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Kiba

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  10. Just posting other things that are not mentioned here from the video on the previous page: -You don't lose wolf meter when idle in wolf (so you won't lose meter doing w5A > w5 > w5C) -The wolf gauge is notably longer. -The wolf regain seems to freeze when Valk is inflicting human pressure and at some points, with combos? -Impossible to followup midscreen 236C with 2C. -Like Magaki said, new OH looks like a great starter. We would probably hit the 3.5k mark with an optimised combo. -Like Jonakim said on twitter, the new wolf sfx sounds pretty gross. Also, @Davidov07, I've taken care of the other thread. I'll make a new thread once there is arcade footage.
  11. The thing with dealing with something like that is that, there isn't any solid counterattack that can deal with these sort of character specifics. With Gauntlet Hades, I could suggest for you to use a DP, or Anti air it, which is very unreliable by the way. Both of these options require you to have good reactions, otherwise the opponent is just going to counter hit you. Instant blocking makes it easier to poke out of his stuff since there it is a bigger gap, but again, this boils down to how well you can react to these things. Amane, his pressure is pretty, inconsistent I should say, and it's unreliable to deal with his kind of stuff because again it requires you to have good reactions, or guess in anticipation. I know you were giving examples, but you see my point. The same will hold true for other characters in that kind of situation. You can see where I'm coming from. As for making videos on general tech like safe jump setups, have you look at the video thread? @TheGreatReptar made a video showcasing Tsubaki oki variations here: https://www.youtube.com/watch?v=kp1NmExU3c8 I have thought about showcasing various Tsubaki stuff, but I'm making no promises. It would be nice, but it's down as to whether I can do it. Now, to all of you, regarding the sticky threads (the video thread in particular), I know they look like a hot mess right now. That's due to the forum update, and Shtkn is still sorting out stuff. I know it look messy but please bear with it until I can sort it out.
  12. There's a few good things to note about Tsubaki's 22D other than the fact that's it's an OH. - She's airbourne. This means that it could potentially be used an throw baits or even counter against mashers which is currently quite a problem for Tsubaki. Remember the tk.214D and tk.236D stuff I suggested a long time ago? Well this is a much easier method, providing rewards whether it hits or is blocked. 22B downs, but I would like to know what the effect is on CH. - She moves forward. This makes it easier for her to stay in and continue to apply pressure where necessary. Combine this with the fact that 22D is +, even if it's blocked, you may have a pressure loop. Though what you will want to know is just how advantageous it is on block, and what the pushback is like on barrier block. With 6B being slightly minus (if it's true), this is a very welcoming change. It will be interesting to see how players utilise this in their gameplay.
  13. Sure man. Thanks a lot.
  14. Hakimaru translated them for us! System: - Combo time got reduced. 5BB>5CC>623C>j.236A(w)>5C>2C>214B doesn't connect (might work from 5CC?) - SMP scaling got removed, looks like SMP on specials only affects damage. - Active Flow added, triggered by continuously attacking. Increases damage and speeds up OD charge time. - Exceed Accel added, activated by simultaneously pressing all buttons during OD. Damage is doubled during Active Flow, doing close to 4000 on raw hit. - A timer is displayed during OD, and there's a counter over the OD icon when it ends, making it easier to tell how long it will take to charge up. - rcOD seems to just give the same duration as cOD. Normals: - 3CC>5C works even on normal hit - JCC>JD>JB works - You can go from 6CC into low dash combos, but they drop pretty early - Charge cancel (something>5D to get rid of recovery) is a thing, normals give 0.25 stock, specials give 0.5. - 5B and 2C can be jump canceled, 6C can not - 6A>5CC>6B doesn't go into 214B - 6Bch>6B into 214B pickup works, the distance 6BB moves forward might have been reduced? - 6B slightly minus? - No changes to 5D 2D, only JD is different. Done high up, it looks like it quickly charges 0.5 stock, and then does another quick charge at low height. - Throw is pretty much unchanged, regular combo still works Specials: - 623C>j.236A(w) and 