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Posted

No charge-less DP and no charging midcombo kinda suck, but everything else more than makes up for it. So goddamn hyped now XD

Posted

Another thing that's really great about the 22D guard crush is that you can charge a full stock before following up with a combo. It also guarantees a throw into super, for unburstable damage.

I really like that change.

Posted (edited)

But she can't charge any stock in mugen mode.

Well, unless you GC when mugen has literally run out (or is about to), then yup, you're right dawg.

Edit: It's no problem PK. Just figured that since I'm posting here I better do something about it lol.

I should be doing it regardless haha.

Edited by Kiba
Posted
But she can't charge any stock in mugen mode.

Well, unless you GC when mugen has literally run out (or is about to), then yup, you're right dawg.

Oh yeah. I for some reason kept thinking about it being in OD not her actual install mode. Well, that makes it a lot less exciting.

Posted

Almost 4k midscreen off a throw? Really surprising. Kind of sour charging has been inherently nerfed again but everything else sounds pretty good. Cant wait

Posted

22[D] guard crushing in Mugen is a cool middle-ground, I mean, 22[D] unblockable is like, what everyone remembers when you mention Tsubaki so it'd be a shame to take away such a signature move completely.

Echoing sentiments of how nice Tsubaki's new tools are, hopefully she'll finally end up as a good, fun character. Meterless 3CC FC followups are nice, it was always stupid how you could call something out with it, but still had to spend meter to get less damage than most characters anyway. 6A > IAD combos will make people care about getting hit by her overhead too.

After j.236A, until the ball disappears, you cannot use j.236A again. You also cannot move after launching the ball until landing. Did not confirm on D version. In EX, either worked.

I wonder if we can use a dive after j236A? It would be nice if we could do orb oki setups (air combo > orb > delay dive) without having to use a charge. It always seemed like something fun that she should've been able to do without having to spend resources.

Posted

Remember the D dive is the only one that causes the orb to explode. And iirc you cant do j.236A > j.214D on whiff. Now if the explosion happens on hit is another thing entirely, would be pretty interesting. But I remember reading one of the notes about it not working

Posted

Well, I meant instead of making the orb explode with D-dive, you do a delay A/B/C dive which knocks the opponent down, and then the orb comes down on top of them. If timed right, it could beat everything but backward techs giving Tsubaki some pseudo-oki. Not sure if it would still work with the new j236A, or the lack of j214A/C versions of dive.

Posted
Well, I meant instead of making the orb explode with D-dive, you do a delay A/B/C dive which knocks the opponent down, and then the orb comes down on top of them. If timed right, it could beat everything but backward techs giving Tsubaki some pseudo-oki. Not sure if it would still work with the new j236A, or the lack of j214A/C versions of dive.

If the orb has the same virtually nonexistant hitstop and blockstun that it does in EX, it'll be pretty crappy oki anyway. Besides, we have a ground orb now, so it's probably not worth it to get all fidgety with the air one.

Posted (edited)

Air normals are all charge cancelable.

JD retains a bit of momentum. (e.g. 69>JD)

Throw can cancel into OD.

You can use air normal charge cancel for pressure, i.e. JCC > JD > JC, but you retain the landing recovery, so it would be difficult to combo similar to short hops in P4A (but of course possible, using rapid cancels, or j.214D, etc, otherwise, on a counter, 5a should connect)

5CC>22D>CT>Mugen>3Ds>6CC>JCC>J214A > about 5200

Ground Projectile and Air projectile are together limited to 1. If you do an air projectile, you can't do a ground one until it is gone, etc. D versions not checked.

Apparently taokaka can get 6k off 6C>CT without doing a DD ender

Edited by Errol
Posted

I hope they can toughen Tsubaki up a little, she got some decent buffs and became a little more powerful in CS2, but the poor thing's progress was kind of erased in Extend. If you ask me, Tsubaki is a character in need of little love in terms of being a little tougher. Either way, Tsubaki is a decent character who's important to the story, so I'll play with her and love every second.

