October 30, 2014 Are you sure? So it just destroys the projectile? Does the Ground Aura do this as well?
zaeris Posted October 30, 2014 Posted October 30, 2014 Are you sure? So it just destroys the projectile? Does the Around Aura do this as well? Tsubaki 421d 236d does have project invul 28 frames after contact, but it would also eat or trade with other projectiles, although it's kinda moot with projectile involve already embedded.
Mcgreag Posted October 30, 2014 Posted October 30, 2014 It's not projectile invuln, but it is surrounded by a high level projectile. The CP frame data does not include projectile level but in extend it was just a level 1 projectile. The present did not exist back then but I would assume it level is more than 1. That would mean the projectile level of the dive auro was significantly increased in CP.
chzchan Posted October 30, 2014 Posted October 30, 2014 Okay that makes sense. So I just ate the present. Â Oh also, I wanted to post this in the combo discussion thread, but it is closed at the moment. Just a sideswitch out combo out of 1 charge grab that I have been using recently. It does more damage than the conventional route, but you don't get slide ender. Â I guess there's a sideswitch route with slide ender too, but you have to do delay shenanigans and it does 200 less damage. Â [1 Charge]Â Grab > 22[D] > 6CC > 214B > 623C > j.236A > j.214AÂ [3508 DM]Â [25% HG]
Monarch Posted January 29, 2015 Posted January 29, 2015 Was in training mode the other day, and I found that you can combo meterlessly off of j.214A/B/C, but it appears to be Rachel specific. So I did j.CC > j.214A > 2A > 5C > 2C > rekka > j.236A oki (done in corner, but confirm can be done midscreen too with microdash). I know it only applies to one character, but just thought it was cool.
chzchan Posted January 29, 2015 Posted January 29, 2015 Hmm, I didn't know that 2A OTG'd. I'll have to try it out. I'm guessing you have to be kissing the ground while doing j.CC in order for it to work, huh. Â Sucks that it only works on Rachel, though. I wonder what about her hitbox allows it to be done.
Airk Posted January 29, 2015 Posted January 29, 2015 Rachel has always has a specially goofy hitbox. It's the dress. And the cat. (Basically, her hitbox is broader than most people's)
TD Posted January 29, 2015 Posted January 29, 2015 Rachel can sj 3d to get away and to the ground faster. She can summon a pumpkin instead, j236c at certain angles, or try to get away. She has no invul moves and would have to guess correctly to escape with advantage. The options are there, but they are all offensive moves. Close range tsubaki tools are strong against rachel.
Airk Posted January 29, 2015 Posted January 29, 2015 Rachel can sj 3d to get away and to the ground faster. She can summon a pumpkin instead, j236c at certain angles, or try to get away. She has no invul moves and would have to guess correctly to escape with advantage. The options are there, but they are all offensive moves. Close range tsubaki tools are strong against rachel.  Pardon me, but what are you talking about, exactly? We were just discussing a Rachel only combo?
chzchan Posted January 29, 2015 Posted January 29, 2015 Okay yeah I figured out why it works. Rachel's grounded laying down hitbox is much much taller than every other character's. This is because of the chair as most other characters are pretty much flat lines on the ground. Rachel is more like a box or a rectangle. Â I find it funny because this combo doesn't even work on Tager, so his hitbox is even less vertical than Rachel's when laying down. Â Doing some more experiments. You can actually get 623C to pick them up just fine and then go into j.236A whiff route to continue the combo. Works on every character so long as they are stable in the whiff route. This is all actually looking a lot like 2.0 j.214D pickup combos. Â There is a bit of utility in this being if you land a j.CC too high off the ground on a standing opponent or too far away and cannot follow up into 5A/C upon touching the ground. Instead you'd just j.214C > 623C > j.236A(w) > etc. Doesn't do too much damage but it is pretty neat.
TD Posted January 30, 2015 Posted January 30, 2015 Pardon me, but what are you talking about, exactly? We were just discussing a Rachel only combo? This was not in regards to the current topic, but in regards to kiba's unorothodox pressure bit, of which I forgot to quote.
Monarch Posted January 30, 2015 Posted January 30, 2015 Okay yeah I figured out why it works. Rachel's grounded laying down hitbox is much much taller than every other character's. This is because of the chair as most other characters are pretty much flat lines on the ground. Rachel is more like a box or a rectangle. Â I find it funny because this combo doesn't even work on Tager, so his hitbox is even less vertical than Rachel's when laying down. Â Doing some more experiments. You can actually get 623C to pick them up just fine and then go into j.236A whiff route to continue the combo. Works on every character so long as they are stable in the whiff route. This is all actually looking a lot like 2.0 j.214D pickup combos. Â There is a bit of utility in this being if you land a j.CC too high off the ground on a standing opponent or too far away and cannot follow up into 5A/C upon touching the ground. Instead you'd just j.214C > 623C > j.236A(w) > etc. Doesn't do too much damage but it is pretty neat. Ah, nice find! Yeah. I was trying to apply that route in 1.1 somehow.