623C>j.214A(w) combos are both in, can pick up with 5C - The various D specials can go into their followups even on whiff or block - 623C probably has invincibility - j.236D>j.214D can't be followed up with 6C. Due to j.214D recovery increase there are reports that 2B is hard as well - Specials seem to have different properties when done raw or as followups this time around as well - Raw 214D is jump cancelable, jccCT works too - 236A is probably unchanged, 236C passes through, 236D is even - No change to [4]6D>236D, can pick up with 6C as usual - 63214C gives 2 stock - Damage on 236236C increased? - Banana(632146B) is probably unchanged. - New special, Tsuchi (22B/D) --- B, D versions are both overheads --- On block B version is even, D version is plus --- 22B gives knockdown, can be charge canceled --- 22D bounces, can be followed up with 5C etc. --- 236x>blocked>followup 22D whiffs but if you use the pass through followup to open up some distance it will connect - Exceed Accel looks cool
  15. Thanks to Hakimaru for the translations - 2C > 6C doesn't work - 6C height is lower - From an N starter, 236A > 2C > 6B > 5D > 5C > 236A/B works - 5D invul unchanged - j.C > sturm works - Wolf cooldown didn't change. Wolf gauge simply got longer. Full recovery went from 8 5C whiffs to 13 whiffs.
  16. Valkenhayn stuff according to Nao: https://twitter.com/sirenar/status/622267383265128448 236A wolf cannon - the time in which you can't ukemi/tech is reduced 6B change - is now the new overhead you see in the trailer 6B can only gatling into 5D After j.214B? kicks to opponent upward, they are slightly launched diagonally Wolf Gauge Cooldown is short Wolf movement and air movement consumes Wolf Gauge Rozen moves forward, slightly Credits to 7thFonon for translations.
  17. News added to the first post.
  18. Added image to first post with some info. Credits to Sourenga: http://www.dustloop.com/forums/index.php/topic/10979-cf-blazblue-central-fiction-news-and-gameplay-discussion/?p=925452
  19. You can discuss all things regarding the new Valk here! Exceed Accel: Sieg Naegel New human overhead that's wolf cancellable here Loketest News (Credits to Hakimaru, Errol and Samthegreat for translations) 236A wolf cannon - the time in which you can't ukemi/tech is reduced 6B change - is now the new overhead you see in the trailer. 2C > 6B works on airborne opponent. 6B causes emergency untechable knockdown on air hit. 6B can only gatling into 5D After j.214B? kicks to opponent upward, they are slightly launched diagonally Wolf Gauge Cooldown is short Wolf movement and air movement consumes Wolf Gauge Rozen moves forward, slightly 2C > 6C doesn't work 6C height is lower From an N starter, 236A > 2C > 6B > 5D > 5C > 236A/B works 5D invul unchanged j.C > Sturm works Wolf cooldown didn't change. Wolf gauge simply got longer. Full recovery went from 8 5C whiffs to 13 whiffs. Movement in wolf form decreases the wolf gauge (walking slightly so, air dashing and backdashing considerably so). Since new j.214B knocks diagonally upwards in about the same manner as CPEX Hotaru, you probably can't follow up an airborne low altitude corner j.214B in human form. Mondlicht wall sticks. 6C is now mid, travelling distance increased. Can cancel into Geschwind after the startup once again [on hit/block I presume, like current OD/CS1]. Probably telling us to use it in the same way as former 6B. Still fatal counters. Corner 2B > 3C > 236A > 2A > 2B > 2C > tk.214B > 2A > 2B > 2C > Air combo confirmed. Difficult. w[5C > 236A > 236C > j.236A > j.236C > j.236B > j.214X > B confirmed. [i think he messed up his notation. Aizen > B doesn't make sense to me, also he forgot to close the wolf part so I don't know if it's human or wolf B] j.214C probably slams the opponent down the slowest between A, B and C versions? j.236C doesn't float at all, use j.236B to gain height. Since 6B has poor horizontal and vertical range, hitting airborne opponents is quite difficult. Since you need to wolf form to follow up, use when you really need higher damage [Jesus what a crappy sentence]? It feels it will probably get adjusted [talking about the hitbox or the protation?]. 236A has shorter untech time, seems like you can't use it in F starter combos. Crouching counter hit 236A > 2A connects Since 236C sends diagonally upwards, it can only be followed up with 5C midscreen. Midscreen j.214B is still a thing [in combos? Heavy slang, not precised]. Since the wolf cannons combo does low damage, trying to think of a situation wherein it would be advantageous [over another combo]. Something like w.C starter?
