-
Posts
4,179 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Airk
-
Mugen is crap; It's like putting a huge sign on your forehead that says 'Just burst this combo so I waste ALL my resources.'. And since Tsubaki doesn't seem to be able to do decent damage without it, odds are, people are going to have a burst for you. Though truthfully, I haven't seen anyone do a mugen combo worth repeating anyway.
-
oop, my bad. =/
-
The only good thing about this match was the moment in the first round where, I think, Hakumen did a Kishuu and went UNDER Tsubaki's CA and I went "Wait, what the?!" and the announcer went "NANDA?!" Grats us on CA hitbox nerf, unless Hakumen has gotten more invulnerability on Kishuu. 6A confirmed as a FC though. :P Looks like 214C launches on normal hit again. Not sure if this is good or bad, but it's interesting. Is it just me, or is Tsubaki losing a lot of matches? I mean, fine, we're not getting videos of 'Good' Tsubaki players, but they're not exactly playing Dora/Akira/Buppa/Kaqn as competition either. =/ Bleh. I get less and less hype for this game over time.
-
Well, it works for me, so unless it's because my inputs are just that sloppy, or maybe it's because the first 9 is happening before I can actually jump, I don't know. It's easier for me to doubletap a direction than it is for me to tap one, let the stick center, and tap another. Damn school. Young whippersnapper! Get off my lawn! >turns 36 next month<
-
Well, you can't "buffer" it in the traditional sense, but you can still start inputting the motion before the 2nd hit of 2CC finishes. Also, I use 99 as my IAD motion, the only problem with that is you need to be careful you hit the corner, otherwise you might get 66, which won't accomplish anything for obvious reasons. So my input ends up looking like 2CC9[recover]9. I don't know that it's really worth arguing about the difference between a "true" IAD or a "normal air dash" though - as long as it comes out fast enough and low enough to the ground to use in the combo, who cares? Oh, and you can also use IADs for mixup on the ground, as in 5B (blocked) > IAD > j.214D (This is a Battousaij trick.
-
Oops. Sorry, yeah, that was ambiguous. I didn't actually mean that it hits high, I just meant that she slashes from over (her) head. It was a description of the animation, not the attack properties, sorry for the confusion. This is an awkward matchup but her zoning game isn't ACTUALLY that good as long as she can't predict where you're going to go. Stay patient on your approach - it's okay if she lays down a few steins, because steins by themselves aren't really very powerful, she has to do Divine Wrath of the Heavens/Totsuka Blade/Blessed Mirror for them to really be dangerous, and then you should react to what she's doing. Also, I presume that C0R meant 5Ding through Sledge when NOT in a blockstring. Though why Tager would Sledge towards Bang from neutral escapes me. (Aside from the fact that a lot of newbie Tager players don't seem to know that they can move forward WITHOUT jumping/Sledge/2D.)
-
Okay. I think I can settle this nonsense once and for all: Dusk: There is an easy circumstance where these 5B>5CC combos are applicable. Jumpins with j.C. (See the Kiba video). This gives you an extra hit to confirm off of, without heavily compromising your combo, and without having to worry about high/low mixup or whatever - if the j.C hits, you've got lots of time to confirm into whatever, but you probably can't go straight into 5C.
-
I'm a little baffled by the vehemence here, DT. =/ If people can confirm 5B into a combo on air hit, or into 22A or 236D, then this sort of combo is within the realm of possibility. It's not an easily applied combo, but the range on 5C isn't really any worse than 5BB, so anytime you could confirm into a 5BB combo, if you're looking for it and reacting fast enough, you should be able to confirm into this. It's not EASY, but it's a skill that you can develop. Me? I wish they'd freaking fix 5BB to be closer to 5B range. I lose too many matches because the damn thing whiffs. =/
-
Definitely possible! If they changed it to be -5 like the other 214Xs, trying to jump out after with a 4 frame jump startup would be just enough to get hit by a 5B. Still, this is sadness inducing if true.
-
Hard to say, but it would have to be REALLY BAD (Like -9) on block to get hit by Ragna's 5B after being barrier blocked, so I'm hoping that it's just that Tsubaki wasn't blocking.
-
Humorously, today I had the opposite problem, where even when I _HAD_ two stocks, I was so focused on remembering to do the dash 5C pickup after a 22D (For the one charge combo) that I completely failed to go for the 6CC. x.x I did manage a nice 5k corner combo once, but Tager still smooshed me. So sad, Tager.
-
Oh, yeah. I sortof forgot about this. I can do it off 214X CH as well, though, honestly, using more 214X is on my list of things I need to do to improve my game. 214B is an interesting match opener - it'll score a CH in a lot of places 22A will, but it's nearly as vulnerable to the "jump forward and combo you in the face" problem that happens when you get predictable with 22A. It does lose to random low attacks at round start, but most people don't do that because all those random low attacks lose to 22A. It makes for an interesting additional round start option, and if you can get the IAD off it, you can bring it right to the corner. It's also fun for Tsubaki mirrors because it dodges 22A. Though sadly, if they get the 22A right at round start, you won't get the CH. 214A would get it...not sure if it goes far enough though. Must go test! And thanks for the advice Kiba. Looks like I have a couple of places I can try to add the IAD in then. The more places I can do it, the sooner I'll get comfy.
-
In all the videos I've been watching, I've been seeing Tsubaki players routinely go for the air combo ender instead of the 236B>214B>22B one. Anyone know why? The main thing that makes me sad watching Tsubaki vids right now is how scarce charge is. =/ It probably won't hurt ME (Not just because I still haven't committed to BUYING this game) because my charge-getting habits are pretty bad and it doesn't look like the time spent HOLDING 5D for 1 charge (as I foolishly tend to do) has gotten that much worse, but... I am concerned for people who suck less than me.
