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Kiba

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Everything posted by Kiba

  1. Nice to meet ya dude. I don't have an xbox sadly, but I'm sure you could hit Chazmobile or Hexanoid for some games.
  2. Oh fair then. I figured that was the case heh. Nonetheless, good stuff dude. That was really entertaining to watch.
  3. Very nice stuff Daedron. Was it necessary to RC the combo @ 1:37? Lol. My favourite combos were the ones at 4:53 and 5:08, because I liked how you used the 3CC into more cool stuff.
  4. Thanks man! Oh yea that's true, and jya, he can hit you with j.D as he's coming down. I remember that happening to me multiple times
  5. Ok seriously, I was actually thinking of doing the same thing...this is getting a little weird. Though I'm more looking forward to you doing it as you have better quality, and you could probably do it earlier. :x Good luck!
  6. Gonna add these. The funny thing is that I was actually about to add these myself, but your explanations are generally better than mine anyway haha. Thanks! @Surfeit: No worries @Errol: Isn't that kinda risky? On a side note, the list is looking good.
  7. Yea I was thinking the same thing Hexanoid. The 2A will just let the opponent tech in the air and around her. Though Surfeit, would you be able to provide us with a video demonstration? I couldn't stop laughing for a while after that.
  8. 3. Visual Reference Please check out this unblockable tutorial by Adelheid Stark: Ok, you can say what you want now. :3
  9. 2.Unblockable Setups After a corner knockdown Notes: Self explanatory really. This is the most common way to land an unblockable and is used after a typical bnb combo. You should easily get the hit in if it's meaty, or slightly off. If it's done too early you'll be left vulnerable, and if it's done late, the opponent will have more time to react with attacks other than a reversal, or jump out. Obviously, this setup loses to reversals, but if it's done meaty, you should score a CH. It's important to note that the various combos you use will have different untechable times depending on the moves used. For example, look at this standard corner combo: Throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22B This combo should at least allow you to charge/wait for 0.3s, and then you can go for the unblockable. However, you can use the 22C knockdown to your advantage. Ending the corner combo with a 22C gives you the opportunity to followup immediately with a meaty unblockable afterwards which will hit the opponent if they decide to immediately neutral tech. Of course this also makes it easier for you to OTG the opponent with a 2B if they opt to try to delay their tech. There is also a 5B > Unblockable setup. Space yourself when you get a corner knockdown at max 5B range, then do 5B>22D, and hold 22D. At this point, you can actually hit confirm if the 5B hit and let go of 22D. If it was blocked, you can fully charge it. The setup's nice in that it looks like you're giving the opponent breathing room, so they're very likely to try to jump. It is a difficult hit confirm however. Blockstring Drop into Unblockable. Notes: This is an old school way of getting the unblockable hit. It's really good against opponents that like to block, but it doesn't work so much on those who like to mash buttons. So for example, you could do 5BB > 5C > Unblockable. Ideally, I find that the unblockable is best used of a 5B(B) (or the beginning of a blockstring) as it's less ambigious. Try avoid doing this near the end of your blockstrings as that's when your opponent likes to try outpoking you out of stuff. It's especially obvious when you go for a full blockstring (5BB > 2BB > 5CC) into it, because you have very limited (and most likely unsafe) options after the 5CC, so don't do it! Combo Drop into Unblockable. Notes: Another old school way of doing it, though it's not as obvious to see since most of our combos will end with 22B/C anyway. Remember that you can also do it off an 214x/236x hit which adds more to the ambigiousness. It's probably better to do it after 214X as it's adjusts your positioning, not putting you too close to your opponent if they opt to try to outpoke you. This can be done either on an arbourne opponent from the 236X > 214X ender, or on a grounded opponent. Don't be over reliant on this though, as it's extremely easy to catch up upon. This and the above option are the most unsafe ways of landing the unblockable, but a demonstration can be seen here. Corner 6A > Unblockable Tech Trap Notes: Tsubaki's mini vortex on unaware players. The 6A is done after a basic bnb in the corner and followed up with an unblockable which should catch players regardless of how they tech. The 22X should be charged for as long as possible so you get the untechable time needed to followup with the 6A. Be aware not to prorate the combo too much or it will not work. If