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Everything posted by Kiba
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Nice find. It may be a good idea to mention that in the Valkenhayn guide.
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Oh uh... I don't think it was that bad honestly. Sometimes I feel I get away too much.
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Haha! Consider that done!
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Oh I'm sorry. Sure thing I don't mind at all.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
That happens when you score a counter hit with 22A. If that happens you can do this combo: CH 22A > Dash 5C > 2CC > 236B > 214B > 22B [1544, 16 heat gain] You can't do much from a CH 22A anyway. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
No probz. I hope it helps. The transition from CS2 - EX Tsubaki is quite a hurdle so it'll take a while. With your preserverance I believe you'll do just fine. If you have any other comments or vids please do not hesitate to put them down. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
Against TheNemesisAlex: There's quite a bit of randomness going on, but when on Relius' wakeup, it may be a good idea to use 5A/2A, because if they whiff, you could quickly try to throw him, or like you did with 5B/5C, you could use a normal to punish the recovery and get a CH. Throwing would be the better option though, unless you're used to the timing of punishment with a normal. After you knocked Relius down, you opt to charge. I would recommend chasing after him instead to deliver pressure because getting in at neutral is quite difficult. There was quite a bit of random 3CC use, so be careful with those. Against SwordofToan: Avoid using j.D when Lambda throws swords at you. She could use 6D to hit you in the air. In addition, she could also pressure you after and YOU WILL get hit because there are a certain number of frames where you are unable to block. Your dives could also be beaten with 6D, so be careful using them. I think when you got in, you should do more than 5B > 2B > 22C (such as 2A/5A pressure, charge cancels sparingly, etc) because you want to stay in close against Lambda, you so not want her to get away. With the 6A combo, you could've finished it with the regular combo to have Lambda in the corner so you could continue your assault. Also, 6CC doesn't work after a 236D hit (unless it was a misinput or you tried to catch Toan pressing buttons perhaps?) You used stock and you let her get away in the process. At 2:10 You also could've ended the combo with j.214D rather than j.214C, because it would've given you time to get to her quicker. Against Minoru_Hoshi: At 0:48s, you got a CH with j.C and didn't manage to followup with it. You can get a full IAD combo from it, and then also happened in the match above. Also, try not to outpoke Jin after he uses 6B, it's +3 on block, and certainly not in your favour. You also wasted 2 stocks with the 6A combo. Again, you could've gotten him in the corner without the use of any to deliver more pressure. At 1:50 you opted for the air combo which made it easier for Jin to get out of the combo, especially because you jumped twice in the combo. Either use one jump so you can go for air dash > air pressure (or go backwards) or use the standard ground ender for better positioning (6C > 236X > 214X > 22X) Against kurushiiEX: You could've used a better combo from the 3CC RC in the corner (3CC RC > 22D > 5D > 6CC > Stuff). Also don't burst while Ignis is hitting you during duo bios because she will still hit you as she is invulnerable to projectiles during that. In addition, during your blockstrings, you autopilot 5BB > 6A and players can get used to this really quickly. They could start poking you out, but I'm surprised that didn't happen and your opponents were getting hit (Minus Toan). Try to vary your blockstrings and mixup. Again after you knocked him down with 22A it may have been better to charge after him instead of charging as it's tricky buisness getting in already. Against ElegantMid-Boss: There are a lot of random hits going on. You caught her with a 3C FC, and you didn't do anything from that. When you got the 6A FC in the corner, you again could've used a better combo: 6A > 5CC > 6CC > 214D > IAD combo. This would've gotten you better damage. I also think you could really optimise your combos of a 22D with another stock, and for those combos, refer to the combo compilation. Against Romeyurhomey: The air grab at the beginning could be optimised with air throw > 6CC > 236C > 214A > Dash 5C > 2C > 236B > 214B > 22B. When you hit with 3CC, you should've opted with 2CC > 22D rather than an air combo because not only would it lead into better damage but you jumped too high to continue the combo. When you hit litchi with the 5A > combo, you wasted 3 stocks for that combo which didn't even deal good damage. You could've gone for the normal ender or the better combo which was: 5A > 5BB > 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6C > 236B > 214B > 22B. Avoid using j.D at Neutral, since Litchi could simply hit you out of the air with itsuu. In addition, I think you could not use 3CC so much, as majority of the time it costs you your health. If you go air to air with Litchi when she has the staff you will most likely lose, and your best bet is to use a ground game against her. Our 2C is really effective. Against Kid Viper: You played a little better in this match but again I think you're being a little wild with 3CC use and the j.D. Overall: Learn more optimal combos. Refer to the combo compilation for more ideas. Be more resourceful with stock. Learn your hitconfirms and know how to followup. Try not to autopilot 5BB > 6A most of the time, or 5CC > unblockable in a blockstring. Vary your blockstrings. Try not to use j.D when you're so close to your opponent. Try and learn the best possible moments to charge. For example, against Jin, charging at neutral after a knockdown is fine, but for characters such as Lambda, Platinum and Relius, you would want to be in their face more because they are very problematic for you from mid - far range. You have quite a few really good people to play against, and I have no doubts that you can become really good in a short amount of time. -
Very surprised to not see a female referenced from you.
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Even if I was interested in it and purchased it, I won't get any time to play it. When that time does arrive, I will already be looking to get Anarchy Reigns. Evidently wasting my money really.
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Thank you so much. First post will be updated.