  20. Note when you're going on the offensive it is very easy for Kagura to DP out of pressure where there are holes. To remedy this, I suggest not committing to 6B (Especially 5CC > 6B you're actually asking to get DP'd) or 6A. The only time where it may seem safe to opt for 6A is after you've made him block high, so for example, if you've used an IAD in neutral and caught him blocking with a j.CC, then you can use 6A. Instead of a DP Kagura will either get hit or block it, which is the safer option. If you have caught onto Kagura while he is blocking low, opt for charge cancel pressure into kara throws or command grab. 5CC > CC may even be pretty cool to bait some DPs but otherwise it means the end of your pressure. If you feel you can't open him up, charge cancel and return to neutral if you want. You can find ways to hit him in neutral with stuff like 421D > 236S as you mentioned. It's easier to hit Kagura in neutral than if you were to pressure him I think, since he's gonna be committing himself to other things. If you want to bait his DPs, the only way is to probably use safe jump setups, so the corner > 214B > 2C > jump cancel C may work (cannot fully validate this although I did hear Kagura's DP is slower now, so you'll have to go to training mode). Corner 2C > 421A oki is ok, but remember he's blocking low so literally anything you do after may be unsafe. Now with that pressure you listed, I would barrier. If you barrier you push yourself out of command grab range, although if he repeats that blockstring he'll be eating your barrier. Using barrier also makes it easier to retaliate with 421D (> 236D) if need be, since you'll get out of pressure that way.
  21. Perhaps I didn't explain myself clearly with the 6C > 6B. Dp'ing Jin after he uses 6B is very risky. I'd rather just block. I was saying that it's a good idea to DP some of Jin's options after 6C, as they have a gap (the ones I listed above). With the 5C zone, it's pretty much what I said before. Make it so that's it's easier to get a lockdown rather than just rushing in (as explained above). This includes a lot of 744 air dashes too.
  22. Now this sort of thing leads me to ask you what exactly you're doing in neutral. I play this matchup, very often, and I don't feel it's extremely hard. I strongly believe that from a competitive aspect it's not as bad as you think. There are several things Tsubaki can do to make it easier. Let me stop beating around the bush. You don't exactly have to rush him down straight away. You can charge, and you can throw projectiles. The projectiles may even be good for helping you to get in. You don't have to take big risks, but I need to seriously see what you and your opponent are doing for you to have this way of thinking. Try and look at this from all angles. If you get hit while you're charging, it means you shouldn't have been charging in that position in the first place, or you were charging for too long. You say you struggle when it's your time to play, what exactly are you doing and how good is the player? I think at this point, you are gonna have to show a video of some sort, because I won't throw chunks of useless information at you. Jin has certain things about his pressure that can make it easier for you to get out. 6C is something: 6C > 6D, 6C > 6B are common denominators and can be beat with a DP, and if you can't react with the DP, it doesn't mean you don't have options which make it easier for yourself. I'll tell you Tsubaki's more frustrating matchups: Mu / Nu-13 / Litchi / Kokonoe / Valkenhayn. I am not basing this on faultless opinion. I've have played against good players using each of these characters on a competitive standpoint so I have a pretty good idea. This is basically why I don't agree with you, that Jin is a terrible matchup, and I'm sure I'm not the only one (not to gang up but w/e). Maybe not in our favour sure, but not bad to the bone. Jin doesn't have anything really disruptive like Kokonoe or Nu. Against Jin, at least you can reliably move in that matchup, so you have to fall on that. So maybe you don't agree with me. I'm fine with that, but I feel like you need to play the matchup more to gain a better understanding. 