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Everything posted by Kiba
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Hinmeru ( Valkenhayn ) vs Y.Y ( Lambda ) /Kazuma ( Noel ) Y.Y ( Lambda ) vs Valkenhayn Hinmeru ( Valkenhayn )vs Kamisama ( Tager )/Buppa ( Hazama ) Bang/Aru-ya ( Platinum ) vs Valkenhayn
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And yet I manage to land it most of the time. It's there because it's better than doing 5BB because it'll allow you to get more hits with other moves and it does more damage. It's almost like saying that 5C CH - 6C isn't practical.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
Having fun with Tsubaki's DP? If you hit with 22C as a starter in the corner, you can do 2B - 2CC - IAD combo. In the first match when you managed to hit with a 214D when you had Jin in the corner, you could run under them and then use the 5B - 2CC - IAD combo to keep them in the corner. You dont need to do it, but the corner oki is stronger there since you were closer to the right hand side. At 5:17 you managed to land a CH J.C. It has so much untechable time on CH that you you can do 2CC - IAD combo which would've been stronger than the initial combo you used. In terms of the matchup, at neutral your 5B/22X beats all of (or should beat) Jin's options. Unfortunately Jin isn't going to stay grounded all the time and this is where is becomes a lil more difficult. When Jin charges at you while you're charging for stock a usually common option for him to use would be to use 2D. If you stop charging and then backdash which is usually the case the 2D will catch your backdash. You can keep him at bay with 22X or 5B. If he's very far from you, you can't afford to get greedy with charging (which you personally are not) because his 214X can quickly catch you. If Jin is attempting to approach you with air options you usually have to AA or just accept it. Don't go air to air with Jin because in most cases (or all the time) you will lose. Remember sometimes other than running you can use 236C to get because from far it's +5 on block. This will be especially useful where Jin is in the air throwing swords and you want a quick way to approach and punish. If it's not enough you can use 236C - 214D to catch him in the air. You need to be aware of Jin's gimmicks too because he will always keep you guessing. I won't list all of them but some are: Combo midscreen - 2D - 6B - 5B - 2B - Then he will throw you and it will not be a purple throw Combo midscreen into J.D - then he will air dash and he can cross you up and use J.D again which will cause a reset. Tbh I don't actually know the times where he'll cross you up but he definately needs to be quite close to you in the air before the air dash. Alternatively he can air dash into J.2C - JC - The J.C here will whiff and then he can throw you where it will not be purple. He can also end with J.D in the corner and then throw you, use 2B or use 6A. Thie mixup is usually dependant on the player though. Apart from that, you're definately good. Well done dude, good shit. And btw: -
I figured 5C would be more viable for IAD stuff now, and in addition to this we can see that Tsubaki has received a damage nerf, and various proration nerfs. Then again I doubt anyone would do Throw - 236C - 214D - 2CC. We're better off going into the normal combo that we're all aware of. She's getting bodied, and this should've happened to Noel.
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It just made me quite conscious as Daedron pointed out they're may not be entirely accurate. I'm hoping players like Ten can return....
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
Yup exactly. -
Dunno if anyone knows this. You can purple throw Tager after he blocks a 236D. It's not impressive but it does stop you from getting 360/720/MTW'D.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
Nice one. Yea tbh I did suspect that the reason you did it was due to player specific reasons. That's fair enough. I only suggested 22X because you can get guaranteed corner carry, and you can combo from it, lol. You can also use 5B - 5D - Kara throw if the player likes to block. -
3C fatal will never make up for it unless it special cancellable or jump cancellable. In the event that it isn't, you wouldn't be using the move at all, so giving it FC properties doesn't matter. Also it was listed as 3C (CH) which means it's not a fatal. Which makes this particular matchup even more of a nuisence. I figure it'll be something near to it, but not completely since she can still do DP - whiff - J.C (not one of my fav though) Agreed, and like I stated before I would've preferred it if it were exactly like CS1. I saw something like this coming...it's not surprising to me at least. We'll have to see how much slower it is then. If it's really slow it means we can barely do anything in really close range and will have to rely on midscreen stuff like getting in with 236C or using 214D.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
I won't touch on IAD/DP whiff stuff because I know you've been having trouble with them. I think you should extend your combos a lil more though. When you got 2CC(CH) in the corner instead of doing 236B - 214B - 2BB, you could do: 2CC - 22C - 5C - 2C - 236B - 214B - 22B. I'd say mix in kara throws and maybe some charge cancels in your pressure. Not so much 5B because Tao can crawl under it and hit you out of it with 2A easily. Also, I know you mentioned your execution is bad, but rather than saying how bad you are (lol) I'd like to see improvement from you because I know you can do it. I'd like to see you more aware of purple throws too and teching them. Also I think 3CC was quite a bad option at the start of the round only because well if it was blocked then...yea...but by the looks of it the Tao always seemed to do something offensive at the start of the round. In any case, 22A would've been a better option. -
Nabbed this from the CSE thread. This alright to discuss right PK? Erm, it just seems like altogether she has her CS1 stock retrieving methods back and she does less damage overall. I'm intrigued by 3C CH - 5C though. I'd love to know more about her 3C. She seems easier to use?
