STenSatsu
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Lol, Sev has a new quote for each day of the year from this thread. Not super happy about Tsubaki changes outside of the fact that they are giving her better charge gain. I'd like shorter matches but a lot of the reason GG matches are short is because Litchi damage is like the average for most characters. I'm pretty sure if everyone could consistently hit 4-5k+ in this game matches would be done pretty quick too. I'd rather see zoning characters get a slight nerf to their zoning and then a slight buff to their in close abilities if needed. I think 3k average damage for most characters would be good, along with maybe some 5-6k combos off hard setups/meter. The main thing I wanted nerfed in CS was just the meter gain of some characters because RC/daisharin makes that much meter gain stupid good.
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Can do pretty much everything but fastfall easily on a pad. Could do fastfall with some practice and b+c on r2 I'm sure. I highly recommend binding drive to R1 though, it's amazing.
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You know, I figured that even if they added some nerfs to the buffs, they couldn't actually make her worse. This is worrying though. Unless we pretty much just play the game with 5 charges at all times.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
STenSatsu replied to NickExtreme1's topic in Archive
You can semi-stop mashing by delaying the next poke very slightly. (Enough to unblock them and then they try and stick something out and get CHed.) However, if they are mashing dp/360a/any reversal move than you have to charge cancel or jump and block. You could do stuff like 5b>late jump forward and barrier to try and bait. It's generally a guessing game in the opponents favor though since you don't normally do a whole lot of damage on a punish. -
Pretty sure it's invincible till it connects pretty much. C is for damage (lolol), D is for reversal or ending some ridiculous 4-5 charge install combo.
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Some of those are retarded if correct but I'm gonna wait on final before I get negative at all since it isn't like our feedback matters lol.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
STenSatsu replied to NickExtreme1's topic in Archive
Only watched first jin match cause he was getting run over. Nothing to point out except that tk dive dodge and 214b through the ice sword were hot stuff. Bang match: RC your DPs when they get blocked imo. If you hit with a low CH j.c like that you can usually land and do j.bc>etc for free 2k or so. I'd also suggest every now and then going 5b>6c or 5b>3c. You were getting a ton of CH 5b and not getting anything off it, so if you do those followups and happen to ch you get free 2k+ damage. Safe on block cause you can JC and semi-safe if you aren't predictable. On ch 2c AA you should do a better combo. You lose like 200-300 damage probably by not at least doing dash 5b>2cc>air combo. -
It'd only be midscreen throws and if charge is a decent bit easier to get than it won't matter because you can still do 236d>whatever for damage. Could even have some better midscreen shit if the slide is far enough. (throw>slides to corner>236d>22d>install or something like that.)
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
STenSatsu replied to NickExtreme1's topic in Archive
For grendy: If you want to hit that midscreen install combo you were going for, do 2366D after you land from j.214d. That will give you the distance you need. If you get them to the corner do 2cc>5c(w)c otherwise just do dash 5b>2cc. Also I wouldn't suggest ending blockstring with something besides 22c. Maybe 214c if you think they are super scared. Nick: Could have won the match if you just finished the bnb into super instead of doing super after 5cc. Block low more, especially since her high is pretty easy to see. Use j.214c to get out of corner instead of D. D wastes a charge and actually has the same landing recovery as the C anyway. -
j.214D being overhead would probably be a bit too good for BB (~13 frame high). But maybe the other versions, especially as they don't really give any damage without heat RC. What I'd rather see is j.cc get a bit more hitstun to make it easier to combo after. Delayed j.cc is actually a pretty hot overhead but you have to hit it pretty low to even get 5a to connect. Also hoping that 2d ccing isn't worse. 214a/b has the same purpose it does now, combo fodder or a jump trap, you just wouldn't get that fancy 214a>22c wallbounce combo anymore (since you wouldn't be using it for throw shit anyway). Don't think anyone cares about 236a lol, can replace it with 236b in the BNB and if you use it stand alone you'll probably get raped for it anyway.
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I like that they are making it easier to gain charge. I'm a bit unhappy with the nerfs to her chargeless combos, but I'm sure new shit will take it's place. None of the nerfs really affect neutral gameplay, just her combos. 236a nerf doesn't really do anything since you can use 236b instead in her bnb so meh. 214a/b change I'm kind of interested to see how it turns out. Probably won't affect too much since you can do 22c uncharged still and then probably just action charge with 5d which changes pretty much nothing. Kind of sad about the throw thing since you'll have to waste a charge if you want damage midscreen (unless you can do like 236c>22c>5d), but throws could also provide huge charge time depending on recovery. As long as j.214d is fairly easy to connect off air throw still I'll be happy.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
STenSatsu replied to NickExtreme1's topic in Archive
Thought dash cancels were fixed length, IE he couldn't input anything until the end of the animation so you could just 5b on reaction to the dash. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
STenSatsu replied to NickExtreme1's topic in Archive
First round against Noel, could have finished her for sure with super but I imagine that could have been a missed input since I think I saw 22c. Second round noel: Learn some of the corner 1-2charge install combos. Could have gotten about 1400 more damage off the corner 22d with it. Should probably be a lot more cautious attacking 50 meter Hazama. Also, missed astral potential!! =P Pretty sure you can IB Jin's 5d and get a free CH 5b if he dash cancel's. Also saw you did the instal combo so good shit. Watch that bang 5c. Overall, I'd say try to work throws into your game more. Try using tk j.236c after blocked 5b, 6c, or 3c and see how you like it as a throw setup. You seemed to do this weird 214a>5b reset that never worked because they teched too high for the 2c to catch them. When you reset you want to have them tech on top of your air unblockable pretty much. Other than that, very very solid Tsubaki. Opponents dropped a ton of combos so that helped, but still good shit. -
Should be able to make it to this.
