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Kiba

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Everything posted by Kiba

  1. That's it basically. There isn't much she can do to Tager in this matchup. Maybe not the air projectile, (I'm guessing you're talking about the attack where she fires the ball? 236D) that's a waste of meter..
  2. Yea so I heard :( It would've been cool to see you there. Yea I did win the last one, and I did go to the one yesterday. It was pretty hype. Definately got in alot fo good games. Playing offline is so fun. Lol.

  3. No problem. Well the 236D goes through your opponent, while the others she'll remain in front of you. if she uses 236a on normal block, go for noel's quickest normal to punish.

  4. LOL! Any Tsubaki player that does either of these thing should be deaded. Can't really blame us tbh. This is where we'll be getting our damage so it's really the only thing we can do. Measure distance though, you may not be able to get her with 360 Again, Tsubaki should be deaded if she does this. Not entirely significant, but she has 623D too plus a followup to try and stay safe from the wrath of Tager.
  5. I'll try and do a little summary: -Your drives can beat Tsubaki's normals if she's trying to pressure you on block. -Your drives can be guard pointed with 22B since they are treated as projectiles so please don't do it alot. Well you could probably get away with it against scrubs lol. -Don't use 3C on block. I know you know it, but bleh. Far too unsafe, very punishable. Although the most she can get of it is probably a 2a poke in bnb which is like 1.7k =( without stock that is. -Please don't randomly use air DD like the Noel players I see =( Tsubaki can just run can catch you with 623C which is AIR UNBLOCKABLE. Or What I usually do is run in on you and start maaaad shit on you lol. -Tsubaki's shield charge (236A/B/C) Is unsafe on block, however the D version is +3, so please block. I think 5d/2d will beat w/e Tsubaki does though. Usuaully I could give you more advice but I'm not too familiar with Noel. I'd have to keep playing with you to tell you stuff.

  6. I'm pretty much gonna go over this matchup again. After playing a great Tager player in a tournament I just wanted to spread the word. 1. Try and 'zone' with repetitious pokes with 5B, keeping him out of reach. Please do not continue the blockstring. Don't do it. Why? Free 360/720 for him, and we don't want that now do we? Use 5B, then air back dash for instance. 2.If he uses sledge, try and measure the distance and punish accordingly with 5B bnb combo. If he hits you on sledge, please don't DP straight away, or more like, don't use it at all. It's usually better to back dash/air back dash w/e. If you have 623D though, it's worth a try, but it's not one of the first things that should come to your mind. If you continually try to poke him out with 5b, you shouldn't have this sledge problem anyway. 3.At the beginning of the match, dash back/air dash back, and charge, and wait and see what he does. If he charges himself, that's usually better for you in the long run. If he tries to move forward for the kill, keep trying to outspace him. 4.If he jumps in on you, please, please, please do not go air game with him. He WILL beat you. 2C is your best bet. However the Tager will eventually (or more like should be) learning to barrier block in the air.In the case of that and your 2c gets Tager on block, if you don't follow your attack through or RC Tager can use 5a/360/720 to punish you. If you have charge you could do 2C-623D-J236/J214 to make some distance. Tager may also jump and may use J2C, and your 2C will miss unless it's timed. In that case run under him and continue charging if you feel he's adapted to your 2c game. 5.If you have stock and somehow you manage to get Tager into the corner, space your distance correctly, and go for the unblockable. We all know how Tager is free from unblockables, and this is usually where your damage kicks in. Harder to hit mid screen though, and if he has spark bolt, I wouldn't advise using the unblockable. I also wouldn't advise using it if Tager has meter. It's a gamble and depends just how alert the Tager is. 6.If he has Spark Bolt ready, bait out with JD/2D. Not 5D. Horrible recovery. 7.If Tager Iron Fists you away, please, please, PLEASE do not air tech. Most Tagers go for the AC reset and if you tech YOU WILL get dragged back in for more punishment. 8. Please don't use blockstrings on Tager. Don't do it. Said it before, I will say it again. Tsubaki is very hard to hit confirm with and I wouldn't advise in doing it to try to get some damage. Normally it would be minimal and it may not be worth it. 9.If you are going for the air combo, unless you are ending with 214D, do JC>J236A>J214C. This way, you can back/forward air dash, but you'd want to air back dash. You want to get away from Tager and get more stock. 10. If you are using any other normal except for 5B on block, you are doing something very very wrong. 11. If he gets you in a combo usually don't attempt to burst straight away. You'd want to save the burst if you feel he will use his meter to rack up more damage, or a FC combo for instance (which I may add he should not be getting!!) 12. If you use 236D ON BLOCK please get away immediately. 360/720 will beat anything you do. Again I wouldnt advise using this alot. You'll fall into Tager's mixup game again. Been said alot of times, but just wanted to summarise and kinda remind fellow Tsubaki players of the matchup, hopefully to make it 1% easier, lol.
  7. That's true. It's Blazblue after all. The opening is enough to make you want to get it :p Some good JP Tsubaki players I know are onii and Ebifurei. Shadow also has gameplay with Tsubaki and it's good too. I'm guessing we'll see more Tsubaki action from Shadow once CS2 hits. And lol. Is there anything in particular you would want to know about Tsubaki?