you're too close to them they can roll past you, and if they tech and try to outpoke you, you will score a CH, which really doesn't make a difference to the rest of your combo, but it does give you a little more untechable time to charge a little longer with 5D. If your opponent does not tech, they will still get caught with the unblockale! Yay! There are two ways to avoid this however. The first way is for the opponent to time their neutral tech, so they wakeup just as you launch the unblockable. The invincibility frames of the neutral tech will prevent them from getting hit. The alternative would be for the opponent to neutral tech and then punch you in the face with a DP, but of course, not all characters have that option! Which is why this is better to use against characters with poor reversal options, like Valkenhayn! The easy way to put the dog down imo. They could also gold burst you on their wakeup too of course. This can lose to Tager's 360A however. A demonstration can be shown here. It can also be done in this combo as well for a little more ambigiouty: 22D > 6CC > 623C > j.236A(w) > j.214D > j.D > j.C > Dash 5C > 2CC > 214D > 6A > 5C > 2C > ender The difference with this one is that you actually have a choice to continue the combo (red beat) or go for an unblockable after the 6A. If they don't tech after the 6A, the unblockable will reset them as shown here. 236D > Unblockable Tech Trap (Mid - Combo) Notes: Lets say you have your back against the corner and you hit them with anything, you can do 5A > 5BB > 2BB > 5CC > 236D > 22D unblockable. This does two things- it gets you out of the corner and switches positions and when your opponent just about mashes out of the hit stagger of 236D, they'll be reset into a 22D unblockable which will bounce them off the corner. It's simple enough to avoid as is the case with most unblockable setups by not teching but you'd be surprised at how often this will work. Of course, the easy way for your opponent to evade this is to simply not tech. You will waste a stock, but you will have the opportunity to gain more. The timing for the opponent to use a reversal is quite strict because the frame window is really small, so bear in mind you may ocassionally score a CH. Throw/22X knockdown > Delay 236C(w) > Unblockable (Midscreen only) Notes: Again self explanatory. The 236C followup is supposed to whiff by delaying the input, and then you can quickly cancel it into an unblockable. If the opponent is pushed into the corner, then how they tech usually doesn't matter, though if it's midscreen, they can roll backwards to avoid it. Staying on the ground would only allow you to get a reset! In addition, could use, throw > 236C > 214C(w) > unblockable which is another good one that can be used against opponent who opt to tech quickly. The 214C will always whiff from a grab and the opponent will tech right in front of 22D distance. If you followup with 236C too quickly 22D will not come out. j.236D > j.214D > RC > Unblockable trap (On block) Notes: This is a very cost heavy method of using the unblockable as it requires 3 stocks and 50% heat. There is a bigger emphasis on using j.D during combos and so this makes this setup much more viable and effective. The best way to land this setup is after a j.214D corner knockdown. Use j.D to slowly control your altitude and use j.236D as your opponent is about to recover from j.214D. A followup j.214D should hit meaty making your opponent untechable to AA you. Your opponent can only green burst or use a CA during the setup which makes this the best method of landing an unblockable if done correctly. There is no way they will be able to retaliate when hit with the j.236D > j.214D followup, as they are stuck in blockstun for about a good 3 seconds? They cannot roll out of this because they will just get hit by the followup and they must neutral tech. However this setup is more effective against characters without DPs because it surely loses to those. In addition, look out for characters who may be able to get around this with heat, such as Tager using MTW. A demonstration of this can be viewed here. Air combo > j.236D > j.214A (delay hit) > Orb > Unblockable Notes: This is the more cost effective method as you're only using 2 stocks with no heat! The idea is to hit the opponent with j.214A, but it needs to be delayed otherwise the dive will consume the orb. Afterwards, you dash a little and immediately go for the unblockable. The orb is supposed to hit them while they're blocking, but of course if they get hit, they will still get hit. This is more effective in the corner, as midscreen they can easily opt to roll forward towards you to avoid it. The corner limits their escape options. They can CA, but they'd have to do it right as the orb hits, which can be a little difficult. They can also burst, and Rachel may be able to escape this setup with wind. If you had noticed, Kuresu uses this setup!
