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Everything posted by diospyros
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Thanks Kiba. I knew I can count on you.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
diospyros replied to NickExtreme1's topic in Archive
I noticed that you kept using 5bb in the first noel vid; the recovery is 19 and frame adv. is -5. This means that you can be set up for pretty nasty situations like being punished with a distortion finish. Try 5B>2B and use 5B as poke. Second Video: I would save the 1 charge instead of using it in an air throw unless you're putting him in the corner like at 0:56. At 2:54,corner> delay charge>6cc whiffs unless it's 5DD unblockable>charge>6cc. Though, during online play, it can easily miss. At 3:06, when you did the 22x move, I would've used the 1 meter to go to 236D instead and then go to 22x to keep him in the corner. Third Video: Watch out for 236D when Tsubaki has 1 meter and/or charging to 1 from full screen. On jD, 2C works when timed right to capture people doing air dives like j214D or repeated 623C>j214x whiffs. Also, practice your combos. Study this. Fourth Video: Mix-up your blockstrings, like for example, 5B>2B>6A. Though charge cancelling isn't effective in CS2 than in CS1, I would practice it as a stratagem during a blockstring. You can probably go into a throw from it. At 3:15, when you went into throw>623D, try 5B>2CC>236B>214B>22B. It brings him into the corner and at close range. You want the opponent to be within your control at all times. -
It's immediate as in it looks like 623C and 214A are being done as the same time. Though, if you're still having trouble with it, you use 214B as a whiff instead(due to the broad angle). However, you lose some ground option and most likely have to jump into JC after whiff to finish.
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So, from significance, normals would be reviewed and briefly stop at ones like 2C -anti-air -used for etc.. That’s sounds good. As for overview of specials(and normals too), some of it will be loosely based from the FAQS and some of the stuff will be based on what was posted by Airk near the beginning of the CS2 threads. As for combos, we have so many listed, but how many will be needed and sent to SpiritJuice? Also, where do they fall in the review order? I was thinking that they should be placed last though I see arguments for otherwise. Also, should we suggest that certain normals should be seen in action during matches(eg 2C) or leave it be?
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That's still iffy though, but if it's information being handed out, it'll probably have to be shorten to a bullet-point list from >3 page written notes.
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Hmm... I would trust if a pro Tsubaki player did the video because he would know which tactics are viable as opposed to someone who has general knowledge of the character. I'm kinda being hasty on my judgement so I'll see what happens.
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On breakdown of normals, the most used normals and pokes should be covered like 5B or 2C. If all of them are covered, the viewer would probably get lost so it needs to be straight to the point. On special moves, what are the properties that should be known(eg 214D)? I was thinking that the tutorial video should be done in three parts( with a 5 minute time lapse for each) similar to how Hexanoid and company broke down Noel's beginner and intermediate combos. I also made a quick sketch on the tutorial's organization to have at least something done.
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I'm still having trouble on this matchup. This aggressive Ragna player consistently used 5B and dead spike on pressure. Every time I use 5B, it seems to always trade, and I can't seem to time 2c when he jumps. Any suggestions?
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Well, from cs1 to cs2, 3c has changed from jump-cancellable to ice skates on cement. In fact, pray to god you don't hit someone with 3c on block. If you hit confirm 3cc with 50 heat though, the only option is to rc. Afterwards, you can link to 2c. I would look up Spinoza on the video thread for more information on it.
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One thing that's taught me about this matchup is NEVER EVER go toe to toe with litchi in the air. If she does attack you from the air, use 2c. Actually, be on the ground at all times. I haven't played many good litchis so i'll vent on the average ones. The average ones will try to fling their staff at you or dp you from a staff. It's when they're staffless, that you should probably rush them.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
diospyros replied to NickExtreme1's topic in Archive
I was wondering when someone was going to correct me. I felt like I missed I few points when I was seeing the videos. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
diospyros replied to NickExtreme1's topic in Archive
Ok, I've seen the vs jin video so I'll comment on that one. Mash 5d for quick charging, but if not (and if the jin player is not doing anything to stop it from a long range), use 2d instead. The charge speed of 2d increases overtime. Also, I noticed that some of your combos blue-beated. This means that the opponent can recover from that combo at anytime and punish you for it. If you're attempting a corner air combo with 6c, try this: 5bb>5cc>22d>6cc>jc>jcc>j236a>j214c. Watch your 236x too, especially when the guy has 50 heat to get you at a distance. edit: Use 5b as a distance and pressure tool. Moves like 5a or 2a are used when you're really in the opponent's face, but, at arm's length, it's just 5b. edit 2: So, I watched everything. Overall, practice and test out some combos. Combos that incorporated a 236a weren't always a guaranteed hit. Omit 236a for a 22x move instead. I think you've seen this video before, but, if not, go study it. You know have to do the flashy dp and iad combos, but focus on combos that link 2dd>236d for now. Here is an classic example of 5a pressure mixed in with short dashes. -
While I was trying out the j214a whiff combos, I decided to substitute j214b instead. The result I got was this: 5bb>5cc>623c>j214b whiff>2c>jc>jcc>j236a>j214c. The dash from the j214a whiff is omitted, but you need to delay it somewhat for it to connect. In a way, it's beginner friendly. If the j214b whiff is quick like the j214a counterpart, then the 2c is omitted for a super jump instead.
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When doing IAD combos, how late is late for the second part of jcc to land? Sometimes I either get it and move to 5b or I don't. -thanks in advance
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He most likely never received the verification e-mail. Here's his profile.
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My friend Ezio101 can't post or make new topics. I'm requesting help because he can't post in site feedback and suggestion either. He's using google chrome as his browser.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
diospyros replied to NickExtreme1's topic in Archive
This is day one advice so take it as you like. Mashing 5D to charge is better than air charge; gain more bars more faster than aerial charge. I mean mash it like sekkajin instead of waiting on it.Also for the 6bbs, they work in two ways from starting 6a>5cc or a counter 5b>5cc.Also, you don't have to delay the 22b anymore when you confirm with 236c>214b. You whiff every time 22b took too long. Also, 3ccs are really dangerous. Take note that if you corner the opponent try this: (from a combo)22c>6c>236b>214b>22b. In this case, you need to delay 22b. -
I guess i'll leave it here...again... PSN: diospyros
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In case no one's seen it yet, there's tsubaki matches on a-cho starting on 13:47 with each match cited in the comments section.
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Posted by Pktazn 4/9/11 BBCS2 Mizonokuchi Custom 2on2 Tourney Tsubaki vs Taokaka Tsubaki vs Litchi Tsubaki vs Makoto Tsubaki vs Noel Tsubaki vs Rachel Tsubaki vs Hakumen Tsubaki vs Rachel Tsubaki vs Taokaka
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BBCS2 3/22 Game Chariot Gomikuzu Fest vs Hazama (x2) Vs Litchi Vs Jin
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Wow that sounds pretty sweet.. I need to find this guide later.
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Is there combo(not from the missions) listings in the guide?
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Morrigan, Trish, and Hsien-ko are doing well for me. Morrigan's meter assist is kinda weak, but the shadow blade is good. This is my first time playing MvC online, and I can't believe how many are spamming fireballs mindlessly. Well-executed spamming to get in or zone is ok, but man...