Posted

生D剣がEXよりほんのり移動する程度に修正されてた

Raw 214D goes slightly further than EX

各種閃>D剣は前回ロケテ同様、超移動

236X> 214D is same as last loke test, moves far

遠距離で姫様相手に、A閃空振り>D閃ってやったら、避雷針もカエルも素通りして姫様に突っ込んでった

long range, 236a whiff>236D(214D?) against rachel, went through lightning rods and frog right up to rachel

236236D does use your entire meter, damage was about 3300

5A>throw 300

5A>5A 457

5A>5A>5A 574

5B>throw 520

5A>5B 573

5A>5Brc>5B 801

5C>throw 640

5A>5C 636

5A>5Crc>5C 934

combo rate 70

5A 300 P1 100 P2 75

5B 520 P1 ??? P2 84

5C 640 P1 ??? P2 89

5A P1 EX82→CP75

5B P2 EX89→CP84

Posted

I'm guessing those are the damage values afterwards since they were testing the proration? Interesting...

And I'm wondering if they ment 214D after the 236A(w) as well because I don't think we've ever been able to cancel into the same move but different version ever.

Posted (edited)

Credits to KyushuFGC/Digital Masta for loketest footage: BBCP: Tsubaki vs Bullet 3rd Loketest

What I saw from the video:

Unfortunately couldn’t tell if her DP has invincibility since it doesn’t look/sound like the Bullet tried to attack right each time (I couldn't hear counter but then again it's a miracle if I could hear the system voice). But it looked like the recovery might be better?

You can hold the 22B longer and it will still connect in the basic BnB (i.e. 5A > 2A > 5CC > 236A > 214B > 22B). Only causes about 1-1.5k-ish damage. This is probably because there are only two versions for her 236 and 214 specials now.

Looked like j.C landing recovery might be better since they were able to throw right after?

Tsubaki’s throw wall bounces. Can’t tell if it was on CH or just regular throw.

236X caused wall bounce again after throw and 5C could connect. Again can’t tell if it was from a CH throw.

Getting charges on the ground is pretty nerfed.

Our 2C is still amazing :3

CH 2CC > j.C > j.C > j.236A > j.214x? (I think A) did about 2k.

Ground projectile does look like a good idea for stopping opponent's pressure.

Command grab is at about 1:41 and causes float. Helped get 1 charge and you can RC it.

CH j.C > 2C did not connect.

From CP thread:

Overdrive only uses 75% of Burst Gauge.

Release date is supposedly the 22nd.

Now off to more classes :vbang:

Edited by pktazn
Fixed credits
Posted

Digital Masta has some new Tsubaki footage from the latest loktest. It's the last video at the bottom of his page - direct link

There's all sorts of interesting stuff happening:

214X seems to launch on ground non-counterhit again

throw does some sort of wallbound midscreen

236D apparently ALSO does some sort of wallbound midscreen when it hits an airborne opponent

The Tsubaki player successfully used 623C on wakeup, though it's unclear what his opponent was doing at the time.

2C CH still staggers grounded opponents.

Command throw only seemed to give like...two thirds of a charge and the damage was pretty forgettable.

Projectile seems kinda slow to start up.

Tsubaki seemed to cancel 623C into 214 not-D on block?

Also, Bullet is boring to watch. :P

Edit: Whoops, PK beat me to the video link.

Posted

Hmmm... I'm not sure it was 236D actually. I looked it over again since you mentioned it and it didn't take away the one charge they had.

Thanks for posting Airk~

Posted
Hmmm... I'm not sure it was 236D actually. I looked it over again since you mentioned it and it didn't take away the one charge they had.

Thanks for posting Airk~

If we're looking at the same spot, around the 38 second mark, he had TWO charges before he did the throw, then he follows up with 236D.

Posted
Digital Masta has some new Tsubaki footage from the latest loktest. It's the last video at the bottom of his page - direct link

Command throw only seemed to give like...two thirds of a charge and the damage was pretty forgettable.

Maybe it's because he did a rapid before the move fully finished? I really doubt 1/2 bar and 480 damage is what it does. Wouldn't surprise me if there was another part after the slashy slashy bit where her shield/book did some kind of attack that shot them up in the air and/or caused hard knockdown (with a decent bit of damage and charge gain to boot).

Still, now I can't wait for the 22nd any longer hnnnnnnggggg

Posted
Maybe it's because he did a rapid before the move fully finished? I really doubt 1/2 bar and 480 damage is what it does. Wouldn't surprise me if there was another part after the slashy slashy bit where her shield/book did some kind of attack that shot them up in the air and/or caused hard knockdown (with a decent bit of damage and charge gain to boot).

Oh is THAT what happened? I couldn't really see very well. =/

Posted
If we're looking at the same spot, around the 38 second mark, he had TWO charges before he did the throw, then he follows up with 236D.

Oh derp. Curse my Helen Keller prescription, I thought he had one charge that whole time. Thanks for pointing it out :D

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