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Everything posted by TheGreatReptar
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
It was probably just Throw>236C>22B>6C>236B>214A>22B for meter build. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
That's pretty much it. There's 2 midscreen variations you should probably know though: Mid-screen, Valk, Tager, Rachel only: Throw>236C>214A>22B>236C>214B>22B (mostly for corner carry. Goes corner to corner. They can tech really quickly due to 236C and 22B SMP, so if you end up in the corner after the first 22B, stop it there) Mid-screen, 1 charge: Throw>236D>dash>2CC>236C>214C>22B (use it for corner carry. The damage isn't worth the charge otherwise.) -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
If you think about what kara canceling actually is and why it exists, it's pretty easy to see why you can't chain into a move then kara cancel it. Kara canceling it just manipulating the game's input leniency for things that require multiple button presses (so you don't have to hit B+C on the exact same frame to throw, A+B on the same frame to barrier, etc). There isn't a need to have the leniency during a string, since you can't cancel into a throw or barrier anyway, so it just isn't there. The kara's still really useful after a charge cancel though, especially when your opponent barrier blocks against you. It'll put you right back into range for the throw. Just remember that kara-throwing does take longer than a regular throw, since you have to add the startup frames of 6C that you use to move you forward before canceling into throw. -
FRCing is generally used to get more time to set up fish/spike/bubble oki. You can also use it to extend your combo to get more corner carry/go for a kill, or FRC to continue applying pressure. Also you can make yourself safe by FRCing on whiff (although note, since there's no hitstop when it doesn't hit, there's actually a different timing to the FRC).
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
Dude...there's gimmicks...and then there's 6C gimmicks. Don't torture yourself Airk. Don't make the same mistakes I did in CS2 (especially when you can just get 6A oki off any combo you can get 6C to combo anyway). -
I watched all of Boku wa Tomodachi today. What'd you talk me into watching Jeffrey? When's season 2 for it start? <_<
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[CP] News & Gameplay Discussion (Old)
TheGreatReptar replied to kosmos badgirl's topic in BlazBlue Gameplay
My nipples are erect from the amount of Tsubaki in the new trailer. -
So, in addition to casuals at Tech on Friday nights, we're going to start playing anime every week again. The current lineup being Jojo's, Psycho Pass, K, and maybe Robotics;Notes.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
TheGreatReptar replied to NickExtreme1's topic in Archive
You let this Noel pressure you with drive strings way too much. She has a lot of gaps between drive moves that you can punish during. Anytime you block 2D for instance, you can sneak in a jab (or on instant block, 5C). The jab will beat any drive followup other than spring raid. You also need to work on punishing things. You blocked Noel's 214D a few times and just let the guy get away with it. Around 11:10 or so you use 236236D as a reversal. It worked, but remember it just comes out fast and has no invincibility. 236236C is a better reversal (although it's still pretty bad) and would have done 1000 more damage than the D version. You tend to do very reckless things as well, like random 214Ds, random 236X, and you press buttons a lot. One of the Noel matchups you got counterhit out of something when they dropped a combo, another I saw you mashed throw after a blocked 2D, and in the Litchi matchup, they did 6A into nothing then you did 2B rather than something fast like 5A, 2A or even 5C. Learn to not rely on 236X and 214X, as they're all pretty unsafe, and get a better sense of when to press buttons, and which buttons to press. Other than that, 3C usage, combo optimization, and pressure like Kiba said. -
Chris really need to add some moderators to the group. He doesn't sit on the internets nearly enough.
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Myself and a few other ATL BB players are going to be at AWA. I'm personally not interested in entering tournaments, and I won't have my stick on me, but if they have decent sticks and a BB station in the casual play room, I'll probably pop in there for a little while. Otherwise, I'll probably be in the arcade room playing shmups and rhythm games most of the weekend.
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How long did it take -you- to get proficient with your main?