chzchan Posted February 27, 2015 Posted February 27, 2015 Just came across some fun stuff after trying out unconventionally ending combos in 2C since I have seen it used so much in 2.0 videos. If you do land the 2C close enough to the ground and your combo is not extensive, the opponent will not be able to tech in the air and it causes emergency tech, so unless the opponent consciously decides to delay tech in order to roll, they will probably neutral tech. Great thing is that I am able to test this stuff out in 1.1. Â So you have a few good options after the 2C since it is both jump and special cancellable. You can jump cancel the 2C and go for a whiffed j.C and delay the j.CC followup in order to get a perfectly timed floating meaty. You can get the same kind of thing if you IAD instead of just simply jump cancelling and you don't need to delay the followup. You can delay the jump cancel or IAD in order to get a safejump with j.C. You can super jump forward and hit meaty with a 5/2A once you land after you cross over them. You can delay super jump in order to get a crossup meaty with j.B while in the air. You can cancel 2C into 421A to get some ghetto projectile oki. Â Having fun with it, but pretty much everything loses to delay tech and delay rolls, but that's just life. I can definitely see this being used with the new 421D projectile acceleration properties in 2.0 to get maybe okay oki.
Airk Posted February 28, 2015 Posted February 28, 2015 Does anyone have a good, safe setup to beat quick wakeup? I COULD just train myself to react to it, but it'd make me really happy if I could do, I dunno, corner knockdown -> charge tap -> button ->button and have it stuff quick wakeup. Humorously, corner combo->charge tap->6C works, but you then die horribly if they don't quick getup. :P  I guess I should go look at frame data.
Kiba Posted March 2, 2015 Posted March 2, 2015 I use some setups on occasion, but they're not particularly good in the long run. It's nothing new, they're stuff I have mentioned in the past: Â ending with 22D > 6C > very slight delay 421A ending with 22D > 6C > j.D > falling j.C (which catches rolls too) 236B > 214B > 22B(whiff) ender into 421A (This isn't a bad setup but loses to reversals / DP and is in my gimmick vid) Â You could also probably do the BBB ender, tap D and then use a delayed 2B followup to discourage quick getup / rolls.
Airk Posted March 3, 2015 Posted March 3, 2015 Oddly, BBB > Tap D > 2B is TOO FAST and will blue beat.Â
Kiba Posted March 3, 2015 Posted March 3, 2015 Hmm well yeah. The best way to go about it is I practice doing it in training mode against the dummy using various wakeup options.
chzchan Posted March 15, 2015 Posted March 15, 2015 What is your best option against people who super jump + barrier against banana super with their back to the corner? Grabbing never works so I try to go for TRM with j.A, but what else is there if they are just floating up there?
Airk Posted March 15, 2015 Posted March 15, 2015 What is your best option against people who super jump + barrier against banana super with their back to the corner? Grabbing never works so I try to go for TRM with j.A, but what else is there if they are just floating up there?  Nothing really. I mean, you could j.A > j.B > j.BB > j.C > etc to keep them locked down until they hit the ground...
chzchan Posted March 15, 2015 Posted March 15, 2015 That doesn't work really well for some reason or it is really inconsistent. They only really get back to the ground if they don't super jump. Even if they are low enough to get grounded by the flurry of air normals, they are usually able to mash out because you have to run up due to barrier pushback.
Kiba Posted April 10, 2015 Posted April 10, 2015 Unfortunately, super jump + barrier is the best way to deal with Tsubaki's blade super, however there are some instances which could further affect its usefulness. Â If the opponent is using super jump + barrier you won't have anything reliable to use except air pressure which Airk already suggested. This becomes a little annoying to do against Ragna who can DP in the air since after you use j.C it pretty much becomes RPS. Â Something you can do is tag them with multiple j.As until you land, and then go for a command grab or a throw. They will not be able to jump out of it if you time it correctly. if you do it too fast it'll be purple. What is important is that you need to land before them for this to work, because if not they will be able to backdash. I did test this and I seemed to be getting the grabs 50/50. Seems really specific on height, they can still air dash too if you leave them high enough. Â But yeah sadly your options from a blade super used like that are pretty weak.
chzchan Posted April 10, 2015 Posted April 10, 2015 If I ever do blade super after 22 ender it always ends up like that. It is only after cancelling out of 6C that the projectiles hit the opponent before they are able to jump. Also, I have noticed that, at least with the people I fight all the time, people who know they won't be able to super jump barrier out of it just take the hits of the super rather than block the projectiles. I mean, the super ends up doing the damage of a 5A starter combo even if I attempt to get knockdown off of it since it has a P1 of 60, so what they are doing effectively wastes the 50 meter I spent to try and hold them down. I would say that getting the opponent in blockstun after a knockdown is way more rewarding as Tsubaki than getting 1500 damage and most likely an air ender, especially against opponents with great defensive options on wakeup (or are very unpredictable with their defensive options) or ones that are incredibly difficult to pin down or catch. Â What should I do about this? Â Also in 2.0, what would be the optimal time for using the super now that 22[D] followup no longer wallsticks midscreen and ground enders don't really give a lot of untech time?
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