Zouf Posted September 6, 2014 Posted September 6, 2014 Why would I mash A to punish something I know 5C will CH on it? 5C all the way.
Errol Posted September 6, 2014 Posted September 6, 2014 every situation is different. all I can say is don't use 5b, it's a piece of shit.
chzchan Posted September 6, 2014 Posted September 6, 2014 Why would I mash A to punish something I know 5C will CH on it? 5C all the way. Well see sometimes they are just out of the range of being able to be punished even without barrier. For example if Bullet nicks you with the edge of her 6A and you IB it what do you do? You just let her get away right? I have gotten used to just letting her end her pressure there and leave because me pushing buttons doesn't do anything. 5A doesn't have enough reach and if I try to dash up I get CH'd by her 2A. Her 2B low profiles 5B, but 5B is never good to use ever. 5C also doesn't have enough range and I run into the same situation. Just times like these, but with other characters as well. I already know its futile with characters like Azrael, but there has to be something that can be done in other matchups. Places where I should be punishing them go unpunished. every situation is different. all I can say is don't use 5b, it's a piece of shit. Of course. Its funny because even if I think I can use it in any other press buttons in neutral fight 5B's hitbox blows up in my face, the hits trade, and we're back to neutral. I sometimes like to imagine what 5B would be like if it had a hitbox structure like 22B.
Zouf Posted September 6, 2014 Posted September 6, 2014 Well see sometimes they are just out of the range of being able to be punished even without barrier. For example if Bullet nicks you with the edge of her 6A and you IB it what do you do? You just let her get away right? Since she can cancel it into 5C, you either DP (if she delayed) because you know she will autopilot 5C, or you leave it at that. It's only -3 on block, so you won't punish her anyway. And if you mash and get 5C'ed, you'll just die. The risk/reward is not worth it at all. If you know she won't cancel it, feel free to dash 5A/5C/whatever and regain priority. But sometimes you'll just leave her be and go back to neutral. Yes, our neutral sux, but that's how it is, unfortunatly.
chzchan Posted September 6, 2014 Posted September 6, 2014 I must be fighting some wierd Bullets then. Maybe they are anticipating a DP out of me or something. That does kind of make sense.
GILGAMESH-Nero Posted September 11, 2014 Posted September 11, 2014 Hey, how should I go about dealing with Arakunes? It's easier dealing with him in the corner, but at midscreen he's everywhere.
chzchan Posted September 11, 2014 Posted September 11, 2014 You mean trying to catch him or being oppressed by his j.B?
Airk Posted September 11, 2014 Posted September 11, 2014 I have no advice for catching him. If he's j.Bing you a lot, you can probably block it and then backdash - at least, until he starts catching on - because all of the ground normals he's likely to follow up with have garbage range, and it's counter intuitive for him to do something like j.B > 2C or j.B > 2D to catch backdashes, so this should allow you to get out of j.B pressure occasionally.
GILGAMESH-Nero Posted September 11, 2014 Posted September 11, 2014 Trying to catch him, I started doing some erratic movements to catch him. It seems to have worked a little, but still.....
Airk Posted September 11, 2014 Posted September 11, 2014 In terms of trying to catch him, sometimes the best option is not to try. It makes it easier to predict what you will do. Dance around a bit. Make some moves that don't really get you anywhere (jump forward > airdash back, or forward dash > backjump) or just start sneaking in some charging - the latter is particularly likely to make him decide to take offense and either try to close in or at least throw out a cloud. Arakune actually isn't particularly threatening at long range either - his one really "worrisome" option is the cloud, and using it makes him very vulnerable. So if he starts playing keepaway, do a bit of it yourself. Also, remember to use all your options - DP, air throw, 236C/D, jumping normals, fireballs, 5B, 2C and 3C all have places in trying to chase down a fleeing Arakune.
chzchan Posted September 12, 2014 Posted September 12, 2014 Arakune actually isn't particularly threatening at long range either - his one really "worrisome" option is the cloud, and using it makes him very vulnerable. So if he starts playing keepaway, do a bit of it yourself. Don't forget about the special where he can summon the spider from across the stage at set distances. It is pretty slow and has quite a bit of recovery, but if you don't react to the visual cues correctly you will get a spider to the face. This is especially difficult to deal with if a cloud is already out because you might be forced into blocking a spider if you are trying to avoid the cloud. I change up my movement options depending on which of his RNG clouds come out. There's the one that hovers above you and tracks you quickly so no jumping. There's the one that tracks you slowly but approaches you from the front while decelerating as it comes closer which can be navigated around easily. Then there's the one that follows Arakune around which seems to encourage them to go after you so they can touch you so I would just stay back and let them come to me.