  10. ================================================== Tsubaki Yayoi Unblockable Setups Compilation ================================================== "Hooray for Free Damage" Updates: 7/8/12: Added another setup by TGR. 3/28/12: Added demonstration of j.236D > j.214D > RC > Unblockable Trap. 3/20/12: Modified information on J.236D > j.214D unblockable trap and fixed errors. 3/16/12: Added visual reference from Adelheid Stark. 3/13/12: More demonstrations and added 22C information. 3/13/12: Added more video demonstrations. 3/6/12: Added 3CC followup to 22D in the general notes with thanks to TheGreatReptar and a video demonstration of 236C(w) > unblockable. 2/28/12: Added a little more information to setups thanks to EdWORLD. 2/26/12: Added two more unblockable setups, one of which is from BatousaiJ. Also inserted information from Bat into General notes. Credits: Tsubaki community for introducing the setups. BatousaiJ for the 236D > unblockable input and general notes. Pktazn for placing this on the wall of fame, and the format. Adelheid Stark for unblockable tutorial. Introducing the Queen of the unblockables setups! She makes Carl and Relius look like shit! So guys and gals gather round as we find more unblockable setups to frustrate our opponents!! This unblockable is something very unique to Tsubaki and it's a great tool to keep your opponent on your toes. Table of Contents: General Tips Regarding the Unblockable Unblockable Setups Visual Reference 1. General Tips regarding the Unblockable: [*]An unblockable can ONLY be done with a fully charged 22D by holding down D. It will release itself automatically, but remember that it requires one stock. [*]It is more beneficial to use an unblockable in the corner as Tsubaki has low costly followup options. If you do it midscreen, you could followup up with a dash 3CC RC and use a full IAD combo but the easiest way however is to followup with 236D. [*]Unblockables are not mandatory to use, but they give you the opportunity to rack up alot of damage and meter gain, and even possibly earn great corner carry. [*]Most opponents don't suspect you to go for a 22D unblockable midscreen and expect you to do it in the corner as it is common practice, meaning a block string drop or tech trap 22D unblockable is more likely to hit than as opposed to if you are to do it in the corner. If you have two charges, you can follow up against most characters with a 22D > 236D > dash 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B. If you only have one charge when you do the unblockable, it's still handy against rush down characters as it will give you a ton of time to get charges back (2D is your friend here). [*]22D unblockables are great setups themselves to 22D quick hits where you bait them into pressing a button to hit you out of your unblockable or jump out of there when you release 22D with a very small gap and hit them with it without the unblockable property. Lets say you did 5A > 5CC > 6B > 22D unblockable a few times (not a bad setup since 6B is +1 and you're still far enough from them their A attacks won't connect) before and got them and you anticipate them to try to hit you or try to jump out. Simply release the 22D quickly after holding but don't gatliing it as you purposely want to leave a gap in there. If they try to jump out, they'll be caught in the frames where they can't barrier guard just yet and get hit, if they try to poke you, they'll get CH for a midscreen wall bounce and you can followup with an IAD combo. [*]Hakumen can't parry unblockables! (Although his astral will)
  11. I hope you don't mind Genow, but I'd like to be extremely specific with the combos. w[CH 5B > 236A (slight delay) > 236B > j.236A > j.236B > 7CD] > j.C > 2B > 2C > 6C > 2C > 6B > Jager > 5B > 2C > j.B > j.B > j.C How much damage and meter does this combo give?
