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Kiba

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  1. 0 charge Corner: 5B - 5CC - 623C - J.214A(w) - 2CC (max height) - 236C - 5C - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (3.4K) 5C CH - 5D - Dash 5B - 5CC - 623C - J.214A(w) - 2CC (Max height) - 236C -5C - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (3.9K) 1 charge Midscreen: 5C CH - Tap 5D - Dash 5B - 5CC - 623C - J.214A(w) - 214D - 2CC - IAD J.CC(delay) - 5B - 2CC - 236B - 214B - 22C (4.2K) 5B - 5CC - 623C - J.214A(w) - 214D - 2CC - IAD J.CC(delay) - 5B - 2CC - 236B - 214B - 22C (3.7K) Corner: 5C CH - 6CC - 623C - J.214D - 5C(w)C - 2CC - IAD J.CC(delay) - 5B - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (5.1K) 2 charge Corner: 5B - 5CC - 623C - J.214A(w) - 214D - 6CC - 623C - J.236A(w) - J.214D - 5C(w)C - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (4.6K) I remember someone way back saying that we should update our combos with more expert ones so I thought I'd list a few of Tsubaki's optimal combos.
  2. You need to be careful at the neutral position because as Dusk said earlier back: Being at neutral requires you to use alot of backdashing, and if you're really good at reading your opponent you can use 22A. 22A beats Ragna's options at the start of the match too. Don't be so quick to use 5B at neutral either. It's ok, but just not all the time. Even if you're far you can't afford to get greedy with charge because a spaced air dashed JC can catch you. They could even use Hell's Fang (riskier option). You can IB Hell's Fang and punish with 2a - combo, but if you don't IB it, it's a stupid mix up factor which can fall into these: It's likely at first that if you don't IB it, they'll ID you after the hit. When you eventually learn to block it and not press buttons they'll either try to throw you or apply even more pressure. His DP > ours, even the D version, so depending on how well you know your opponent I wouldn't DP after HF hit. Learn to IB it. During pressure you need to know when to backdash or even outpoke him. His 6B can be beat with 2A on reaction and 2D can also be backdashed (not in the corner). Watch out for stuff like 5B - 2C(w) - 5B pressure too. It's a nuisence but when you're more alert about it, you can backdash or 22A him on reaction. When you're pressuring him however, you need to be careful about the blockstrings you do, especially if the Ragna know's how to IB -DP and they know when. 2BB - anything can be IB - DP'd easily. So you can do something like: 5B - 2B - 2A - 5B - 22C (Still holes of course but you'll need to mix it up) If the Ragna is really good my gameplay completely changes into trying to break their primers.You have 22C/236C for this. If you're going to jump into him for example use JD to avoid getting hit by 6A and then retaliate with JC. It doesn't work against his 5A though. Also try delaying blockstrings such as 5CC(delay) if you feel the player is mashing buttons. Other things: 623A trades with his Deadspike (it'll beat him if you're really close) 623B loses to GH. You constantly need to be moving in this matchup. Use unblockables, even if you don't followup so you can get some time to breathe. 236D is good use to get in from not so far range (not so much neutral). Try not to get predictable however. You can score some fantastic CHs with it. His 5B can hit us if we use J214A/B/C on block despite the pushback. A baited ID results in us getting 3k + w/o stock and 4.7k+ with stock and a guaranteed corner carry with the right combos. Always use 5C - 5D - dash 5B - 5CC into stuff. If you're in the corner however you can do 5C - 6CC - 623C - J214D - 5C IAD stuff which is 5k. The character is quite annoying to play against, especially when we're in the corner blocking pressure where you have to sit there and take it. You also need to be extremely observent with his blockstrings. Don't always pressure him with a 5B starter on his wakeup. His 2B can go under it (It think it's spacing specific though).
  3. Or http://www.youtube.com/watch?v=Vj67h3ASsmw&t=1m20s
  4. I noticed however it's not good to overuse 2B though. I noticed that the Makoto would backdash and punish the whiff with a dash 5B
  5. I always wondered why Hima used 2B on Makoto's wakeup. Thanks Ronove.
  6. It's not THAT bad. In the corner you can do 6A - 5C - DP stuff for less than 2.5k I think. With stock you can get 4k., However you'd get more with a 5BB starter.
  7. I mentioned one of the weaknesses for Tsubaki is that her much stronger combos requires high execution. What do you guys think?
  8. Kuresu (Tsubaki) vs Sui (Platinum)/ Nao san itoshi teru ( Lambda )
  9. Only on PSN And yea it's nice to see you around the place heh..
  10. I have the that second combo engraved in my head now. Will definately be doing that from now on. Good stuff with the games Bat. Damn those upsets.
