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Everything posted by Kiba
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I see where you're getting at. The only real reason I used it was because 5BB - 5CC - DD would whiff sometimes and so I'd RC to get in closer with 5B and make it easier to use the DD. I wouldn't use it if they didn't have low health though, but thanks! I will remember that.
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The previous combo I mentioned: (5B - 5CC - 623C - J214A - Dash 2CC - Slight delay 623C - J214A (whiff) - SJ JC - J236D - J214C - 6C - 214D - 5C - 2C - 236B - 214B - 22B) which no one uses can sleep, since I managed to find a much easier one. 1-2 charges midscreen. 5B - 5CC - 623C - J.214A(w) - 2CC - HJ.C - J.236D - J.214C - 6C - 236B - 214B - 22B which does 3.4k (or 6C - 214D - 5C - 2CC - 236B - 214B - 22B which does 4k)
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There is one against a Noel player in one of the above matches where he used it but he didn't capitalise of it. He just dropped the combo afterwards.
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There isn't unfortunately.
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Condition him. You can begin by AA'ing him if he's jumping in. He will then start jumping in and trying to beat your AA with J.2C (which 95% of time will beat you out since timing it can be a bitch) Then, if you're really good at AA'ing, the player may start to be more cautious and barrier more against you, in which you could go back to method 1 (air throwing) or going for 2C - Pressure/22C. Alternatively if he's still mixing in attacks and someone may be bad at timing AAs with Tager's J.2C, run underneath him and start from square one. It's near...psychological. 214D when he's closer to the ground btw, because J.2C can cause you to get hit and make it whiff. If he blocks it quickly followup with 22D. A blocked 214D on IB can be 360'd.
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Tbh, you shouldn't have to get in on Tager at all. It's Tager who has to get to you. Tbh I wouldn't focus on trying to interrupt Tager's strings, because I'm too set out on trying to GET THE FUCK OUT. The only thing I do interrupt is 5D - 236B(B Sledge) with 5A - combo. Remember if he's high jumping at you, you can use 214D or even throw him. Take this match for example. This perfectly sets it out (with a few of my personal disagreements) http://www.youtube.com/watch?v=StFNYPV7WFQ
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Anything in particular you'd like to dicuss? I'm quite interested.
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Ah coolies. Tachikawa 10/14 3on3 Komomo (RG) VS Kuresu(TS) soredemo ai nasa nga daisuki *Goro* ( Lambda ) vs kuresu ( Tsubaki )
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The P2 of 623B may have changed in EX, and I'm more interested to find out how much damage she can deliver w/o any stock by using that combo. Thanks dude. Will start using it more.
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ueke ( Tsubaki ) vs kikuchiyo ( Litchi ) Match 1 Match 2 and 3 Match 4 Match 5 Match 6 Match 7 Match 8 and 9 Edit: Sorry I didn't notice your post PK. You beat me to it.
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Who can stomach more? http://www.youtube.com/watch?v=ijCPKpQ1_nQ http://www.youtube.com/watch?v=akeBDlYHP-g http://www.youtube.com/watch?v=yArY_zoMOoc
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Or lemme put it another way. You need to make sure you're not too close to your opponent when yo use 6BB. Doing 5BB-2BB assists you in this but its not always necessary (for example in stances where it may whiff or cause followups to whiff)
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I actually learnt a few things from your Valk, and fortunately, these matches were not online. Looking forward to it.
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Matches starring I Owner L: http://www.youtube.com/watch?v=gFy23T6Kmv8 http://www.youtube.com/watch?v=JsKoiNuy6-g http://www.youtube.com/watch?v=oHutkPKEXYY http://www.youtube.com/watch?v=V4uuUKS0cSI
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A good time to use Mugen would be at these places for example: http://www.youtube.com/watch?v=E-PWpelnTWU&t=1m6s http://www.youtube.com/watch?v=NN54WkrFNVw&t=1m9s http://www.youtube.com/watch?v=E-PWpelnTWU&t=2m44s I wish I was stronger in this area, but I don't use Mugen at all, unless it's on my wakeup so I can use DP - followup - IAD combo. I should use it more though, and become more inventive and creative. People like to see Tsu go super saiyan alot. Also: http://www.youtube.com/watch?v=E-PWpelnTWU&t=2m10s You need to hit with 236C during it's final active frames. If you're too close to them when you hit with it, it will not work.