  12. Haha. Gulliver Bang vs Valk Valk vs Arakune
  13. 2/25/2012 Tachikawa BlazBlue Revolution Qualifiers Takeyama (NO) vs Kuresu (TS) Takosu (HK) vs Kuresu (TS)
  14. That was really entertaining to watch guys. Thanks for that, and I'll be sure to tune in to this next event if I can. It was also good putting names to faces ha. Congratz Huey for winning the King of the Hill tournament. Just heard that Dacidbro's team won the team tournament so congratz. -I fell asleep as it was coming to a close- Thanks for the shoutout C0r aha!
  15. I got the 1st one added. I didn't know you could use a third 2C before the j.214B. I thought that may have damaging to the combo itself. Edit: I derped. Got the 2nd one added.
  16. Thank you that's very much appreciated.
  17. The combo section in the wiki has no been replaced with a small list of combos for midscreen and corner. I do not want beginners to be bombarded with a lengthy list of combos, and so when they feel more confident, they can check out the combo discussion here.
  18. Oh no problem man. That's the benefit of it.
  19. I updated the first post with most of the videos from last November/December. In addition: Tachikawa Masashi (Valk) vs R-1 (Noel) T-T
  20. Tachikawa 2/24/2012 nyomu (rachel) / ESP(taokaka) / TORI(relius) vs Kuresu (Tsubaki) goro (makoto) / akira (tager) / R-1 (noel) vs Kuresu (Tsubaki) Lol @ air resets.
  21. You can, and here is a demonstration.
  22. I thought it was 4K when we're only in or near the corner. Isn't it this? What's the combo for the 6K?
  23. Added. I also added this wolf starter midscreen combo: w[j.236A CH > 3C > 5B > 236B > j.236B > 7CD] > j.C > 2A > 5C > j.B > j.B > j.C [3201 Damage, 31% Heat gained] I wonder, can this be optimised by doing w[j.236A CH > 3CD] > 2C > j.214B > 9D > w[j.B > j.A] > 5D > 2C > 6C?
  24. Oh yea I forgot about this. I remember someone mentioning this way back too. In addition, j.C > 5CC > DP whiff combo also goes into more damage than a 214D starter using one stock, regardless if it's in the corner or midscreen. Oh yea that BS. It's still worth mentioning just to alert players that he can still do it. Thanks for the reminder.
  25. His DP > ours, meaning he can use it on our wakeup if we opt to dp out. Hard times. 6B > dash 5B will catch us if we attempt to backdash after 6B. His 6B is +3 on block, so don't try to outpoke him. If he uses 6C on block, you will need to IB it and punish with 5A > combo in order to punish it properly. If you don't, he could use a DP to get you if you're fierce, but then once you get competent with blocking, he will start trying to throw you. I know IB'ing isn't particularly easy, but you will need to try your best to in order to avoid getting caught in this stupid mixup factor. (First Ragna HF now this?) Remember that 6CC > 214D doesn't work on Jin because of his small hitbox, so opt for 6C > 214D instead. Don't play air to air with Jin, he beats us easily. If he opts for the unblockable with 623D, remember you can jump the 2nd hit and punish with j.C CH > combo. 214A isn't safe on block. Punish that with 5A > combo please. His 2D can catch our backdash. A typical situation would be when we opt to charge from far and he's running towards us. If you backdash to get more space he can use 2D, though if it whiffs, go in with 236C/D. Be aware of Jin's gimmicks: -After he's frozen you in the air with j.D, he can opt to go for a 5B which will catch you in the air if you're not barrier blocking. This is mainly used midscreen. Of course, he could also try to throw you and it will not be a purple grab. His j.D does not keep you stunned for that long. In the corner, he could mix it up more with overheads or lows. In fact, mixing it up with lows is easy with Jin because getting frozen forces standing when we touch the ground. -Jin can get a green grab after a 2B (It looks hilarious) -Jin's 6A is throw cancellable -Jin can run to you and then go for a 6B. This usually catches players who think that by him running, he'll opt for a grab. His 6B has foot invulnerabilty and he'll be in the air so you can't grab him. He'll score a CH which can go into 6C > 2D > combo. However, you can AA the 6B if you're quick enough, but you can also 5A him out of it.
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