  11. Maybe you're doing the 5C(w)C a little too early? Or alternatively if it does hit, you could just do 5C - 2CC - IAD stuff instead of getting the first 5C to whiff.
  12. I will give you as much input as I can with the video provided there is actually stuff to say. Players in the Valk section are doing as well, but I feel like a sitting duck.
  13. Getting the Dash 2CC on Bang is quite tricky. You have to slightly delay it even more. It's easier on anyone else except Noel. I usually practice on Ragna.
  14. No need. You're right about 6B not really dealing much unless you hit with it in the corner.
  15. This definately needs to get into the FAQ. If you're looking for another Tsubaki, i Owner L is also pretty good.
  16. It was a good match. Smartly played by Gomi with just a few mistakes. It was still good nonetheless.
  17. Nice vids. I was always looking for a way to combo from an air command grab midscreen without using meter. Hima (VK) vs Goro (MK)/Dora (BA) Hima (VK) vs Sakamoto (RG) Hima (VK) vs Tetsuwo (JI)
  18. Just in case Orion wants stronger/harder combos :3 Corner throw - 6CC - 623C - J236A(w) - J214D - Tap 5D - 623C - J214A(w) - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (1 stock required) Air corner throw - 6CC - 623C - J236A(w) - J214D - Tap 5D - 623C - J214A(w) 214D - 5C - 2CC - 22C - 5C - 2C - 236B - 214B - 22B (2 stock required) You seemed to get the hang of IAD and DP whiff combos pretty quickly and my assumption is that you're very good with Tsubaki combos so I'll leave those for you to try out. It gives a great variation too.
  19. Apologies. Yes. It's been corrected.
  20. From a midscreen throw, it's 236D - Dash 5B/5C - 2CC - 236B - 214B - 22B/C. If you manage to get the opponent into the corner with the 5B/5C - 2CC, you can do 5B/5C - 2CC -22C - 5C - 2C - 236B - 214B - 22B. It's the only combo you can do that's conservative with the charge, and doing anything else would be a waste of stock. If you manage to get an aerial throw midscreen, you can do either: Air throw - 6C - 214D (Or 6CC - 214D early input) - 5C - 2CC - 236B - 214B -22B/C With no stock: Air throw - air dash JCC(Delay) 5B - 2CC - 236B - 214B - 22B/C Air throw - 2B/5C - 2CC - 236B - 214B - 22B Are you alright with corner throw combos? You can use unblockable resets when you have your opponent in the corner. You could do it midscreen too but the corner is almost a no way out for the opponent. You have much better oki options with it, and it'll usually catch opponent's backdash. With proper spacing, and a timed unblockable, they will still get caught regardless of how they tech/roll (unless they delay it/tech early. Depends when/how you used the unblockable). Using 236D is fine, but if your opponent IB's it, they can easily 2A/5A you out of any pressure you attempt to do. Following up with 214D/22D would stop them from doing that though. Remember that 214D has head/body invincibility too from 10 - 24f. An example of using this would be using 236C to get in, but it whiffs, then you use 214D followup to catch opponents that try to punish you, like Eshi pointed out. You could also do it if they block 236C too. Remember 214D loses to lows though. 214D starter is always a perfect way to get great damage even midscreen. When you're going for the resets with 6B/6A/throw, like Eshi mentioned, try not to use 6B, it won't be very much beneficial to you unless you have the opponent in the corner and more stock where you can use DP - Whiff combos to amplify damage. I think it's a good way to spend charge, but when your opponent learns to react to the mixup (all of those options can be outpoked) you can start going into stuff such as stuff - 236D - Unblockable reset or even stuff - 236D - slight delay 6A. Another way to seriously burn stock/heat (and also might be seen as a waste of time to some but it works) is use J236D - J214D followup - RC - unblockable. It always works unless the player CAs or bursts. It's usually better to use this on the much better players though. Furthermore, you could use 214D - 22D(slight delay, and not the unblockable). It works against mashers but players can DP out of it (Tager can also 360/720 you). I hope I helped, even if it was a little.
  21. I actually forgot about that so thanks for the addition! Ah I thought I mentioned that the 2D nonsense only works on crouching opponents, but thanks for the mention! Noels may not do 6B - 3C, but I still see many do it! It's something to look out for. They just always need to crouch, and if there's a gap, they can retreat. Ha thanks and go ahead! Again thanks guys!