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People in the concord/walnut creek area could gather pretty easily at DVC's rec room till like 7. There are some other fighting game players there as well, though not sure how many besides like 3 actively know BB already. Only problem is you'd probably want to get there semi-early to get a tv before they get taken.
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I feel a monthly ranbat is better than splitting the region up a bit. As long as we can find a venue for ~40-60 people anyway. It would be more hype than small local things and the bay isn't really that big that it needs to be split up especially with BART and Caltrain. (Not that people running small local things is bad.) I do like the idea of tutorials on the basics on stream. Since there usually won't be Money matches or 5v5 kind of stuff, you can just replace some casual matches with it and I think it could be a decent draw for viewers interested in gettign better. So ya, putting my vote in for monthly ranbats that include bb/gg/mb and a yearly or bi-yearly big NCR-like tourney for those 3 games. I like this because it might also build interest for people playing one game to get into another. (I know, my hope is probably misplaced.) Just copy-pasted my response from the other thread.
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Generally lan centers/card shops/class or club rooms at schools. I don't know if it got restated in this thread somewhere but Tao put up some good reccomendations. Was something like: Can hold 50-60 people semi-comfortably. Easy access to internet for streaming. Preferably central location, especially good if reachable by BART or other Public Trans. All I can remember. EDIT: I'll check out phoenix games and shadowbrooke to see what is up. I'd also say DVC but I'm pretty sure the rec room doesn't stay open past 7pm though I haven't checked on rooms.
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I feel a monthly ranbat is better than splitting the region up a bit. As long as we can find a venue for ~40-60 people anyway. It would be more hype than small local things and the bay isn't really that big that it needs to be split up especially with BART and Caltrain. (Not that people running small local things is bad.) I do like the idea of tutorials on the basics on stream. Since there usually won't be Money matches or 5v5 kind of stuff, you can just replace some casual matches with it and I think it could be a decent draw for viewers interested in gettign better. So ya, putting my vote in for monthly ranbats that include bb/gg/mb and a yearly or bi-yearly big NCR-like tourney for those 3 games. I like this because it might also build interest for people playing one game to get into another. (I know, my hope is probably misplaced.) I also somewhat agree with Chun in that you seem extremely negative sometimes Tao, though perhaps you're justified from something in the past that I don't know about. Lord knows how much you've done for the Norcal scene but sometimes I feel that your seeming absolute lack of faith in anyone in Norcal is too much.
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I don't think it is a good idea to get too fancy with it tbh.
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4-5k is perfectly fine. You shouldn't be comparing damage to Litchi and such because they are too good. I would more compare damage to Jin/Lamda.
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I think anyone comparing guilty mixup to bb mixup would be disappointed if you preferred the former lol. Honestly, I'm pretty sure most people are at least wary of letting Tsubaki get 2+ charges if they know a bit about her already. At the moment it is simply to easy to prevent charging and her combos can be very volatile range-wise. I don't think she needs some crazy tweaks to her charge system. Even if it just happened a decent bit faster it'd be fine.
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I agree completely. That's why I am more in favor of something that makes getting charge easier. That, along with a range buff to 5c and maybe 5cc so you don't get jewed after 6a or 6b with spacing, and making D dp a bit more consistent (please close the gap at the top and add a bit more invul imo) would basically make her b/b+ which is what we should aim for with balancing. That way when you have charge you have a real reversal option, but you have to think about what you spend charge on. Would also indirectly buff her damage since she gets like ~3k off most stuff with 1 charge use.
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I think the idea is to have the normal ranbat stuff and then basically have a bb/gg/mb regional every now and then as well.
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You can 2d at full screen or max chain length and be ok. You can also IB chain and then 2c him if he tries to come in. It is super gay trying to catch him if he wants to run away though. Just try to keep pressure up if you get a combo on him until he has 50% and then be super fucking careful and treat him like Tager.
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I'd say shadowbrooke as a good choice. They already run biweekly ssf4 tournies so they are used to the turnout. They also already have a connection with IPW so we could get referenced by haunts and crew and we know they can support streaming. I think when I saw their calendar it looked like 2nd and 4th weekends were ssf4 tournies.