-
I soldier on with this! Anytime I play I give myself 10-15 minutes of basically just practicing this, and honing my j.236A<whiff> corner combo nonsense, because I still drop it on the left side more often than I'd like. I still drop the IAD more than I'd like, but I'm at least starting to use it in matches, though I'm only really comfortable using it after 214D or 22X CH. I've been "living without it" for so long that I'm not even entirely sure where to insert it. My next step is going to be practicing it as part of the j.236A <whiff> corner combo, because I omit it when I do that combo right now. (Not really worth the additional screwup chance for an extra like 400 damage or whatever.) I figure once I'm comfortable with it as part of that combo, it'll be easier to work it in other places.
-
Something about Youtube? And also because it will be hilarious to hear "DEAD SPIKE!" whenever he was cursing during the show.
-
I spent a bunch of time trying to teach myself that combo, then just went back to 5BB>2BB>5CC>22C>6C>236B>214B>22C. >.>
-
2B > 2CC is the corner pickup after throw in the zero charge throw corner combo I'm trying to remind myself to use...
-
I think Kiba oversimplifies a bit here, but the gist is somewhat sound. Tsubaki's pressure _IS_ scary, but it's manageable. She can only do an overhead very early in the string. Her 'long blockstring' is 5BB>2BB>5CC>6B>Dash 2A>repeat. The holes are between 5CC>6B (3 frames or so even without IB), and 2BB>5C/2B>2BB (Must IB and use a frame 1 invulnerable move). The only places she can do an overhead are after 5B, 5BB or 2B, or after the 6B or 2A, but those are essentially "naked" overheads. They're not being gatlinged to. What makes this dangerous is that Tsubaki is full of frame traps, and if you mash jabs trying to call out an overhead or a charge cancel, you will get CH, so you have to REACT to her stuff. Outside of the 5B/5BB/2B overhead points, you have to watch out for the following: #1: Charge cancel -> Stuff. Tsubaki can cancel some of her attacks (5B/5BB/2B/2BB/5C/5CC) into her drive (to 'charge') to reset the situation. This is only really advantageous for her after 5C or 5CC, and will leave her at zero frames advantage. (or -3 if you IB'd the attack before it.) After this, she's most likely going to go for a jab or a throw, but an overhead or just plain blocking (if the player anticipates a DP) aren't out of the question either. #2: Kara throws. Tsubaki has a pretty decent kara throw to compensate for her completely laughable normal throw range, and good players will mix them in at all kinds of random spots in her blockstrings. You need to be alert, try to find patterns, and be prepared to tech these on reaction. #3: 22X. Looks like this. This is tricky for two reasons. First, 22C is +1 on block, and also breaks a primer, so this will get thrown out a lot. It's also a frame trap, since it has 19 frames of startup, and leads to pretty good damage on CH. The other reason 22C is tricky is because it looks a LOT like 22D, which, if charged for 39 frames, becomes unblockable, and leads to a LOT of damage in the corner. Your best bet against 22X is to block 22C and try to DP (Probably B-DP) or jab 22D on reaction. Be a little careful trying to jump out or jab 22D though, because if your opponent guesses you're going to do that, they can let go of the move early - it won't be unblockable, but it'll still hit you. There are other shenanigans (IAD crossups, 236D crossups, probably other stuff I'm forgetting) but those are the major things you need to watch for. Try to analyze your opponent and find a pattern, because if you know what's going to happen, you can probably beat it with a DP... but at the same time watch out for being predictable with DPing, because Tsubaki's 214D will beat all your DPs if she knows they're coming. I'd also be pretty careful about trying to randomly DP at neutral the way Frost suggests. Since your A and B DPs will whiff on her if she's crouching, you'll just encourage her to do a lot of 2A hitconfirms, which doesn't really hurt her game much at all.
-
Frame data says there should be a two frame gap there - 11 frames stun on 2A, 13 frames startup on 2B. Can't test right now though.
-
Until we get a mook, we're basically blind to this sort of thing. We can speculate from watching videos, but frankly, that's pretty meaningless, and unless someone imports the game in December, we're not going to find out for a WHILE, since BBCS:EX isn't coming out in the US until the Vita launches on this side of the pond.
-
Boy; This Ueke fellow has the most inconsistent play I've seen in a long time. He'll do some amazing hitconfirm into some...completely terrible combo, or do some saucy combo and then fail to followup a 236D CH, or try to burstbait twice in a row when the opponent has no bursts. @_@ I mean, I know they changed some stuff around for EX, but that's not what's going on here, he's just all over the place. It's like he's exhausted or drunk or something.
-
One thing I've observed about i Owner L in these videos is that he fairly often omits the 22B at the end of his 236B > 214B > 22B enders. It seems like he's trying to condition for something, but I'm not really sure WHAT, since the only thing I can recall him doing after it was a screwy crossunder 3C (whiff) > 3CC RC >stuff combo. Curious if anyone seems the purpose here more clearly.
-
Looking at 5B in some of the videos, it looks like it's not "slower" in the sense of "takes longer to come out" (or if it is, it's very minor) but rather in the sense of "has more recovery" or maybe "has more active frames" (Kinda hard to tell which it would be.) That...could be worse.
-
It's all about conditioning. Oh, and note: Be aware of how much heat Tager has - if he has 50+, MagnaTech Wheel beats EVERYTHING except block and jumpblock. Jumpblock is probably your safest choice, because normal block can give you a bad case of Genesic Emerald Tager Buster.