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Yea, I even mentioned to Hex just as I did 214D - 5C that I did the wrong combo. The one you just mentioned was the one I was supposed to do. Guess I went autopilot for a lil. Thanks, I love big damage. Watch I owner L's Tsubaki. You may learn alot from the guy. That's how I knew that combo could be extended.
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Her pressure is no where near air tight. 2BB - 5C is not tight and anything into 6B, 6A, 6C isn't either. That being said though you need to IB stuff to make bigger holes for you to backdash or punish. I wouldn't use barrier against Tsubaki, it just shows you're scared of something you really shouldn't be. Her pressure is no where near a threat. It only gets tricky when she has stock because you need to more alert to unblockables, but even that can be easily taken care of. 236X are all safe is done from far, being +5, but even that may be a problem against Jin because it can get easily stuffed by your 236X. Your DP > her DP. Just be sure to throw ice swords too so you can make her charge game harder and even force her to jump then get in there and start your pressure. Tsubaki shouldn't be going air to air with you because she'll lose. Your J.C stuffs all her aerials.
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Lol sorry sometimes I tend to go overboard.
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Me vs Hexanoid Part 1 Part 2 Part 3 I personally believe I played better this time around. There are still stuff I need to work on such as getting CH [w] 236B into [h] 2C and hitconfirming CH [h] J.C into 6B if they're out of 2C range (you see ALOT of whiffed 2Cs). I need to use 4C instead of 5C during air combos too since I just learned that it uses less meter. Everytime you see me go wolf during a blockstring it's usually because Sturm wolf didn't come out. I need to work on that execution wise and my execution when it comes to wolf air combos into [h] 2C since sometimes [w] 2C comes out and I just end up wasting meter. As always I open to any critique you guys may have. There are ones of me playing against Makoto too but the sound is
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Me vs Hexanoid part 1 Part 2 Part 3 Enjoy.
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You should never use 236D after a GF. He can throw you out of it with 360A, and even backdash and use 360B. It's really not in your favour with that move and you'd be playing with your life. If you have no stock, you could: Backdash - but his 5C/sledge can catch you Jump - but his AC can catch you Stand and block/Attack- but he can throw you It's all a guessing game. Do not use 623A either or her DD. Both of which can be beaten with a sledge. If you have stock you can use 623D - J.236D - J.214D but Tager stilll has ways to deal with it one of which he cant do because he cant dash. He can anticipate the move and 2C you on reaction.
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NAOO (Valk) vs Arakune Hazama/Lambda/Ragna vs Tochigin (Valk) Some great stuff. ashu ( Takaoka ) vs uoruta^ . C . dorune^zu ( Valkenhayn )
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This is not completely applicable to the thread, so I'm straying off the main topic here, but can you list me a few? The only frame trap I use is 5CC(delay), if that's even one. Yea I got it wrong. It was simply to show abuse of the blockstring, but thanks for the correction. It is quite late of them, but I agree with you.
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Lol @ dudes complaining in the previous pages. This is exactly why I'm maining Tsubaki. Even if she was an extremely bad character I'd still use her regardless. We could probably frame trap players more now. For example, it's a possibility we could do 2A/5AAAAA - 5C and score a CH if they're pressing buttons. In addition, it makes any gatling into 5C tighter, which is great. The 5B speed loss doesn't even look like it's changed much ,but I won't know for real until I actually use her of course. We just have to make do with other mechanics. For example with the Tager matchup, we might have to use 22X more. Although I don't think I've discovered the recovery of that move yet in EX so I'm not sure that's completely viable. I also hope the P1 of FC 3C is good otherwise there's no point of using it at all, and we might as well stick with CH 5C - stuff. Combos from 3C sound cool though. Can't wait for the upcoming vids. We get new combos, new ways of dealing with stuff. You guys should be happy/lucky that we're not stuck with the same character with extremely little changes. I'm quite happy.
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I agree with Sahgren and Leo that you should keep the CS2 threads until extend is actually out for us, then you can archive 'em. I usually do 2A - 5B because of distance purposes, but your post made me more aware of the hitconfirm, so I've been using it alot more in situations where I can. The aerial command throw is also something I can try doing but it's usually player specific. Against Hex for example it's usually a bad idea because It's very likely after a [w] 5B I'll get thrown, so I mix in other things. (Then again it could just mean that I'm unfortunately predictable which I believe is the case) Thanks though! Really useful!