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Posted

I just want to let you guys know that I'm not oblivious to this information, since I haven't actually said anything lol.

Thank you PK for getting this thread organised and thanks guys for collecting all the information. Everyone has kinda said how I feel, the only thing I'm hoping for is that her pressure is better outside of 5A/2A. If she has no unblockable, the Tager MU for example would be quite, strange lol. Command grab made me smile, and although I'm not fond of charge attacks, it's a nice addition which brings a whole new perspective to Tsubaki.

I can't wait to see what changes she'll have in the end, and also yea, if she is good, I can't wait to see what new players will jump on her haha.

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Posted

I was wondering where Keebster was *hides*

236D on air hit, causes the opponent to bounce back similar to a 22x CH, but it doesn't have to be a CH.

5bb2bb5cc6bb236B doesn't connect, 236A does. Also questioning whether or 6bis still + on block. However, 6b CH will still combo in 5cc, etc.

Something different about 22x(which?) or 236D - midscreen, 236D will not connect after a hit.

214D doesn't float as high.

Also, Dark Tsubaki is still cute.

STILL NO INFO ON 623C WTF?

Posted

The things that will most likely stick to the final version are the new moves although the property of some of them might change.

Which means we get to keep that command grab/projectile so there's that.

I'd like to hear more about her normals but that's probably difficult to test accurately at the loketest so I'm not expecting much.

If we get our CS2 5B back in the end of things would just be gravy though.

Posted

so far as normals go, I've heard this:

5b/5c seem the same. i.e. 5b slow recovery, 5c fast startup remain

6b possibly no longer + on block, yet ch 6b still combos to 5c. take with grain of salt if you ask me

3c can't be jump cancelled, so rather I think thats no change. probably still jc on hit, but who does that anyway.

3cc seems to float higher

6cc seems to float less

also, from the two combos routes I posted before, starting with a 5a netted 1500 and starting with 5b netted 1800. Not sure if that means a 5a p1 nerf or not.

2c seemed faster.

2cc seems to float higher, to make IAD combos difficult or maybe impossible

Posted

No problem Kiba~ And no news on 623C yet because Konan hasn't gone (I heard he uses DP like a mofo lol).

Kinda sad they seem to be taking out IAD combos since they're fun to do but hey, maybe with the new Tsubaki she'll be able to get another swag looking combo. She's also getting a bunch of other new tools that I'm pretty interested in so I don't mind.

I remember reading between some people that they may be trying to make combos shorter? I think it was translated from Dora's twitter but it was probably posted in the BBCP discussion thread so that quickly got lost.

Overdrive lasts 5 sec at full health according to other posts. Still not a bad recharge rate.

Friend who visited the loketest (only watched, did not play) thought the recharge was very slow compared to what hakumen got with his overdrive. But the two can't really be compared like that. 1 book charge is worth more than 1 magatama

Where'd you read that it was only 5 seconds? That sounds a bit more reasonable. The only one I know of who gave an estimate was Isuna.

Posted

623C 'appears' to have invincibility, but was tested as anti-air.. and not really sure.

j.214D still able to be followed up with 5c-2cc or 3cc in the corner.

command grab, didn't seem to be able to cancel with any moves. matches earlier reports of having to RC to follow up.

Posted
2 years of IAD is enough for me, I'm fine with learning new combos all around.

Yeah, well, I'd prefer that they do that to everyone if they do it, and we all know how 'consistent' Arc Sys is with this sort of thing. *Cough*ExtendDamageNerf*cough*

Posted

Considering the new system and how all the characters are getting changes, I'm pretty sure their combos are going to have to change as well for the most part.

Posted (edited)
Yeah, well, I'd prefer that they do that to everyone if they do it, and we all know how 'consistent' Arc Sys is with this sort of thing. *Cough*ExtendDamageNerf*cough*

I knew when I posted that, that you'd be here to post. But, to me, people whose characters haven't changed in 3 years are on the losing end. Although it happens to be that lots of characters ARE changing a lot. I don't look at other char's changes, mostly, but I do know that some definitely have some very big changes - like arakune losing all routes for 100% curse combos, various gatling losses for chars (no dash cancel for jin 6c, follow up from sekkajin costs 25% heat to do anything, etc).

Edited by Errol
Posted
No more IAD's? Fuck sake

I'd want the DP whiff to be practical again (if its there still)

Posted
I knew when I posted that, that you'd be here to post. But, to me, people whose characters haven't changed in 3 years are on the losing end. Although it happens to be that lots of characters ARE changing a lot. I don't look at other char's changes, mostly, but I do know that some definitely have some very big changes - like arakune losing all routes for 100% curse combos, various gatling losses for chars (no dash cancel for jin 6c, follow up from sekkajin costs 25% heat to do anything, etc).

Arakune had it coming. :P

But seriously though, not radically altering everyone's combos over time works just fine for most franchises. I don't really think I am nearly as concerned about stagnation as you are. Otherwise, the much vaunted Guilty Gear would be like the most stagnant game in the world right now. (Except MvC2, I suppose. :P)

Some changes are to be expected, but...eh. Whatever. What happens, happens.

Thanks for the link PK.

Posted

Well, I don't actually make any claims that one way is better for the community or anything. Just, personally, I do want some change. Loss of 22D unblockable doesn't bother me. I'm excited by the proposition of having a command grab, getting a real projectile, as well as a real air projectile, and a real DD (one with use besides tacking on damage in a combo). I also enjoy, to some degree, learning new combos, so all is fine by me.

Posted
Looking at the changes to many other characters thus far, it seems Tsu's doing pretty good all things considered.

I hope Tsu comes out as top tier this iteration so I can get called a bandwagoning tier whore.

That would be amazingggggggggggggggggggggggg.

This^
Posted
I'd want the DP whiff to be practical again (if its there still)

The j236a(w) j214d link? Yes I love that in CSE

Posted (edited)

I'm interested to see what chains they give her in CP I really liked her combos and pressure in CS and I'm sure they're going to continue to grow her as a fairly free form character when it comes to putting combos together

Edited by Adam0812
Posted (edited)
The j236a(w) j214d link? Yes I love that in CSE

That's not the DP whiff. The DP whiff (in Extend) is when you use (starters) > 623C > j.214B(w) > hjc j.CC > air combo ender. It used to be far better back in CS2.

Edited by pktazn
Posted
That's not the DP whiff. The DP whiff (in Extend) is when you use (starters) > 623C > j.214B(w) > hjc j.CC > air combo ender. It used to be far better back in CS2.

right you are PK, tbh im not bothered about the dp whiffs, i always found they were a bit tricky for what you get out of them, especially in CSE, infact id say im glad if these are taken out as i wont feel that im missing a tool to make me a complete tsu player

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