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It's actually supposed to be 236C. I edited it. I swear I make too many mistakes with this. I only dash on players because I've had times where the 236X from a further distance allows the opponents to tech.
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If you're finding it hard to use Duatra's combo, something easier that could get you charge time is: 5B - 5CC - 623C - J.214A(w) - 2CC - 22D - Charge - 2B - 2CC - 22C - dash 5C - 2C - 236C - 214B - 22B 1 stock corner combo that gets you 3.7K
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
236D on CH gives you more options: -You can use 5C instead of 5B -You can use 6A (W/o stock) -You can charge for one whole stock then use 5C -You could run into your opponent to get them closer to the corner and then combo them. You can do the DP whiff regardless of a CH. CH just gives you the oppurtunity to inflict more damage. -
Thanks. nise ( Valkenhayn ) vs kazuhira ( Taokaka ) NAAO ( Valkenhayn ) vs mato ( Tager ) mokkori^n ( Ragna ) vs NAAO ( Valkenhayn ) isa ( makoto )/inu wo ( Jin ) vs NAAO ( Valkenhayn ) a-chan ( Litchi ) vs Q ( Valkenhayn ) Konan (Tsubaki) VS Hima (Valkenhayn) Part 1 Konan (Tsubaki) VS Hima (Valkenhayn) Part 2 Konan (Tsubaki) VS Hima (Valkenhayn) Part 3
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Nice stuff Dua. I do those combos but it's the last one I need to get my head round. Thanks! Also I noticed this in the intermediate section of the combo compilation: (FC 6CC > 236C > 5A > 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B) Aren't they too high too allow you to do 2CC - IAD J.C? Even if you do connect it, the 5B will whiff. This is true right, or is it just me again? It's easier to do this instead: FC 6CC > 236C > 2A > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B Also with this combo: FC 6CC > 22C > dash 5C(w)C 2CC > IAD j.CC > land > 5B 2CC > 236C > 5C > 2C > 236B 214B 22B The 2C after 5C can be added.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
When you grabbed Hak after the 623A in the first match you should've ended it in 236B - 214B - 22B rather than using stock for 236D because the combo was badly prorated due to the DP. Be careful with J.214X, especially when you're using it to get on it Hakumen. It can be countered so easily with him. What I said above to Orion regarding 236D CH and getting more damage would apply to you too. Any particular reason why you end with Tsubaki's air combo rather than the 236B - 214B shizzle? I also think you could apply better combos, such as 5B - 5CC - DP whiff - 214D rather than 5BB - 5CC - 236D. Also instead of using 5BB - 5CC - 22D - 236D when you had Hak near the wall, you could done 5BB - 5CC - 22D - Run - 6CC - 623C - J.236A(w) - J.214D. It'll net you better damage and better oki options rather than air combos. Apart from those I think your Tsubaki is really good. Looking forward to it! -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
I was waiting for you! I won't touch on combos so much, other than say, if you hit with a CH 236D, that's big damage. You can do 236D CH - 5CC - DP whiff - 214D - 2CC - IAD stuff. The stun even gives you enough time to gain 1 stock (Nice hits with the 236D/214D too). Also remember to use the DP whiff combos because the corner carry from from is extremely good. 22X ender leaves you with some time to breathe but you wanna make it harder for your opponent. Remember too : 214D and 236D (CH) can lead to very good damage even midscreen. Tsubaki's aerials suck unfortunately, so try not to go air to air with Litchi. Then again, she shouldnt be going air to air vs anyone At 0:16 the only way you could have combo'd from your CH 2C would be to use 2CC. You can't followup with a dash 5B from that very low height unfortunately. In regards to pressure, you may want to mix in Kara throws e.g 5B - Kara throw. Also as Beaver said you may want to use unblockable setups more (like you could've done at 5:20) when you have the opponent pinned in the corner. It's basically free damage. The throw setup at the end of the second match you did was nice, but you could've also ended the match if you