  22. Alright, I'll try my best. We all know Noel is a strong bitch and anything little mistake we make can easily reward her with 5K + and us in the corner. I will try to cover every/most aspect(s) of this matchup and look at it from all angles. At Neutral : It will mainly be you charging for stock and the Noel will be looking at the many options she has to try and get in. It will either be she runs up to you and decides to begin pressure. The run in can be stopped with a simply 5B, which if at max range will force you to stop charging and go in with some pressure of your or retreat, or even better you could hit her away with 5B - 22A for example but that's difficult hit confirm. 22A is -9 on block but from max range I doubt Noel will be able to punish it, and if she did, with 3C for example, she will not be able to followup but it'll mean you'll have to block the incoming pressure she lays on you. If Noel attempts to IAD onto, you know the deal. 2C AA. Just be careful with this. If the Noel barrier blocks the 2C and you followup with 2CC on a CROUCHING player it will whiff and it will give Noel enough time to punish your whiff and send you to the corner where you do not want to be. It may be difficult to confirm but you need to get used to either doing 2C - 22C/Jump cancelling away if Noel barrier blocks it and is close to the ground. If she's quite high and barrier blocking you could do 2C - air throw for some mixup. Alternatively, Noel may use 236C to stop you from charging from far which may be the main plan. It will catch your 5D and will allow Noel to charge in and begin pressure. The way to beat this would be to not charge for so long and maybe concentrate on 5D taps. Plus if the Noel gets predictable you can use 236C/D to score a CH since the recovery for her optic barrel (236X) is quite bad. Though even if the Noel is pacing up and down you can still charge in with 236C. From that far distance it's +5 on block so abuse the advantage you have and go for mixed pressure. Also consider these: Her air throw range is also quite big. When you realise how annoying it can be you'll know to stay put on the ground. Tsubaki's air normals aren't great and she won't stand a chance against Noel in the air. Noel's will attempt to use 3C against you if you get predictable with you 5B pokes as she's charging in or if she's much closer to you, in which case you'd want to be very mobile. You don't want to give Noel an easy chance to hit you with her bullshit. Pressure wise Consider this: Noels will more likely mash out 2D if you use the 5CC - 6B block string. 6B only hits foot and 2D will go right over it. Rather than using 6B, use 5C - 6C against mashing Noels. It will beat all their drive options, including on her wakeup too. If the 6C is blocked you can attempt to go for some additional JCC pressure, IAD over her into J214D crossup or charge delay JC, or you could simply just away to put yourself back at neutral considering the above options. Your blockstrings shouldn't consist of anything too long or anything that consists of 6B. Something like 5B - 2BB - 5C - 6C is fine. Just don't abuse it. Tsubaki's 6A and 6C have a quite a slow startup and she can thrown out of both of them. The blockstring I mentioned though should have you out of throw range however. If you have Noel in the corner, depending on the skill of the player, you can use 5B - unblockable. It can work but make sure you're out of her drive range otherwise it'll beat your unblockable, and then you'll end up there. You should have some stocks provided that you played right at neutral and score some stock after knocking her down. Don't do a long blockstring into unblockable, such as 5BB - 2BB - 5CC - unblockable. Anything after 5CC can near guarantee an escape for Noel provided you didnt use 22A. You want to make your pressure unpredictable. You could also walk back slightly and use 214D. If they do use a drive, it won't last for that long and your 214D will hit them. If it's done on block, followup with 22D at first instances. Alot of players tend to try something after Tsubaki does 214D. Mixing in Kara throws will also be beneficial. 5B - kara throw is the best though, but you could also do 5BB - Kara throw, and 2B - kara throw. 2A is also +2 on block so you can abuse that to your hearts content. If it's a mashy Noel though, 2AAAA - throw will work really nicely. Something else should consider. When ending your blockstrings, either end it with 22C to bust a primer or charge cancel and get away. It’s likely if you apply additional pressure from the charge cancel they will mash drive. Ending the string with 22C while Noel has heat can allow her to counter by using Fenrir, which will put you both at neutral again. In additional, delayed blockstrings may help, such as 5BB(delay) or especially the better one, 5CC(delay). If the 5CC hits that allows for big damage to get in on counter hit. A variation of combos include: (Corner) 5CC (CH) – Charge cancel – Dash 5B – 5CC – 22D – 6CC – 623C – J236A(w) – J214D – 623C – J214A(w) – 214D – 5C – 2CC – 22C – 5C – 2C – 236C -214B – 22B (Near corner, if your hit confirm is good) 5CC(CH) – 6CC – 623C – J214B(w) – 623C – J236A(w) – J214D – 22D – 623C – J214A(w) – 214D – 2CC – 236D – 5C – 2CC -22C – 5C – 2C – 236C – 214B – 22B Notice how I went for the optimal combos. You want