Jump to content
Dustloop Forums

Kiba

Moderators
  • Posts

    4,794
  • Joined

  • Last visited

Everything posted by Kiba

  1. Tsubaki's 22B beats Rachel's projectiles, and can be used as a counter attack too if you're close enough. If the Tsubaki is really good with timing she can even catch you with a 214B/236B if you're in range. This may mean that YOU may have rushdown onto her. This being said, you can bait it, then iris. Also use George, it's helpful, although she can very easily get rid of it with 3C which is jump cancellable on hit. Not really. IB her block strings and punish with 2C. Tsubaki's blockstrings unfortunately are not that great. Tsubaki's OH can be punished with 2C or even 2/5a. But please, I strongly urge you not to mash out the move. It can be baited so easily and you will be severely punished for it if she has Meter and you're in the corner. Tsubaki can even get a Fatal counter combo from it, and although Tsubaki's FCC is not useful, because of Rachel's hitbox the result can usually end up with big damage. The sliding move (3CC) it may not always end with a jump cancel. She may go for a frame trap and hit you with a following 2CC with usually resorts in a CH, although she can't combo from it. The charging tackle move (236d) is +3 on block but I feel using that can be disadvantageous at times. DP's will beat whatever she does next, and usually doing that move will make it easier to apply pressure on her. However, with Rachel the best thing to do is to block. If you can see an unblockable followup, 6B. If she goes for the unblockable 6B would be better to use as it'll get you a CH, followed up by a free combo. Good Tsubaki's will usually distance themselves for the setup, so it's better to jump. It can. Also because Rachel has a big hitbox this means Tsubaki can get more damage off you by adding more things to her combos. This means something like J214a CC into J214D, and possibly into a distortion.
  2. Your Rachel is pretty good. I saw what you were aiming for in some of your combos, like the 2C-3D-6A-DD. Tbh you kinda remind me of how I use my Rachel. Me personally though, I try not to jump alot with Rachel unless it's necessary so I can recover my wind quicker. I should use 2C more often like you though. I barely use it because of the risks, but it's still worth a try. Also guys, I found a good Rachel against a Tager. I hope it helps, it helped me alot, and also showed visually showed me what the people in the Rach v Tager discussion were talking about. http://www.youtube.com/watch?v=y0FGg2DALoQ
  3. So you're gonna drop Tsubaki too Gin?
  4. I only do a 2cc sometimes after a 5BB because it's safer. The funny thing is that the frame trap is normally what I do, but it's riskier, hence to why nowadays I do not use it so often.
  5. Unfortunately it is not, but this may be her best guard breaking bet. It is -3 and has a 20 frame startup. However if you can get a fully charged one off, that'll be +10 for you, but I think the only way to get the use from that would be to RC, and it could be argued as to whether it is worth doing. Best time to use 22c is usually after a 5B?
  6. Lol. I knew she was bad, but I think playing against the Tager made me realise exactly just how bad she is if you get what I mean (if that makes sense), I still love her nonetheless though, although I also feel I understood just what the definition of low tier means I also fully understand why people say her normals suck and her DP does not have enough priority. I guess these things kinda click in your mind once you see it/experience it for yourself right? As many people have said she has a fun aspect her, with the exception that I will actually use her seriously in tournaments, to understand the do's and don'ts and such.
  7. True, but I didn't think it was THAT bad for Tager to get out a 720 on you.
  8. I apologise if this has been repeated in the previous posts, I tried using search but it's not helping me atm. For the sake of all Tsubaki's, please take what I say into consideration After going to a tournament and using Tsubaki against Tager I found some pretty weird things. 5BB isn't safe on Tager even if he doesn't IB. He used a 720 on me before the second hit, which was really shocking. I played an extremely great Tager who was extremely good at IB'ing so it kinda made me realise more things. You may want to use 5B-2BB instead, and if you do not get a confirmed hit CC and dash back. We all know Tager is free for unblockables so yea. I poke Tager with 5B and then jump cancel away from him to get more charge or prevent being magnetised. I realised the power of 5B now, it can work wonders. I do not think I will be using a overhead on Tager anytime he has 50% + meter, for obvious reasons. Heck I may not even use it at all. I was thrown out of it so many times. 5B trades with his 5a T-T Poking with 5B helps, at least twice then retreating. More times, you're asking to get a 360/720. I save the charges for unblockables, although I only use 623D if I've been knocked down and they go for the 720 on your wake up. Outside of that I don't really use it.
  9. Oh sorry I should've been more specific and yes that's the combo I'm referring to. Nice one K2, I'll be sure to try that out sometime. That vid was really useful to me in terms of my Rachel gameplay. In terms of high/low mixups your blocking was really good with her. I'll be sure to look up more vids of your gameplay. Thanks for that.
  10. Extremely nice Rachel. I have a question about the combo you did with the DD. I noticed the combo number went blue but still... Did you miss the timing or it really isn't a true combo?
  11. 1st match: There were alot of unsafe things you were doing, such as the 236x and j214x on block. Also at the beginning you could've have used your stocks for more, efficient uses lol. I got the hint though that you were only messing around there right? I also think you use JD to charge for quite a while, and this is something you may want to avoid doing because after a hit such as after a 214C hit the opponent can tech fast and quickly approach you again. Try to keep the JD charge to a low charge time. Alternatively, you could use 214D for a much longer charge/untechable time. It'll help to stop some pressure too. If you're going for the 3c on block, cancel by jumping, 236C into kara throw, or CC because it's not safe. You left yourself open with the 3CC at times. If you use 3CC end with maybe 22C? There were also time (or A time) where you stopped your combo with a CC. Why was that? 2nd match:Pretty much everything also there are a few more things. Try not use j214x and j236x alot. Also it looks like you were trying to do stuff on your wakeup and you got punished. Try blocking. Trust me. Simple and basic, especially against bang too. 3rd match:Pretty much the same thing as above. So, in general: -Charge for a shorter period of time the closer you are to your opponent. -If you are close to your opponent 2D is safer to use -Try not to stop your combos (on hit) with a CC -Avoid using j214x,236x and j236x so much I hope my advice helps you. I'd have to agree with this too unfortunately.
  12. Dude I had no idea you were on Dustloop lol.

