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Kiba

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Everything posted by Kiba

  1. You'll have to ask him because there could be a number of reasons. Could be a personal dislike to Tsubaki or something, the holes in her pressure, or his reasoning could be based on CSE Tsubaki. I dunno. Valkenhayn is much more of an uphill battle for first time BB players and is the hardest character to use out of the 4 you mentioned. He's a character I wouldn't have recommended for you but if you're really committed to him, go ahead! As Frost Monarch said, Tsubaki is a little easy to get a good grasp of, but you'll have to work quite hard to win. Her pressure is quite easy to disrespect, so you'll have to be a little creative with your options, and she also has a good number of bad matchups. Alternatively you could just play her a little basic, by using 5A pressure and mixing in throws, command grabs, the occasional 6Bs and 6As....Her advanced combos can be a little frustrating, because of the difficulty or because it's character specific. She can deal good damage, her mixup is decent, and charge cancels can allow you to kinda stick to your opponent's face. It depends on what you're looking for in Tsubaki. Her combos might be fun but, -How hard are you willing to work to win? You have to work quite hard with Tsubaki. -Are you willing to balance your game between rushdown and charging? If you're someone who kinda prefers to go all out without having to rely on something, I don't think Tsubaki is the one.
  2. Kokonoe deals high ass damage. I would say Mu's damage is solid. That is all.
  3. 2:28 I would've used 236D or 623C > j.214A(w) > 5A > 2C > 214B > 22B to keep your corner advantage. IB Jin's 6C. You can deal with followup 6B/6D with 5A, but he can frame trap you with 236A followup however (he hasn't done this, and I suspect he won't until you do this). I feel the pressure/mixup is lacking. It would really help if you use 5A pressure as it expands your pressure options. You seem to be relying on 5BB > 2BB > stuff (or 5BB > 6A) alot, but with 5A you can use throws (as you said) and command grabs. He doesn't seem to have a hard time IB'ing your stuff and you can prevent this by delaying some blockstrings. 10:42 Nice mash out of the Hizangeki. Also everytime you're in the corner and you burst/CA, you stay in the corner and charge. Not sure I agree with this because you make it a little easy for Jin to get back in and apply pressure. I'd suggest dashing then charging at least that way you're out of the corner.
  4. Cool stuff. Exaggeration. This doesn't make it a pro LOL. Many other characters have that trait! Her mixup isn't as good as you think it is either. She doesn't really have a good way to stay in your face and once she commits to a C normal she's gonna have to play the poke game or retreat back to neutral and build her fortress again. It's not in her game to try and stay in your face like characters such as Tao or Valkenhayn. It's more restricting for Mu. It's easy for you to see Mu as how you think she is because you use Makoto, but at the same time I think you need a little more time studying Mu.
  5. ^ Nice. http://www.youtube.com/watch?v=EUWnHoJW0pw
  6. It's the same with me haha. Just remember to use barrier when you're under pressure. Make it harder for the opponent to keep you down since, y'know, many of Tsubaki's normals will whiff.
  7. [2 charge + 50%] Command grab > RC > j.236D > j.214D > 6C > j.D > j.C > 5A > 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [3251 Damage, 10 HG] The damage and heat gain can vary depending on the number of hits from j.236D > j.214D. Against some characters the j.236D > j.214D may send the opponent spiraling backwards so use j.7 > j.236D > j.214D to be on the safe side. 5A is easier to use than 5C here. If you use 5C the 236B may whiff, but you can go into an air combo if you get the correct height, otherwise the 2C will whiff. On a side note Command grab > RC > CT > 6C > [4]6D > 236D does work on Kokonoe and Noel. You just need to cancel 6C into [4]6D faster.
  8. Lol this is never coming back mate. Valkenhayn's 5D has 1-6f head and throw invulnerability. They can start off by removing the throw invulnerability because it's really useless. If they remove the head invulnerability then our defence will be severely weakened.