Airk Posted September 12, 2014 Posted September 12, 2014 I did forget about the stupid spider, though thankfully, it ends up working much the same way as the cloud - if you can identify that he's doing it/going to do it, it's almost a free ticket for you to get in. It might be worth spending some time in training mode to get used to what it looks like.
Zouf Posted September 12, 2014 Posted September 12, 2014 Arakune uses a specific line (voice) when he uses a spider. That's how I know he's doing one. It's fairly easy once you notice this.
GILGAMESH-Nero Posted September 13, 2014 Posted September 13, 2014 What about running in when Arakune throws out the thing that looks like a bell? It seemed to have helped a bit.
TD Posted September 13, 2014 Posted September 13, 2014 As one of the fastest runners in bb, that is a great idea for tsu, but your timing has to be in point. You probably can punish with max range 236c or even setting up the fireball charge to get plus frames. Not the best idea but it is + or free combo on hit. If you aren't on point and kune recovers faster than you, neither character can really outpoke each other, but in general, I think kune's buttons can beat tsu's in neutral and he has a few good options, even at midrange vs her. So basically it is a good idea to really expect this move at full screen and be ready to run in. Just beware of his other full screen options, with his j6d, spider being his best offensive tools; cloud summon being his passive zoning tool once out, his teleports (dashes, command ports, wall port) for evasive movement, and his 6d for preventing horizontal movement. If you let him set any of these up, it is a hard journey for tsu and she needs to hope she doesn't meet any bugs on her way to victory. She definitely needs to get in and stay in vs this guy.
Monarch Posted September 15, 2014 Posted September 15, 2014 Was watching a random video from A-cho and I noticed with the 623C > j.214A (whiff) Midscreen route you can replace 5A with 2A. I didn't even know that was possible. Is it like an easier confirm, or character specific? For reference: http://youtu.be/RRQF9e7UdSU @1:19
zaeris Posted September 15, 2014 Posted September 15, 2014 Was watching a random video from A-cho and I noticed with the 623C > j.214A (whiff) Midscreen route you can replace 5A with 2A. I didn't even know that was possible. Is it like an easier confirm, or character specific? For reference: http://youtu.be/RRQF9e7UdSU @1:19 well i felt it was common knowledge that the easy path uses j214b whiff then you just land for 5a or 2a. j214a whiff only really serves for dash 5c or 5b into air combo ender.
fruits_punch95 Posted September 20, 2014 Posted September 20, 2014 I have been considering to learn Tsubaki and found a combo tutorial that was uploaded 10 months ago, so I suppose it is from BBCP 1.0. So, did she change a lot? Can I still do those combos? Here is the video http://www.youtube.com/watch?v=MlJ97Cl3grc
Zouf Posted September 20, 2014 Posted September 20, 2014 Yes they didn't change any of her combo except for the double super charge SMP combo in Mugen, which is not doable anymore because they increased the SMP level of this move. All the other stuff are still available
fruits_punch95 Posted September 20, 2014 Posted September 20, 2014 Yes they didn't change any of her combo except for the double super charge SMP combo in Mugen, which is not doable anymore because they increased the SMP level of this move. All the other stuff are still available Good to know that, thank you!
chzchan Posted September 23, 2014 Posted September 23, 2014 You land a stray 5BB on an airborne target that isn't right next to you and it isn't a counterhit. What do you do?
Owner Posted September 23, 2014 Posted September 23, 2014 2C > 236B or SJ j.A/j.B > air route timing is a bitch on that confirm and the damage is pretty meh plus 2C can whiff best confirm I can think of would be 2C > 236D > 6C[C] > stuff
chzchan Posted September 23, 2014 Posted September 23, 2014 I'm talking about the tip of the tip of the tip of 5BB here like not even 5B hitting either. Does sj.A have enough range to work? 2C really does not work at a distance. See, I have gotten used to turning screw ups into at least a knock down with like 5CC air hits using a simple super jump where 2C will whiff, but 5BB has just been giving me a lot of trouble.
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