TheGreatReptar replied to DemiiPoet's topic in Archive
My opinion of my proficiency with Tsubaki has decreased steadily as I've learned more with her. I'm garage -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
236D resets are actually one of my favorite things with Tsubaki. I usually do the confirm, 236D, then dash 5A>throw, 5A>5B>6A, or 5A>5B>delay 2B/6B. I've been figuring out the hitstun scaling on it recently too to try to make things harder to react to. Off of 5A>5BB>2BB>5CC>6BB>236B>5A>5BB>2B, 2BB won't actually combo. You can mix up between 2B>2BB, 2B>6A and 2B>throw in that case. Just need to see how big of a gap 2B>throw is and what confirms 2B>2BB resets on. Fun stuff. And Adam, I'd be willing to give it a go, but I've been really busy with school lately so figuring out a good time with the 6 hour time difference will be hard. This week and next week especially aren't good for me. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
I prefer just doing j.A canceled into an air throw in the corner. If your opponent doesn't tech, it's free damage, but if they do tech, you can do j.214C>RC>5C for an airunblockable setup. Also, off of 6C>IAD>j.214D, if you RC the j.214D at the right time, you'll still crossup, but you'll land on your original side, and your opponent slides into you, letting you do a full combo. And is that last one supposed to be a purple grab setup? There's nothing you can really do that low to the ground in case of a tech. I wouldn't recommend that mess. -
[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
TheGreatReptar replied to pktazn's topic in Archive
So, I figured out a few new things with Tsubaki today. First, I adjusted the 1 charge corner combo off 5A>5CC that I was doing for bad confirms. Confirm>623C>j.214B>jump forward>j.214D>6CC>236C>5C>2C>236B>214A>22B works off 6A>5CC, 2B>5CC and 5BB>5CC. Does around 2900, 3000, and 3200 damage respectively off those confirms. Next I figured out another nifty use for option-selecting Tsubaki's gatlings that takes advantage of her gatlings into followups on whiff. You can input 2B>5C~B>C (or 2B>2C~B>C, doesn't matter for the setup) after a corner knockdown when trying to guess a roll. If you mistime the 2B, or if your opponent delays their roll, or if they just delay getup, 2B whiffs so 2BB comes out. On hit or block, the C normal of your choice comes out. If your 2B misses and they roll through you, 2BB auto-corrects and moves you forward enough to put them back in blockstun. Also tried learning air mugen combos...they're really hard though D: Going to need a weekend to figure them out. Fiddled around with air mugen a bit before going to bed. I'm pretty sure they're all dependent on the number of orb hits you get. I got as far as the falling j.C a couple of times, and I can't for the life of me get the dash>5C to connect. You can also see Spinoza delaying his j.214Ds in his video and he never gets more than 5 orb hits. Pretty sure I'm consistently getting 7 hits since I'm not delaying at all. Yep, definitely orb hit dependent. Started delaying j.214D so I was only getting 4 or 5 hits, and everything started working. The easier 623C>j.214D>5C>2C>22C>5C>2C>236B>214B>22B ender only works off a 5CC confirm. -
Of course you can. You can safejump any DP that isn't a counter that catches (like Hakumen's counter, not like Chie or Yosuke), or has frame 1 guardpoint. I think Mitsuru's DP comes out in something around 9 frames, so it shouldn't be too hard to do.
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Atlanta's (semi) monthly tournament is just around the corner again, and P4U has been added to the lineup. Facebook event: http://www.facebook.com/events/416707851704076/ When: September 15,2012 Where: Georgia World Congress Center 285 Andrew Young International Blvd. Atlanta, Georgia 30313 Room: A408 Door fee: $10 Spectator fee: $5 Registration/Time: 11:30 a.m. begins registration 12:30 p.m. registration winds down and begins to end 1:30-2:00 p.m. tournament begins (We wanna start the tournament on time this time so get there early!) Running late? Call us or text us at 770-882-7912 Bring your own Controller/Stick Tournament If you bring a setup your door fee is waived. Please guys we need a few setups to ensure a nice smooth tournament. If you plan on bringing a setup BE ON TIME once we hit our limit we will deny equipment waivers! Other games there will be tournaments for: Tekken Tag 2 Street Fighter Marvel Soul Calibur King of Fighters Mortal Kombat
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I'm just a lazy and only use SB garu. Also, I found a rather easy way to followup off non-counterhit 5D. I just airdash back as quickly as I can, pause a tick, then airdash back against and j.B>5B>5C. The second airdash I usually do just as Thanatos throws.
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[P4A] Naoto Shirogane - Gameplay Discussion "Ace Detective"
TheGreatReptar replied to ludwig van's topic in Archives
It looks like it's -3 or 4 to me. For future reference, you can see whether something's + or - by recording the dummy in training mode to do the move then hold up. Play it back, block and hold up and whoever jumps first has advantage. -
I'm posting there just to bump that thread to keep it somewhat active so people know we exist. I'm still going to use here for information (although I guess we could keep the thread more active as well =X )
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If you look at the trailer, there's two instances of the burst icon being grayed out. One it's just straight gray, the other there's a red inner circle. It's probably just referring to bursts recovering over time.
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If her overdrive stays as it is, I'll probably be mashing overdrive at the start of rounds a lot.
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j.236A orb too? ArcSys definitely read my posts I made during CS2 loketests :v
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One of the Japanese player guys needs to figure out if 6A oki still works D: 6A oki with a command grab sounds crazy. That, and if 236D still causes crumple state. Those two setups with a command grab are going to be sick.
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[CP] News & Gameplay Discussion (Old)
TheGreatReptar replied to kosmos badgirl's topic in BlazBlue Gameplay
If you get time, could you check if Tsubaki's fully charged 22D is blockable?