  9. 1/31 Cat's Eye Machida Doraheta (PT) vs Nao (VK)
  10. 1/30 a-cho Terra Luna (TS) vs N-O (JI)
  11. What I've come to realise with that oki is that you have a little more time than you think to get j.236A to work. Sometimes I got j.A to come out as well, but I noticed something a little interesting in training mode. 3 is really important in when it comes to inputs such as 236 and 623. You can do j.7 > j.23A6 and the oki will still work. What I do is 5BB > 5CC > 236B > 214B > 22B > 5C > 2CC > j.7 > J.236A. Remember to jump back when doing this. I think your method makes it a little more complicated. When I look at my inputs in training mode it comes out as j.74236A.
  12. -Updated information on j.236A oki by displaying more combo examples. -Added a little more to Combo Theory section. -Updated Okizeme section. There's another type of oki I use from time to time that I can share. It doesn't matter what combo you use provided you haven't used 214B already. If it's 214B SMP, it won't work. Basically what you need to do is whiff 22B as if you were going into a distortion ender, and the moment you whiff it, hold 4 then input 6C. So I'll give you an example. 5BB > 5CC > 22D > 6C > j.D > j.C > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B (whiff /hold 4 at this point) > [4]6C So it doesn't matter what combo you use as long as you get the 214B > 22B(whiff) to work on an aerial opponent. It won't work on a grounded opponent. It's better than using 22B (hit) > [4]6C because the opponent can just jump out, while this one locks them down. It obviously loses to DPs and reversals because they'll catch you in the recovery of the fireball, but it has its benefits: -It catches rolls. If you catch the roll. You can followup with 5A > 2CC > IAD combo. Getting 5A to hit isn't too easy. -It catches quick getup, so followup with 5A > Combo -If they don't tech, you can get them with 2B. -It catches a 5A mash on their wakeup for example. -You can score a CH against Valkenhayn's 6A and Rachel's 2C. Those reversal actions won't work against this. -Jin's 623C is too slow and won't catch you, so you're free to punish him. You'll get hit if he uses 623D though. -If Kokonoe teleports you'll recover in time to hit her and get counter hit if you can. So it's better against characters without a DP, and you can use it in combos were you were originally opting for damage and where the j.236A oki won't work. If you're using this against a player for the first time, I recommend waiting for the fireball to catch them before you go into your mixup, because if its hits you can followup with 5A/5C > into whatever combo you want, otherwise you could accidentally go for a reset (though thats not a bad thing if it works!). When they start to become more respectful you can use 6A immediately. So your mixup options are simple: -6A -Command grab -Throw -2B -tk.236D/214D throw baits can work really well but you need to condition them to throw after the fireball hit Remember the fireball generates very little blockstun so you need to act quickly to avoid getting mashed out (So it can be risky to go for 6A if you didn't use it immediately)
  13. 1/16 a-cho Ayato (TS) vs Matoi (TK)
  14. Masashi removed from notables. 1/16 a-cho Esuke (CA) vs Valkenhayn
  15. Corner fireball oki > j.D > air dash > j.B > j.CC > j.214C is pretty good for those that respect the oki. You can followup with 623C > Delay j.214A and take it from there. Kuresu did it in his latest match against Momoiro and is something I should've pointed out earlier.
  16. No I don't because she's still gonna have many bad matchups and she's still gonna find it difficult to acquire charge in certain matchups, because she relies on it for stuff. Her normals aren't particularly strong either. Those are just a few reasons. Look at it like this. Shift the focus from finding a balance between charging and applying pressure, and I think she'd be higher. The Mu matchup is very irritating for example and it's not only because her normals outranges us but also because it's difficult to acquire charge. Dunno about anyone else, but you're right about me. I still question why I continue to use Tsubaki at this point. I like the flexibility in her pressure and her combos and stuff, but I don't LOVE her. Guess it's just because I know a lot about her and it's out of character loyalty? It was a joke.
  17. -Added a table in charge setups section for comparative purposes. -Updated blockstrings! -Updated Safe Jump Setups!
  18. Actually they could potentially do 46C instead of [4]6C. That's an option, but I guess rather than speculate, I'll just wait and see what happens. The best thing.