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3/3/12 T/S Sendai Kurisuro BBREV Qualifiers Oni Tiku (Arakune) vs Nangoku-ojisan (VK) Toshimakkusu (RG) vs Masashi (VK) Gin (BA) vs Masashi (VK) Senchou (VK) vs Masashi (VK) Hattorimaru (HK) vs Masashi (VK) istd (RG) vs Sha Tiku (VK) Will link the Gamechariot BBREV Qualifiers vids later, unless someone does it before me.
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3/3/12 istd (Ragna) vs Rupia (Tsubaki)
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I haven't ignored you. =D Ima get this double checked and then get back to you. I'm sure this happened to me a while back though... Edit: Yea Valk's 6A beats Tsubaki's 6A before it hits. If done late though, Tsubaki gets FC.
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I even included an escape route for each unblockable setup. Maybe I need to emphasise them more. On a side note, I agree with Shruikon.
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Thanks for the information guys. I will be sure to take them on board. And also, I would rather be in the corner against Ragna than Hakumen. Jus' sayin'. I feel at a disadvantage no matter where I am on the screen lol. If you opt to charge, he's gaining more MGs anyway, so he can afford to camp, and then he'll just use that stuff when he gets you in blockstun . When you pressure, he can parry, get another MG and then have you in blockstun.
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Was originally blue, changed to gold, and now changed to that disgusting green colour to make it viewable by anyone no matter the skin colour. At least it's viewable by you guys. Thanks Daedron. Edit: I'm also revising the combos but that doesn't mean that it'll be free from mistakes. If you spot any please do not hesitate to tell PK or I.
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I feel to retract this piece of information I put forward. Frankly I'm quite afraid of attacking Hakumen because of IB > Parry and the many holes in Tsubaki's pressure.
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I'll probably getting it. I have my eye on Akihiko and Mitsuru. Most likely won't be going competitive with it, though we'll see.
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In the combo compilation, I have highlighted the more optimal combos. There were quite a few combos listed for some starters so I wanted to make it easier for the eyes. That does not mean that you can't use the others though.
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22X can be parried on reaction, but with that said, which one would provide you with a greater reward? Parry > combo, or kishuu > combo?
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'UK's Worst BB player'? You and Rednova seem to have sort of of rivalry going on.
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I encountered quite a few people on ranked, and I was able to engage most of them in battle, finally. Typical how they had high PSRs but weren't that good. Regardless, it was fun to an extent.
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Lol oh haha. If Valk is in the air, the first thing you'd want to do is to AA him, but you've got remember that Valk can cancel movements with 4C/7C. He could potentially bait your AA and then punish the recovery, which usually sends you to the corner. What I'm saying is, be careful with AA'ing, you've gotta adapt pretty well to that specific player in order to learn theri movement habits. Also, don't try to go air to air with Valk because you will most likely lose, but in the case that you do, use j.B(B). If he's pressuring you, 5A stops any further wolf dash attacks he may try, so for example, he could do, w[5A > 5B > 5CA]. Your 5A should beat the dash. Usually I hear that it's good to mash 5A during the wolf's blockstrings, but I don't think that's particularly a good idea since the risk and reward is pretty skewed depending on the type of player and the spacing. If he's far from you, then you know it may be a good time to counter with 5A because he will have to dash in to deliver further pressure. He also has a command grab, so watch the spacing. If you're blocking against him in human form, I suggest blocking low, and reacting to the 6C, which you can beat out with a 5A/2C. Don't try any low attacks as it has foot invulnerability. 236A is not safe on block, so IB and change the momentum of the match so you have him blocking. Note that if you get mashy, he can score a throw reject/counter with this on hit. Even if he wolf cancels it, each one can be beaten with a 5A (or dash 5A/5B if he uses 7DC). The problem with Valk's pressure however is that he can so ridiculous stuff with heat, such as 2C > j.C > RC > j.C instant overhead, which is extremely hard to see, and he could do something like 5B > jcd > w[5A] which usually catches players because they attempt to block high. I can't really give advise here as Valk's pressure is really hard to deal with and there are too many ways for him to get around stuff. Though, use barrier to push him out. Many of his normals have a really strong knockback, which could potentially allow his followups to whiff. Try IB'ing too. W/o heat, most of his mixup is DP'able. When you're pressuring him, do whatever you want really haha. Just be careful using 6A, as Valkenhayn can 6A that on reaction and send you to the corner. Be careful with charge cancels too as it's not hard for him top outpoke you with 2A > combo. Frame traps, kara throws, they're all useful here. Remember he only has 4 primers too, and doesn't prove a threat when blocking unless he has at least 50%. At neutral or when you're far, Valk will be looking for ways to get in on you. If you sit there and charge, you're making it easy for him. You need to keep moving in this matchup and use quick charge cancels because he can get to you extremely quickly. You can then proceed to using stuff like 236C or 236C > 214D to catch him in the air or something, but try to not be reckless. Of course though, if the player is moving around in human mode more then you can approach him like you would any character, by simply running in and stuff. It's usually a big mistake to let Valk come to you. W[5B] and 2C usually stuffs your jump in options so don't try any of that stuff. If Valk hits you with anything, he'll hit you hard, and you're gonna get sent to the corner. Oh and the 22A CH trick doesn't work on Valk here. He could do j.B > combo and have you in the corner in a matter of seconds. Tsu's normals < Valk's normals. Don't play the poking game with him. It'll probably be better to watch some vids though and get a real idea, because I know some things that work against him, but I've yet to play a really good Valk to fully understand things. Hope it helps to an extent.
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Yea he did thanks! Tachikawa 3/2/2012 Masashi (Valkenhayn) vs Shirushi (Jin) Masashi (Valkenhayn) vs Dora (Bang)