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Everything posted by Airk
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Good games to the legendary Mac Chaos. Sorry my execution was so ass, apparently 10:00pm is past my bedtime or something. z.z
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You need to coordinate with PK about what abbreviations go with what characters. The last Tsubaki vs "HA" match was vs Hakumen.
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Some of these link to the wrong video; Hazama vs Tsubaki should be http://www.youtube.com/watch?v=lmRRp1O28Bk&feature=youtu.be&t=18m06s Hakumen vs Tsubaki should be http://www.youtube.com/watch?v=lmRRp1O28Bk&feature=youtu.be&t=23m06s
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I hate quick wakeup so much.
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ohhhh. That makes sense. I'm really liking his sword-super oki setups, and the overdrive uses were styling. This is far and away the best play we've seen from him yet.
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Uh, are we suer this is Kuresu? At the start of the Bang match, the announcer pretty clearly says "Dora Bang...something something Konan Tsubaki." Hrm. Though the label line does look a lot like it contains the characters for "Kuresu" Now I'm confused.
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Very likely, unless they changed 2B. Which would be nice, considering how slow it is compared to most other characters' 2Bs. In fact, after some checking, it appears to be the slowest 2B in the game in addition to having pretty short range. =/
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Thanks for taking the time to check all this! That all makes excellent sense.
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They increased the amount of charge you get from them by adding special "charge cancel" values that made you get like a "whole" 1/3rd of a charge or something, but as far as frame advantage, I don't think it has ever actually changed unless it changed with CP. Sounds legit to me. Start with Ragna 2B? That's 9 frames, so Tsubaki's 5B > Charge Cancel > 5A should beat it every time assuming 5B > CC is -2. Then you could do like, Tsubaki 5C (8 frames) or Jin 5B (7).
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There shouldn't be - 5A is level 0, which gives 9 frames of blockstun. 5B is 9 frames of startup. I believe that should be gapless. And yeah, untechable time is only relevant in the air.
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I guess it's POSSIBLE that 5B would only be cancellable by any means from frame 17 onward, but since they specifically mention the followup, I don't think that's the case, because if it were, 5B > Charge Cancel would be SUPER terrible. Like, -9 kind of terrible, so I think we'd have figured that out by now. In fact, I think, unless I'm screwing up my math, that 5B > 2B wouldn't combo if you could only cancel out of 5B on frame 17. You've got 17 frames of hitstun, starting on frame 11 (One frame after you hit) so by the time you are able to cancel your recovery, six frames later, you've only got 11 frames of hitstun left, and 2B is 13 frames. Is it possible that the problem is just that you're not close enough when you do 5B, but that since 5BB moves you forward, you're now close enough for 3C to combo? 3C has a lot of startup, and it is cutting it pretty close to combo it off a level 3 on a crouching target, so if it goes too far into its active frames before hitting, it'll fail to combo. All I can think of otherwise is maybe they are doing something weird with the hitstop values, because those are entirely absent from the Extend frame data, and cause a bunch of weird anomalies. Actually, come to that, I don't have a high degree of faith in the completeness/correctness of the Extend mook, considering that you have stuff like "22C is -5 on block, but according to the frame data has 29 frames of blockstun, which should result in it being -1." In the CS2 mook, the weirdness with 22C (this time it being +1 instead of +4) is explained by differences in hitstop between Tsubaki and the opponent. I'm not saying that's necessarily the source here, but it casts the completeness of the mook info into question.
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I do this as well, but I'm having trouble with it, because it seems like inevitably, I insert some sort of pause somewhere - usually before I start the blockstring - that gives away which "version" is playing back. It's amazing the tiny details the brain can pick out to say "Oh, this is the one with the overhead.". Anyone have any tricks or suggestions for minimizing this?
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I'm at a loss on this one, honestly. No idea what could possibly cause this. Are you saying that 5B > 3C works on crouchers in CP? Assuming that you are talking about crouching characters for all your examples: 5B > 3C should work on crouchers in EX as well, since for many purposes 5BB and 5B are identical. That said, they've clearly made some changes to 5BB in CP - it has an obviously shorter hitbox, for example - so it wouldn't shock me if they'd modified it in some way to make 5BB > 3C not work (Probably a lower attack level?) Well, that assertion is based on the assumption that you can charge cancel after the first active frame. But Tsubaki's moves with followups have custom cancel windows - though it's not clear if those are only on whiff or not. The math seems to work so that 5B > 5BB would combo even if you had to wait until frame 17 to cancel into 5BB though, so I dunno. I don't think this would impact charge cancels, however. 5A > 5B not having a gap means either they raised the attack level on 5A (Possible, but unlikely) or they made 5B faster again (More likely); All that's required here is moving 5B back to it's CS2 9 frames of startup to remove the gap after 5A. 5BB could be faster as well, or the cancel window from 5B > 5BB could have changed. The mook can't come out soon enough for me.
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Too late to sign up? Dustloop account name/XBL Gamertag: Airk/Quietwraith Character: Tsubaki State/Prov you are located: Massachusetts My schedule might be a little weird, but I'll generally know in advance if I can make a given day.
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Huh. I've talked to him and he was coherent. Maybe it's been a festive new years.
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Spanish speaking fans for the win? Quick! To Google Translate!
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Fair enough; I guess that explains the Tager. I need so much more practice with that matchup. -_- Woo?
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You should've gone for the win! Accidental stylish picks are awesome! :P P.S. What was up with that Hazama match? S'like you gave up in the 3rd round?
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Oh; So you're saying that he's hitting you with 2A while you're still in blockstun because you're upbacking? I guess that would be true if he does 5A > 2A, but I don't think Bang is generally in position to command grab off of a 5A without dashing in first, and that means you're out of blockstun since his 5A is +0.
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I don't think it actually makes that much difference - you can't block during jump startup anyway, right?
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Wild guess, but: Fear of command grab makes them want to jump?
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
Yup. This is a bad habit. =/ I haven't really practiced gold burst combos, so I hit him too low after the burst to land an IAD. =/ I really need to learn a better air-throw combo too. I've been screwing this up a lot lately, and it makes me sad. Yeah, this is starting to cost me a lot of matches. =/ Thanks for the input. More videos when I figure out the black-box issue. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
So, for Christmas, a PVR. Thusly, I now get to spam you people with videos me being bad at netplay. Critique welcomed. As usual, my execution is somewhat sketchy. vs. Ragna Note: I have no idea what's up with the black rectangle. More learning about Youtube is required. -
I think I saw it with 236236D too in Overdrive (so you have charge after the super) and I definitely saw Super > [4]6D > 236D.
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j.236B? Really? I've never heard of whiffing anything other than j.236A in this sort of combo.