  8. Yea we can only hope for the best, although Tsubaki seems to be heading in the right direction. Sort of? Maybe? Possibly? Lol. R-1 dropped Noel for Bang?? Geez man...D: I heard something about it not being a patch, but that's only a rumor I think?? Not sure about it, but we'll just have to wait and see.

  9. That change sounds really interesting. Wonder how it'll work out. I'd use her competitively. Definately. She and Rachel are the only two characters I really like and I will show people some low tier powa! This. We wouldn't want more dudes saying 'oh but I used Tsubaki before'. Tier whores I swear...
  10. That is exactly how I feel about Tsubaki. I love using the lower tier. The changes she has gone through though in CS2 seems to me she will probably be mid tier. That means, more people will use her. Pretty much the same with me I just want to play it. I want to be able to analyse JP vids and recognise her combos, strengths and weaknesses. The fact that Noel is getitn buffs to her normals makes me sad because thats the sort of thing they should be doing to Tsubaki lol.

  11. All except for Rachel since she jumped all the way from the bottom and heading for the top. Oh lol. I will definately find some new shizz with Tsubaki. Just make sure you are prepared. Although I guess that wouldn't matter. As stated, mashing with Noel gets her 4200. Seriously, I'm really sad about that, honestly. It SEEMS (Not jumping to conclusions) like she doesn't require much effort now. Litchi and Bang did get toned from the first loc tests, but now I guess they're going back up..ah well. Not to fussed. Get hype.

  12. This is kinda good for us. Usually after an air combo and then charge its either an unsafe dive or you drop straight down (unless you did JC-JC236A-J214C and then air dash). Now we can use this move to keep on the offense in some circumstances. I wonder just how far the bounce is. We can see now that they are upping Tsubaki's offensive options and decreasing the ability of her defensive options. This just means we may have to fire out 2c earlier or just block and take it. I agree. Although I know some people use this on wakeup because they prefer it to the DP but I wouldn't recommend it at all. This isn't really a big deal to be honest.
  13. That was my same reaction too. They just seem....odd. The second means no followup at all for some characters?
  14. I'm definately looking forward to seeing how your Noel has developed. Should be quite exciting. Saw all of Tsubaki's changes now, and I feel like some of them are weird. I mean, D wings not hitting some characters may mean that there is no followup whatsoever, so using it may be a waste. Some of Tsubaki's combos though look like you cant follow into them anymore. It goes for her DP too. They really shouldve changed that from having projectile properties. It's so...ugh. Hazama has taken the toll though. I almost feel sorry for him. I'm not too fussed about Rachel either. I'm just hyped to play the game! I saw Noel's name and was like finally but when I noticed that there weren't specific buffs/nerfs mentioned...damn.

  15. DL is where it's at man lol. How could I not be here? xD Well I hope to definately see you at training grounds. Gonna be a blast there. I'm good, thanks. Nm going on. Just taking note of most of the CS2 changes and stuff. I would've thought today I'd see something about Noel but it's very surprising to see nothing at all. I'm gonna keep my opinion on Tsubaki limited as I wanna see how she plays before I really make any judgments.