22B is not reliable now sure, but you have j.214B enders now. 22B enders midscreen really put you in a position where you can tag the opponent with a ranged 5B on their wakeup if they neutral tech, and from then, you don't have the best options after that normal from that range. j.214B enders are especially good (yes j.214A is good for the reason you outlined) because they have great corner carry, and add the jBBC combos / 236D launching on hit / j.214D allowing FULL SCREEN corner carry, and you're ready to go. Some options got battered yes, but Tsubaki's corner carry is generally better anyway. 22B enders were good for charge because for oki midscreen, pretty unreliable. On another note, if you add the fact that Tsubaki has a really good way to deal more damage, especially with 214D > CT, that's a pretty major thing. It, kinda lessens the difficulty of some matchups if you will. Now if you hit Nu, you can kill her with 2-3 BnBs insstead of 4+. That extra one makes all the difference. Air enders will help you keep a better lockdown on the opponent rather than 22B enders, so it's all good really. Dude, I have been modding this place for how long now? 3 years? And have been playing Tsubaki since CS1. (Damn). Everyone knows I'm generally here to help and I try to post as much information as I can. I only really bark if I see nonsense, so I'm not intentionally out to get anyone. It's just when you say things like that, it really questions how you're going about playing Tsubaki, or how much you really know about the game. I don't like to classify myself as some know it all guru (far from it), but I feel like I have a concrete understanding of some things.
  23. Hi guys. I'm going to post again. I just got back from watching Avengers. Good movie, I urge some of you to go out and watch that if you haven't already instead of going round and around and around and around. Now, for the main part: Round 2, but the 'nice' version. I have talked to quite a few Tsubaki players about the Jin matchup, and it seems to me that those who I have spoken to are uncomfortable playing against him. What you need to do, is watch more videos of how he plays, or better yet, go into training mode and find out Jin's capabilities. I am not saying that Jin is not a good character, but what I am saying is that you have a lot of options that doesn't make this matchup as you say, 'stupidly hard'. I am not going to get into this in a great deal, that is what the matchup thread is for, but seriously, do your research. I am telling you that this matchup is not stupidly hard. There is a clear difference between this matchup and Tsubaki against Kokonoe / Nu / Litchi for instance. If you can clearly explain to me what makes this matchup stupidly hard, I will be glad to hear it, because I guarantee it won't change my mind. Tsubaki also has a lot of ways to disrupt Tager, she wins. You just need to avoid doing REALLY silly things. I have gone over this matchup several times, providing a detailed assessment and providing video examples, but unfortunately, it doesn't seem to be sinking in. You need to find something more productive to do. Since you're making a comparison to other characters, have you considered the useful things that Tsubaki has that the other characters don't have? Man. So what if Tsubaki still struggles against certain characters, that is up to you to do everything in your power to make it easier for yourself. I mean, damn man, this is the Tsubaki forums, it's home to a glorious amount of information! All this complaining or nonsense talk isn't doing anyone any justice. Do you seriously fail to see how our corner carry improved? And you're saying it got nerfed?? I think I'm going to stop right here before I say anything which bites the bone.
  24. I use 5A / 2A stagger because you have a vast amount of options after it. After conditioning the opponent to to be honest using frame traps, you can go for command grabs and throws. It's also good for the reason that it allows you to kinda scout for DPs / Reversals. Very straightforward stuff.
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