did 6C - DD. Only saying that in case the player is good at teching but I think you used player specific stuff against this guy by the looks of it. If you want to go for another gimmick you could also do the 22D - 2B - 2C reset. Also I think you should AA more. Miguel was air dashing to you alot and you couldnt AA because you either backdashed, or were in the air. Also, at neutral, Litchi's options beat your 5B. Be careful with charging in the air as well. Just before you touch the ground even if you have your barrier up you will unable to block. The fortunate thing is that not alot of people are aware of this. Charging in the air also leaves you with options of of which can be beaten with an AA. I'd recommend you to tap 5D instead unless you hit your opponent with an air combo and even then I wouldnt use JD for so long. In regards to the embarrasment...pffft Your input is always welcome. I'll come back to helping you Beaver when I'm done with my lesson unless somoene comes to take the words out of my mouth. Tbh I think I can see why he wasn't using 6A alot, but also you mean 5C on hit? 5C can't be jump cancelled on block. If anything he can use the unblockable after anything, that's where the surprise comes in. He could even do 236C - unblockable. Remember Orion that any (excluding J.214X/22X) of Tsubaki's specials including her DPs and her J.236X can be special cancelled into her followup drives. It is particularly useful when you want to make her blocked DPs 'safer'. Some examples include: J.236X - J.214D 236A - 214D - 22D 623A - J.236D -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
With the CH 22A you got, you should wait just a while longer to get the full IAD 236B - 214B - 2BB. You couldnt end it like that at that height because you followed up immediately when he was too high. I think you noticed that though, which is why you ended with JC combo. Also with the 22D - Combo in the corner, if you find that the opponent has nearly lost you can take the easier option rather than doing the IAD to prevent a combo drop. 5C(w)C - 2CC - 22C - stuff. I felt you were charging for a lil too long when the Ragna was running into you after a CA though. Which is why he hit you with HF followup. Apart from that, loving that Tsubaki. -
Glad it helped. Another thing. If you burst/CA while you're in the corner, don't charge there for too long because you're making it easier for Ragna to get back in and keep you in the corner. Either immediately try to get out or charge for a while so you can scare him with 236D approach.
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Unfortunately. It's why I have problems watching Hex's stream. http://www.youtube.com/watch?v=V4uuUKS0cSI&t=0m21s Combo for when you're too far from the opponent to use DP whiff, but bear in mind the 2C may whiff on characters with smaller hitboxes. Alternatively you can do: 2BB - 5CC - 236C - 2A - 5BB - 5CC - 214A - 22A. This also works from a 6A if you're far (or hitting with the last few active frames of 236C). This combo isn't as easy to do in the corner btw. I'd think it's an intermediate combo.
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Densetsu no Megane ( Tsubaki ) vs Ragna/Hazama Again nice display of smart play. Ragna vs Tsubaki (Gomikuzu)
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Ah that's fair. I've found it's the 22C - 236C is difficult to connect against Carl, or maybe you can't connect it at all. Or alternatively, it could just be me. No problem PK.
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That combo also does the same damage as mine, and tbh I'd prefer to use your one haha! You should post more regularly dude. I can't really come on PSN because of uni so I can't get alot of games with you. No worries and thanks for the input!
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Thanks Hajin. Here ya go: http://www.youtube.com/watch?v=rwMZEsR_eMw&t=10m56s Which characters in particular? Also: Corner with 2 charges: 6A - 5CC - 623C - J.214A(w) - 214D - 6CC - 623C - J.236A(w) - J.214D - 5C(w)C - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (3.9K) As with Jin, you can do 2CC - 236C 214C - 22C ender.