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Everything posted by Rhiya
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This is worth celebrating. Cut the cake and get some damn ice cream, people
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3C>Rapid>6CC>sjc j.C>jc J.CC>j.236a>j.214c - 2731. Should work on everyone. Admittedly, it's only 500 more for 50 heat, but it might be significant in matches where you can't get charge. On characters you can get 6CC>sjc j.BC>jc j.CC>j.236a>j.214C on (Ragna, Jin, etc.), it's 2849. Probably not actually useful, but I figured I'd post it anyways.
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She trolls well. Although that got nerfed last loketest Damn you, ArcSys
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BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Rhiya replied to Spirit Juice's topic in Archive
MEANWHILE AT ARCSYS "Valkenhayn has awesome mixup and does like 5k a combo. How's that sounding?" "Fine." "Fine." "Fine." "What about Tsubaki, gentlemen?" "She's getting 2k off a throw." "Broken." "Broken." "Broken." "Alright gents, we're nerfing Tsubaki." -
j.214x gets used as a risky approach, and it's alright for getting out of j.D. No variation is more useful, really, since the main difference when they're used like that is distance. Exception is j.214D, which is ungodly useful.
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j.BC>j.CC>j.236a>j.214C etc.
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Loketest stuffs: Tsubaki - Tsubaki grab no longer followable by 6C or 214D - Tsubaki charge puts her in CH-able state - Tsubaki j236A faster, knocks upwards, actually usuable in combos First one really bothers me if 22D doesn't wallbounce, since that'd probably also eliminate the 214B followup. Lol Arcsys, "2K OFF A GRAB? NERF THAT ****" Charge putting you in a CH state is just rage, since it makes charging tons riskier -- not that charging isn't risky to begin with, or anything. If the charge fixes are still there, not /too/ bad. Still a nerf, though. I'm still not sure what the last one means, since j.236A is aircombo fodder already. Maybe TK j.236A is usable in ground combos?
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You should be able to time your tech so that the invincibility frames make 22D whiff, iirc.
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Until the proper thread goes up in the subforum, anyone got some loose ideas about how the Valkenhayn matchup looks?
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Loketests aren't final, so I wouldn't worry about that yet. And you need to know Tsubaki's charge combos to have a prayer at winning, most of the time. The only exception is against characters that you can't really charge much against, like Lambda.
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What normals were atrocious in blockstrings, again?
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Sometimes, one has to learn things the hard way. >_>
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Just something to try, since it didn't really seem to have been explored in the topic.
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I agree. I don't see why the hell the followup normal should whiff at certain ranges.
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With what we know, it's a downgrade in some ways. Optimal damage off one charge right now is 3.4k, and that took three. Of course, a combo off 5BB>5CC would normally only net you 3k, so that is 500 more. But under our current "rules," that's expensive as hell. for that 500 more.
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Of course. 22D 22D 22D 22D 22D is Tsubaki's secret Astral Heat
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Say wut It's not like this is an integral part of Tsubaki's main midscreen damage combo or anything. Nope
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Yeah. It seems like they're killing what we have for chargeless gameplay, which sounds bad (especially for games againsu Mu or Nu), but making charge a ton easier to gain, which sounds good.
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I play MBAC ver. B a bit; Akiha main. I sort of (but not completely) sub Tohno, and failsub Vermillion and Kohaku. I wish AACC would come out for PC, damn it.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Rhiya replied to NickExtreme1's topic in Archive
Isn't it sad, Tsubaki? -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Rhiya replied to NickExtreme1's topic in Archive
A high/low game doesn't work without highs. If you have no high pressure, you can't make your opponent block wrong. Sure, 6A isn't the best overhead in the world, and it's risky. But if you don't mix in some sort of highs, you're missing out on one of the most basic mindgames. -
Trolling. For me personally, though, Tsubaki feels a lot like a Melty Blood character -- and I'm incredibly comfortable with Melty, so I like Tsubaki.
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Yeah. On another note, 5b>5C>214A>5B> (s)jc j.b j.c> jc j.cc>j.236a>j.236c. I've only tested half the cast, but it only hasn't worked on Hazama and his stupid aerial hitbox (j.236a whiffs). 1941, which is 20 less damage than the normal bnb, but it still gains 20 heat, iirc. I think you should be able to substitute any normals in for 5b>5c, like 5BB or 5CC or 3CC; what's important is that there are only two hits before 214A, and that the second hit is special cancellable. Don't know if it's useful at all, though. Also, 5BB>5CC>214A>2CC>jc j.CC>j.214A>j.214C has worked on everyone I tested in the corner (I tested this along with the 5b>5c>214a). 2161, iirc. I don't know if it's better than the meterless one we have or not, though, since it doesn't have a damage next to it and I was too lazy to check myself. >_>
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Oh, I'm being crappy. 5C>214A>5CC>sjc j.b j.c>j.cc>j.236a>j.214c works, but 5CC>214A>5CC>aircombo doesn't. That's basically what I meant. It doesn't really mean a ton, when I think about it. Like I said, I probably spent too much time messing in practice with 214A. To be more specific, 5cc>214a>5cc doesn't work, but 5C>214a>5cc does. 5BB>5C>214a>5CC also works, but then you have to do sjc j.BB> jc j.BB after that to even hit in the air, and you can't get a knockdown because the opponent can tech too fast for you to j.236a>j.214C.
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Well, I mean the 5c>214A thing. Doing 5CC>214a makes it so you can't go 214a>5CC. It's probably more extreme of a problem to me than it actually is, since most of the stuff I've tried involves launching off a 214.