  13. Lol. I'm glad I could help. I'm not sure this is entirely true because I've actually beaten his j.c with 2C sometimes. Doesn't/didn't work all the time but still helps. It might be better to block and take it, but Tsubaki is mostly on the defensive so rather a 623B instead (not all the time). I'll be sure to let you know anything else I could come up with.
  14. 5B beats his wolf charge attack (where he moves horizontally towards you)
  15. Another matchup that's not so good for our gal. 2C Helps to beat his wolf rush attacks right? You will need to have very good blocking when he's pressuring you You need good mobility and spacing, I honestly cannot find myself staying in the same position for more than a second At the beginning of a match you're better off blocking, back-dashing, because one of his moves has range (sorry I don't know his inputs) After his barge pressure attack, it's likely that any button you press will result in you getting hit, or your move trading. I found that using her DP in some situations, 75% of them resulted in trades. A rushdown tactic is not a bad idea, just watch out when he gets 50% + heat. Get away from the wall. That's where he gets his damage. If you are in a fix, maybe try 632D and a 214x followup to get out. I dislike this matchup
  16. Does Tsubaki have a fatal counter combo?
  17. So true. It was something I was looking to do with 2- charges, but I guess it really isn't one of the best options. Thanks for your help. Also we'd be lucky if that happened lol.
  18. I guess that's a good option, but giving Ragna too many oppurtunities to be on our case is the last thing we'd want to do. Hell's fang is -4 frames on block...I'm sure 5a/2a would stuff Ragna good. But another question. Would Tsubaki's 236236D be able to punish it?
  19. If you're in the corner and he goes for a 6D you can throw him but thats reaction timing, and 22B would probably be the most efficient way to deal with it. Going for the throw seems like a big risk for high/reward (depending on the followup). You can use 22B on his 5D too.
  20. From far I mainly use 2D because you don't know when she's gonna rush in on you with a 236x. If she goes for the 22D unblockable a dashing 5B or 236x would probably be the fastest way to punish. I tried throwing her one time but that didn't work, or does it? If you do find your opponent using 5D and you're not tooooo far from her then you can rush down with a 5B, although she could do the same. Her DP can be baited out too from knockdowns, especially when she's in the corner with rarely any options to counterattack. Does 2C stuff her j.214x?
  21. Pretty much this but I'd recommend keeping your pressure short unless you're going in for a RC. So like 5B>2B>CC>Kara throw. Something like that y'know. If he IB's any of your normals you're most likely gonna get an inferno dividah to your face if you're doing anything else other than blocking, hence why the block strings should be kept short. I find out that most of the time I rarely DD against Ragna. If Ragna does Hell's fang, what would be the best way to tackle it? After that hit, they're pretty much gonna mixup, throw you, or use Inferno divider. I play too many Ragna's that do this, and usually I do not know what to do. Would 2a/5a work against a hell's fang with no followup? Or is it just better to block?
  22. I play this matchup on a regular basis. You may have to be quite patient and also be able to block very well, especially when Tao starts dancing all around you. In case of a rushdown in the corner maybe go for 2a instead of pressure from 5B? I wouldnt recommend any 22D resets either because she could move away very quickly. Also watch out for when you're applying pressure and she uses her counterstrike.
  23. There was a point where I waited for Litchi to place her staff and once that happened I rushed her down. It proved to be effective but is it such a good idea? At the start of the match you're probably better off standing and blocking or Air dash backwards maybe? She can catch you with the staff then and there.
  24. That's cool man, I didn't know that. I'll attempt to use that at times. Free damage is nice for Tsubaki. I found that 3C, Her DP (wouldn't advise though), 2B, and sometimes I even used J.c to beat Makoto's 3C. Not too sure about 236x or 214x but it seems likely to work? If so A version is probably best.
  25. I tested all kinds of tactics so far. The rushdown game only worked rarely, but the mindgame trick was really effective. If you try to rushdown Mu could just keep you distant with her j.c or even 5c. J.c can even hit you if you're behind her at times. the j.c can be avoided however with a 3c. Also, if you get hit by Mu's fully charged 63214 it's usually her advantage as it gives her plus frames and if she rapid cancels she's free to continue the attacks against you. It leaves you at about a 2 sec stun rate. The real difficult thing is getting in. If you try to jump in, it's likely you're gonna get anti aired even with her 6a. So like Ginsend stated its better you try to control your mobility on the ground well and be patient. I found myself trying to get in with 236xx and occasionally eating her laser super. It works, but sometimes. It's something not to abuse. Oddly I found that 5B CAN work as a nice anti air if she tries to jump in. Edit: Forgot to mention. If you land a 6a against her in the corner it's better you follow up with something not 5C because it whiffs at times. Mu's 6a also stuffs your condor dives so be wary.
×
×
  • Create New...