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Kiba

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Everything posted by Kiba

  1. 236B has no invincbility at all, and 22B doesn't have a projectile guard point, but it pierces them instead. If they're throwing projectiles at you, just jump above them to get closer to your opponent. Lambda can you 6D too though so ocassionally you might want to try rushing in rather than trying to jump in. This is good for approaching because you can immediately initiate you pressure if you can catch them during the last recovery frames of their attack. The only good move that Tsubaki has to counter projectiles is 214D, but be careful because it's unsafe on block. It's not good for pressure but provides a good means of approach whilst evading projectiles. You can use 214A/B too, but 214D provides the most invincibility. 214C is extremely timing specific, so I wouldn't recommend it at all.
  2. No probz PK. I didn't mean to place a lot of emphasis on 5 stock mugen combos Bat. In a nutshell, the damage increase that mugen provides us with allows us to deal more damage than usual which makes it viable in many situations. Of a corner throw, you deal 2.7K whereas if you used Mugen with one stock, that's 3.9K. I would surely consider that 1.2k difference. It's better much better than the other DD too. The more stock you use the more heat you're rewarded with too. This assists the fact that normally Tsubaki doesn't gain heat very fast. I still believe mugen is really good, and shuld be incorporated in any EX Tsubaki gameplay. It does only apply once, though the repeat proration increases to 84% in mugen.
  3. Because 9/10 times, you get beat. Also, if Ragna blocks a 2C, you can jump cancel, and deliver pressure, or get away. If Ragna blocks 623B, Ragna can punish you, or you'd have to use stock to make it 'safe'. Like you said too, you'd have to do it really early. Not to mention that 623B is also a projectile, and the invulnerability frames begin at the same time as Tager's 2C :/ The 623X series has quite low priority too. I'd consider 214A to be a better option when you're out of 2C range, because the invulnerability frames start earlier, and CH 214A can go into 6CC. Anyone tried using 214A as an AA against Ragna? Have you got EX yet? Or, have you played this matchup in EX yet?
  4. Using 5 stocks and the 3D combo guarantees 6K + regardless of the starter because the 3D combo grants you with 110& bonus proration. Not only that, but you're also earning your heat back whilst dealing damage. It's possible to get your 50% heat (or near 50%) with 4-5 stocks. With 4 or 5 stocks, that should be your only combo. This is where mugen is really effective. The only downside to this is that depending on the matchup, it's not exactly that practical to have 5 stocks mid - game. It becomes more specific when you're using one stock because you want to make the most out of it with the right starters. Like, for example, I wouldn't use it from a 6A starter unless I had 4-5 stocks where could I spam the 3Ds. For Tsubaki, 6 - 8k mugen combos are hella good. W/o heat, she can't break more than 5k, and even with 3CC use, she can't break more than 5.5K.
  5. Uh, er hem.... My only advice to you is that Tsubaki now requires requires just a little more work so try and presevere with her if you can and overcome your weaknesses otherwise you're gonna let them continue to drag you down. And thanks. If we all here can do it, I don't see why you can't. If you've been trying for so long though and it's not working, the yes like you said, it may be better for you to use another character. I stick with Tsubaki because she'll always be my girl.She's fun and she's creative. Any nerfs to her won't phase me haha. When I first saw CS1, she was the only character the caught my attention
  6. The best option is: 6A FC > 5CC > 6CC > 236C > 214A > (Dash if not in corner) 5C > 2C > 236C > 214C > 22B If you have one stock, you can do, 6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B That's all you can do really. I tried adding more drives to the attacks but the damage dealt is not exactly, efficient, and severely prorates the combo. If you go for Mugen after the 6CC, you can't do a full IAD combo, you'd have to end with the air combo.
  7. Like SF yea? Well, GL. Thanks for the post!
  8. 5C whiff and 5CC hits. May need to be double tested though.
  9. Her DP also has more recovery which makes it easier to score a 3C FC.
  10. Ah fair play there. And jya, her overall damage got reduced in EX.
  11. Please do not fight her air to air, she will most likely beat you. When it comes to pressure, be careful. On her wakeup for example, begin with 2B as opposed to 5B or 2A. The reason for this is that she can crawl under 5B and 2A but she can't crawl under 2B.
  12. What makes you say that?? Maybe the Plat players you play against aren't good at blocking haha. Don't get carried away with pressure, especially with charge cancel pressure. If she's alert she can 5A you out of further pressure. You could also jump out of her command grab and punish with j.C > 5C > etc
  13. Not necessarily Tsubaki specific, but you can throw her out of her command grab. If she uses the bubble oki on your wakeup, and you use 623A, you may still get caught in the bubble. Be careful with charging at neutral. 5B has stupid range and can catch you if you get careless. Don't get greedy.
  14. That's quite impractical though, and imo shouldn't be considered at all.
  15. You can throw Makoto out of 3C. Remember that she can also cancel it so that no attack comes out, and she may followup with a throw.
  16. a-cho Valk vs Rachel
  17. 2/17/12 Tachikawa Kuresu (Tsubaki) vs HARA(Taokaka)
  18. Blazblue Wedsnesdays Session Playlist of matches
  19. Mizonokuchi Taito Sakamoto Ryouma (Ragna) vs Oikawa Nao (Valkenhayn) Kuresu (Tsubaki) vs Oikawa Nao (Valkenhayn) Blazblue Wednesdays Zoular (TG) vs Kiba (VK)
  20. If this was the case, this match up would be would be way easier for me. I find that j.C is problematic because even if I don't get hit, he'll still have the opportunity to inflict pressure. I may have to throw out 214A/B/D ocassionally to show him that he can't always be fast in trying to get me from that range. Like I said way back, if he does DS, you can jump over and use j.C > combo, or 22A him on reaction.
  21. I'm gonna leave mine here so the other players could add me if they want. 'xkeebsx'
  22. If they jump for nails I usually don't try to AA because they will just get CH. I don't play alot of Bangs that like to jump in on me, and the only time I find myself trying to AA them is when they've used a single nail and I've managed to avoid it. If they like to hover in the air alot, I'd just air grab them instead really. The double air dashing makes their jump in attempts pretty unpredictable that it may be risky to use 2C.
  23. I just don't know when to stop saying thank you do I? Haha. Funny enough I actually do that alot. 5B/5C > CC > Kara throw is usually the main way I get throws after a charge cancel. I probably wouldn't bother if the blockstring was so long, because it usually gives them more reasons to poke me out.
  24. Yea thanks my mistake there heh. It felt like it had more frame advantage at one point but that's a good reminder. I continue to underestimate his 5A it seems.
  25. Ah wow that's actually very interesting! Thanks for that.
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