  19. So that leaves HCF and 421 input, both of which I wouldn't want.
  20. Sigh. Originally this post was going to be an essay but I really really can't be bothered. I never said there is no doubt that with the changes Tsubaki would be better. Read my post again, I didn't say there isn't anything from stopping her from being much better, I said top tier. I said I don't think she'll be EXTREMELY GOOD. Tsubaki is rewarded with a faster 6A/2B, bigger hitbox on 5BB, 46A and reduced recovery on j.D. What are you left with? I think you're overexaggerating on the swallow moon mixup too.
  21. 'Tsubaki doesn't get nice things' ~ The headmistress herself (Pktazn) I have very low expectations of Tsubaki. I don't see her getting top, but if she does then cool. Zouf it seems like you're expecting quite a bit of Tsubaki and the thing is I don't think she'll be extremely good unless they kinda change her around completely. DP is gonna have to be fixed, they are gonna have to play around with her normals (including her air normals) etc. Hey, if you want to use a threatening character, the Valk forums await.
  22. Are we really doing this? Some of the things said here are a little too demanding, ha (particularly 22D unblockable being brought back and 5CC > 6B being gapless). I'll be honest though, when I see Tsubaki players doing 5CC > 6B I'm trying to buffer DP to get 'em. 6B is the only gatling you have left from 5CC which is why I prefer to do something like 5B/5C > 6B. Spaced 5CC > 6B can work too, but that means you'll be out of range to kinda followup and you'll lose to mashing. Anyway, this wishlist stuff isn't my thing but my list would be what Errol posted. 6A being 23 frames startup is good enough for me. I'm not bothered about 2B being stronger since I'm pretty content with 3.5k in the corner with CT and 1 charge, albeit the hitconfirm is a little demanding since you have to do 2B > 5C > 22D. Her unblockable is most likely never coming back and personally I'd rather it stayed that way. Seems like I want stuff harder for me but I don't. We're all sick of getting disrespected but I just learn to work around it. Dunno what you guys are doing, but I use a lot of 5A pressure. I won't say remove all the character specific stuff; the one I'm particularly agitated about is using the 6C > j.D > j.C route on characters, and one of the ways to fix that would be increasing j.C's hitbox. Tsubaki's damage is fine right now and I hope they don't do anything to nerf it, but I would like a little more untechable time on j.214D counter hit so we can followup with 6C afterwards. If anything were to get nerfed, 623C would probably be the main offender here I think. Not only is the vertical range kinda silly, but the blockstun is actually quite high for a DP, making it just a little difficult to punish. Though I suppose they could let us off with this one since Tsubaki can get hit out of her DP in many silly ways. It's pretty much what Airk said about them gaining the respect of their opponents. I'm not sure who it was, I think it was both Konan and Kuresu, that use blocked 6B into 6A. That's hella ballsy but hey it works for them! If I used it here in Europe I'd just get thrown out of it. You're gonna have to take risks with Tsubaki in order to open up your opponent sometimes. Believe me when I say I tried playing the safe game and that doesn't get me anywhere. Almost everything I do is unsafe but it works for me. Spinoza probably plays the safest out of all them iirc, but if you think Konan and Kuresu play unsafe, remember Pikuri? The main point is that it works for them though.
  23. 12/14 Game Chariot Tohaku (VK) vs Hasegawa (HZ) Tohaku (VK) vs Yoshi (NU)
  24. BRB changing custom user title to 'The Valk Killer!' You can't win, I have the power of Konan on my side. Want me to show how he pitched Uma no hone and Shiro again? Seriously first Valk to triumph over the dark angel will have the opportunity to get the match uploaded so everyone can see how much of a scrub I am! Lol! Anyway not gonna let this get outta topic, but I don't need to enforce that against you guys because you guys are awesome. Let the games begin! ~Bane Haha.
  25. 1/18/14 Playspot Big One Uma no hone (VK) vs Miya (JI) Uma no hone (VK) vs Suya (VK) Uma no hone (VK) vs Kouya (NO) Konan (TS) vs Suya (VK) Uma no hone (VK) vs Konan (TS) 1/27 Galileo's God Netplay Lobby Kinji (TK) vs Suya (VK) Kogatan (RG) vs Suya (VK) | Part 2 | Part 3 Suya (VK) vs Fenrich (JI) | (Cont) Suya (VK) vs N-O (RC) Suya (VK) vs Galileo (LI) | Part 2 Not bad Suya. Not bad.
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