to beat Noel as quickly as possible because it’s not a fun matchup and you want to make her pay. Simpler combos would be combos such as: 5CC(CH) – 6CC – 214D – 5C – 2CC – 236B – 214B – 22B or you could use the IAD combo instead. I recommend learning the harder combos if you can though. You want to always give it everything you’ve got and every little helps. All of the combos place you in a good position and Noel in the corner. Although, please avoid using J.CC – J236A – J214C combos and they place you in a bad position. You can either fast fall or charge in the air in which you can only followup with aerials and you will not be able to be to Air dash if you jumped twice in the combo. You will give Noel enough time to come in at you and pressure you again. Regarding getting hit Consider this: The main thing you need to worry about when getting hit is the stupid resets she can do, especially nonsense with the 6C. It turns into the Tager element where you’ll need to know when to tech, and if you do tech, always always remember to use your barrier, otherwise you’ll get even more frustrated. A common one to note would be when she ends the combo in D.236D (bloom trigger) – 6C – throw cancel -6C AGAIN. It’s the 2nd 6C that will catch you if you don’t have your barrier up regardless of how you tech. Either don’t tech, and let her just rack up her 000.1k stuff or tech but bear barrier in mind. Not teching is the easier route though, just remember to neutral tech at the right time otherwise her 2B will catch you in a reset if you stay too long on the ground. Her 2b will also catch you if you decide to try to roll out. Regarding blocking: So Noel has you on block. Her normals are quite good so outpoking her is out of the question. Keep your barrier up so when you have the chance you can return the situation to a neutral state by backdasking or air dashing away. Try not t panic and press buttons whilst she’s pressuring you either. She can easily catch you in a CH which can result in a full combo for her, or she can easily get throw rejects on you. Also recognise when she may use her overhead (6B) on you: 5C – 6B 2A/5A – 6B 6A (AA) – 6B 5B – 6B She can only followup with her notorious 3C. If you block this however, you can counter with 22A CH – 5B -2CC – IAD combo or alternatively dash in with 2A – 5B – 5CC-6B – DP Whiff, but this is harder to do when the opponent used 3C at max range. It’s not safe on block at all, so if they do it, please punish them. Noel can also do 2AA - dash 2D which will cross you up and hit unless you block in the opposite direction. It's difficult to react to, even I still have troubles with it, but look out for it. Noel can't do much to you in combo if she catches you with a low When blocking drives, if you’re super observant you can 2A her out of her overhead or the low, but the general idea would be to block. You can poke Noel out of her D.214D, or alternatively you can IB it and then punish it with 2A – combo. If you have stock 623D (623A trades with alot of her drives) works wonders. Eventually Noel may use 4D to evade it, but if you have more stock, you can use J236D – J214D to make it ‘safe’. Burning 3 stocks for that avoids Noel getting a full combo on you and you getting sent in the corner. If you have no stocks, you can easily use 623A, but without the stocks you are vulnerable to Noels that may use 4D in their strings , which will get her a FC and also D.214D. It is also more likely to trade with her stuff. You can probably understand better why stocks are not only good offensively but defensively as well. Like I previously said, if you block too much and let Noel get away with all this you will find out by the time she’s done you will have lost at least 3 primers. If possible, use the barrier to make it easy for you to remove yourself from the pressure. There are alot of holes in Noel’s drive pressure but poking out of it can be too intimidating for the players who are not so familiar with what’s going on. Noel can guard break you very easily when in her drive mode, so you need to pay close attention to your barrier. When you attempt to air dash away from Noel you can use JC to stop her approach options, and again return the situation to neutral. Some other things to consider: Tsubaki's 214X/236X loses to Noel's 3C, and can lose to 4D if done on reaction. 22X beats Noel's 3C. 6A/6C beat all Noel's wakeup drive options, both of which must be done AS she techs so it doesn't whiff. Almost everything I've explained is illustrated by this video. You can see how useful 2C AA is, and how mashing during Noel's blockstrings is a very bad idea. You also witness Noel's drives beating my 236X and the 6C reset which I pointed out above which caught me midscreen. You also notice the 2D crossup Noel is capable of. You can also see how effective air dashing away is useful in the gaps of Noel's strings, and how 5B was keeping her at bay. Anddddd you can see Noel get a throw reject on me, lol. I got hit by some lows because I tried IB'ing btw, and you don't see optimal combos because the pad I was using then was ruined which caused me to drop a few things, including DP wiff combos.
  23. Roppou Game Chariot 8/6 Gomikuzu (Tsubaki) vs Jin/ Hansuke (Mu) Buppa (Jin) vs Gomikuzu (Tsubaki)
  24. Valkenhayn vs Bang
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