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Everything posted by CrescentSaber
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Just a few things I've learned about this matchup: Ragna's normals beat Tsubaki's out right. You aren't going to win a poking war with him so don't even try. You're best bet is to beat him out in the neutral game by using your superior movement speed. Both versions of the orb are also good for stopping him from just running in carelessly. If you do poke at all use 5B. 2C is also very good for catching predictable jumps or air dashes. As he can and will make good use of his DP, you should use Tsubaki's as well. She has the added advantage of being able to make her DP safe without spending meter so take advantage of that by trying to have a charge on hand as often as possible. This matchup is a real pain not only because of how often it must be dealt with but because of how it must be fought from Tsubaki's standpoint. She is at a disadvantage in this fight so you will be on the defensive for the most part.
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I must admit I'm really enjoying the way Tsubaki's combos are looking in CF. Her new special is looking like it might be a bit more useful than I initially thought. Its great that we get another overhead option besides 6A.
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Ok so I play this matchup very often so I'm going to do my best to describe it. Basically, since the change to Tsubaki's only anti zoning tool, she now has a much tougher time with this matchup. Given the opportunity, Rachel can and will make it hell for her to try and get in. So to mitigate this as much as possible you want to close distance as quick as you can. The closer you stay to Rachel the better. The first thing is speed. Tsubaki has relatively good movement speed so use this your advantage. Seriously I cannot stress this enough. Moving makes it more difficult for Rachel to pin you down thus less likely you'll get caught in the corner which is the one thing you do NOT want to happen. But neutral is going to be your biggest struggle. Tsubaki's projectile is useful for some oki but not so much in neutral. 421D is a little more useful as it can provide some cover for you to get in but more often than not it will simply get cancelled out by a lobelia or pumpkin that she winds at you. 236C/D can be useful if you catch her summoning while your close enough or she misfires a lobelia. As for poking stick to 5B. It will be your best friend. 3C can also work quite well as risky as it is and with proper timing will catch Rachel if she uses B or C lobelia for a nice counter. 632146B is really good if you use it after a knockdown but don't use it in neutral if Rachel has 50 meter. Tempest Dahlia will just cancel out your super. At best this prevents Rachel from using Tempest Dahlia as cover to rush in on you but that's it. Because Tsubaki has no real safe way to approach or deal with zoning, you're going to be heavily reliant on your defensive game in this matchup. There's just no getting around it. Meter is really going to be spent on CA to avoid being corner trapped. Same goes for bursts. I wouldn't recommend OD in this matchup unless you're trying to end the round or stop Rachel from running the timer out on you which will happen with those that play more cautiously. It can also be used to get a few install charges quickly since neutral charging is NOT at all reliable in this matchup but even then you're taking a risk and depriving yourself of a burst you may wish you had later. Lastly, don't rely on your DP. Rachel not only has many ways to bait it, but she also has many mixup options that are VERY hard to react too.
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Crap. For once I thought we got something nice.
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Ok guys question. How is Tsubaki's new TK j.214D overhead in pressure? Is it a relatively good option to go for if you have the charge on hand? I haven't really played around with it much nor tried it in actual matches because I'm not sure exactly how much pay off you get from it. Can you get decent damage from it? Also how unsafe is it if blocked?
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So we're gonna be working that much harder to pressure opponents now. Great. Eh guess we just gotta make it work like always.
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Without meter no you can't convert it. I usually go for oki after a throw when I have no meter. Typically disc oki but sometimes I like to live dangerously and go for Secret Garden depending on who I'm up against.
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Lock elphet down and do NOT let her out. Roll digitalis is good for stuffing 5H WHICH SO MANY LOVE TO ABUSE I SWEAR TO GOD. I tend to rely on 5S and 5H for poking which you pretty much have to because of that f$%&ing hand gun which will hopefully make them less likely to use it. Millia is really too fast for her to use the rifle much and be wary with oki setups when she has meter.
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Not too positive but some people have mentioned YRC after Tandem Top S but it is entirely situational. Usually you wouldn't do that unless you were a bit too slow setting up the disc or trying to bait a burst or a reversal.
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Thanks for the tips guys. Ok so I'm finding that j.K~j.S~j.D is a lot smoother and easier for me. I just need to work on getting the timing down for the IAD after the j.D. For the life of me I can't seem to consistently get it.
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Well this is awkward. I was trying to immediately air dash after the j.D because I was trying NOT to drop the combo lol.
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This. I really wish we had more ways to keep pressure, I get sick of everyone I fight just disrepecting Tsubaki's pressure ALL THE TIME. When they don't know they can its much more manageable but for people who know how crap her pressure is they just mash 2A or 5A out of everything.
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The hardest thing I'm finding to do with Millia at the moment is her air combos and IAD combos. Maybe I'm doing the wrong sequence of attacks or something. After a successful 2H, I usually go for j.k~j.p~j.k~j.D~air dash~j.S~j.H I can't seem to consistently get the air dash after j.D. I'm getting really annoyed at dropping this combo.
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Do you mean his command grab? Lol I feel your pain. It's probably a practice thing. I have no idea on the timing honestly. I usually just try to not give him a chance to do it. You may be able to crouch under it possibly? I have very little experience fighting Chipp.
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The changes to 6C make me a little sad. Looks like it's going back to being simply combo filler. Overall she seems to be losing some combo routes in exchange for more damage.
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What's up another Georgia player here. Very little local competition around save for a couple friends and relatives. Would be awesome to find a local scene or some people to play with. My main games are Blazblue, Guilty Gear, and DOA5U. I'm about an hour or so away from Atlanta btw.
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I might try that too. The instant air dash combos have been giving me some trouble.
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Millia vs. Venom: Pitching and catching V.2
CrescentSaber replied to Stellarcircle5's topic in Millia Matchups
I too would really like some pointers in this matchup. I find the hardest thing to do is get in since he can keep Millia out with both balls and the reach of his pokes. I don't find the pin to be completely useless though so long as it is VERY well timed. I usually end up getting stuck and hoping that he leaves an opening or something for a lucky roll>digitalis hit or iron savior. Sometimes 6H can catch him if you're preemptive enough with it and if it manages to hit I usually do Secret garden. It is imperative that you catch ANY opening you can to set up oki because once chance may be all you get. -
Guilty Gear. Finally got around to playing it, liked it, then heard about Blazblue and that it was a new fighter from the same developer so I looked it up and was like wow. Has been my favorite 2D fighter ever since.
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I started with Noel due to her fighting style but then instantly fell in love with Tsubaki when Continuum Shift came out. Been a Tsubaki main ever since.
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Damn. Looks like I got some work to do if I wanna win against Tager. This match up has always given me trouble. Grapplers in general give me issues no matter what the game. But that is interesting about the jump thing. Also I THINK that immediately landing and doing the DP works but I'm not sure. I've had instances that my DP beat out his command grab but then I've been grabbed out of my DP sometimes too. I hate Tager.
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Phantom Breaker (Now coming to arcades)
CrescentSaber replied to Hecatom's topic in Misc Fighter Central
Yeah I played the demo and it felt pretty good to me. So pre ordering this. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
CrescentSaber replied to Hecatom's topic in Under Night In Birth
Not bad. I like the Orie wall. -
Anyone else have an issue with a missing component or something? When I try to run the demo it says it can't find an application.
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Has anyone else run into any trouble with the demo version? I managed to get it running but it stalls quite a bit and the music skips like every 5 seconds.