  16. Oh shit...haha Wassup?

  17. The funny thing is that this could even be done right now, although I guess they made it more viable. I have to agree with this. 5B didn't need a damage increase tbh. I wouldve really been happy if they just buffed her other normals. I'm not expecting much from her tbh...
  18. Thats only if you're not doing anything. It'll get you if you try 236bx for instance. You could also use 2B and start you bnb combo there. Frog combos work on makoto mid screen, so if you go for the 236b it may miss.
  19. Makoto's 3C can be punished if you IB then follow with a 2a-5bb etc. If she uses her clone move (either to move towards you on the ground or behind you, not the one where she goes in the air) you can throw her out of it. If she gets a corner combo on you, thats a potential 5k combo. Her sweep (I think it's 2c?) can be beat with 2a. If she goes for the long range DD and you block, be careful when trying to run and punish her (even if you're close) as Makoto then followed up with her DP. Like Slayer said if you go for the normal 6CC air combo the j214 will miss. You have to either shorten the combo (e.g jc > jc > 236a > 214c), end with 214x or even go for a throw. Sometimes even 214D missed however, but happened on a rare basis.
  20. Ok diospyros, I watched the last two vids. I think you use alot of naked/random j214x or 236. You shouldn't need to use it that many times tbh. It gets predictable, especially the fact that they are unsafe too. I did see a few RCs though. Also yea you shouldn't need to use JD alot, especially against Lambda. Your main priority is not to charge but to concentrate on getting in and applying some pressure. Also when she used the 236236 DD, you should IB the projectiles to gain meter. Also yea like Stensatsu and I said you should work on finishing your combos.
  21. I only watched the first and it's possible I'll get back to you on the others. You need to try finishing your combos, but I understand that you did say you're rusty. Also there were times you'd get in a j214d on hit, and then follow up by dashing into 2b, which was not a true combo. You can instead go for 236C-214A-22A/DD for instance. You used a few unsafe moves too like 214x or even the 236C. Avoid doing it unless it's followed by a RC (This is if they were blocking). You can get punished for it. Also try not to use JD alot. There were times the Bang player could've easily attacked you because of it. Go for a 2D possibly, it gives you time to retaliate and move around quick, especially against Bang.
  22. You're welcome. 6C can be useful sometimes, but it really depends. I use it for pressure, to jump cancel into a kara throw for instance (depends on characters, for example I probably won't do it on Ragna or Tager). And I'm pretty sure 2C beats Tager's j.2C
  23. Glad I could help and I see. For your first time you were doing really well. Remember Tao can duck under 5B though. I assumed you knew that because you were trying to get a hit confirm with 5a/2a. HI Daedron. I remember playing you. Tsubaki dittos are always something to look forward to for me, as I learn alot. But anyway about you. 1st vid: You should never be using 5CC on block. It's so unsafe (then again most of her normals are), and 3:06 kinda proved why. Maybe do like 5B-2BB CC or something? When Valk has got 50% + heat try to keep your block strings shorter, or even with 5B pokes. 2nd vid: Try not to use 5CC on block. Against Tager, that's a free 360/720 for him if he IBs. You have to play a keep away game with Tager charging so you can setup gimmicks with 22D. As a matter of fact 5B pokes work well, and/or try to keep your block strings EXTREMELY short. 5B-2B CC back air dash is enough is simply just 5B, that's much safer. Also don't go air to air with Tager. Use 2C, and if blocked, that's a 22D setup (like I said before depending on distance and such) 3rd vid: Hakumen going for that astral was too predictable. Try not to use j214 alot either, unless you're trying to get away, but for hit confirming? Not really a good idea. Looking back at what I've said, I strongly urge to keep Tsubaki's block strings very short because of the risk of retaliation from an IB. I hope this helps.
  24. Nice Tsubaki. There I would just say watch out for Taokaka's overhead, as it did get you so many times. You can't poke her out of it with a 2a. If you are REALLY alert you can use 2C. The fact that you were using the sexy white outfit means that I will be definately watching your vids more. You have my vote. Also how comes sometimes you'd drop your combos with a 2d? Again nice. The unblockable setup is better to use against Hakumen rather than Taokaka. Ok. Here I honestly think any Tsubaki should never use 5BB against Tager. Instead just to 5B-2B. Tager can 720 you out of your 2nd hit and I'm pretty sure he can 360 you too. After and 236D, usually and unfortunately anything Tager might do is very likely to beat what you do next, so be careful. Nice using 214B to avoid spark bolt. I wouldn't advise using 5CC in a block string. The longer your combos are the more likely you are asking for a 360/720 or even a throw. Instead, try like, 5B-2B(B) CC and dash back. Use 5B to poke Tager and to keep distance, but it doesn't beat his 6a? I think. Also if he jumps use 2C and if he barrier blocks it, thats an unblockable setup for you (depending on distance) Another thing I've noticed is that Tager usually gets combos on you that are not with consistant timing (or don't work) so in other words, try to work on teching (but at the right times against Tager) Apart from that, it definately looks like you know what you are doing with Tsubaki, and I enjoyed watching your videos. Very good Tsubaki and I can definately see you getting much much better with her.
  25. Then in that case jump. If the 6B is not in range, it's the only safe manouver out. It's useless, but it's still something, and that's better than nothing. 22D doesn't have guard point invincibility btw. Actually I don't think it has any invincibility at all.
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