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Everything posted by Kiba
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5BB > 5CC > 623C > j.214X(w) > 5C > 2C works too y'know. Keyblaz if you want to do that combo consistently, you need to cancel into j.214A(w) immediately, and then you need to input 5C immediately after landing. There isn't much difference between the use of 623C > j.214X(w) and 623C > j.236A(w). Using 623C > j.214X(w) makes the j.B > j.CC > 2C a little harder due to the opponent's height, but that doesn't matter here because you're not using it.
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Basic combo theory. It's pretty straightforward once you get the hang of it. Midscreen N Starters ---> (5C) > 3C > 5A > 5B > 6A > 6C > 2C > Delay 236B ---> (5C) > 3C > 5A > 6A > 6C > j.D > j.B(2) > j.236D > 22B > 5B > 214C > 5C > 236A > (214C hits) > 236B *Character Specific* If you're doing this combo from a 2B you have to do 2B(1) > 5C > 3C > etc or 2B > 3C. 2B(2) actually kills the combo and the 22B won't hit. ---> (5C) > 3C > 5A (> 6A > 6C) > 5B > 6A > 22A > 6[A] > 3D > 3C > Dash 6B > 5C > 236B ---> (5C) > 3C > 5A > 5B > 6A > 22A > 6[A] > 3D > 5B > 236A > Dash 5C > 236B With the last two combos above, you can do dash 6[A] for a side switch. 6B ---> 5C > 2C > 4D > 5B > 5C > 236A > Dash 5B > 5C > 236B [2640 Damage] ---> 5C > 2C > 8D > 2B(1) > 3C > 6[A] > 236D > 22B > 5B > 214C > 5C > 236A > (214A hits) > 236B *Character Specific* [3137 Damage] Forward Throw ---> 9D > Dash 5B > 5C > 236A > Dash 5C > 236B [2810 Damage] - This combo can be done with her back throw too. ---> 9D > Dash 2C > 6C > j.B > j.236D > 6B > 236B [3241 Damage] - You can just use j.B(1) > j.236D > 6B. Whatever you find easier. ---> 9D > Dash 3C > 6[A] > slight delay 236D > 22B > 2C > 6B > 236B [3538 Damage] Corner N Starters ---> (5C) > 3C > 5A > 6A > 6C > j.6D > j.C > slight delay j.236D > 22B > 5B > 214A > 5C > 236A > (214A hits) > 2C > 236B > (5B) > 5C > whatever oki If you're doing this combo from a 2B you have to do 2B(1) > 5C > 3C > etc or 2B > 3C. 2B(2) actually kills the combo and the 22B won't hit. ---> (5C) > 3C > 5A > 5B > 6A > 6C > (Delay j8.B > 5C) > 2C > 22A > Dash 6[A] > 236B > (5B) > 5C > whatever oki. These combos are nice if you have little to no gravitons. 6B ---> 5C > 2C > 236B > 5C > 5D > 5C > 236B > 5C > 214A oki [2859 Damage] ---> 5C > 2C > 236B > 5C > 6D > 6[A] > 5C > 236A > 5C > 236D > 6(1) > 22B oki [3039 Damage] Throw ---> 9D > 6[A] > 236D > 22B > 5B > 5C > (22B hits) > (6[A]) > 5C > 2C > 236B > (5B) > 5C > whatever oki - If you use 6[A] 5C, ending with 5B > 5C won't work. They'll tech straight out after 5B. ---> 9D > 2C > 236D > 22B > 5B > 5C > 6[A] > 236B > (5B) > 5C > whatever oki When you get the confirms down you'll notice that many other of her confirms go into the same thing, i.e: 6A AA (or CH) > 6C > j.D > j.B(2) > j.236A > 22B > the rest 5C CH > Dash 2C > 6C > same as above j.2C > RC > j.B(1) > 5C > 3C > 5A > 6A > 6C > same as above Corner 6B > 5C > 3C > 5A > 6A > 6C > Delay j.8B(1) > 5C > the rest The > 5B > 214C > 5C > 236A > 236B combos are weird on certain characters. For example, the 236B will whiff against Izayoi, Hazama and Celica (There are more characters but cannot remember them). Also, the 5C > 236A doesn't connect on some. All I know is that it doesn't work against Ragna for now, so you have to use > 5B > 236A.
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Post your videos if you'd like to get some constructive criticism on your play.
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Post videos / ask questions about your personal play and we'll be happy to help.
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5A > Command grab IAD j.C > command grab With my back to the corner: any short combo > 236C > 5D > Command grab 5C > Charge cancel > Command grab (only if I was directly in their face) Match start run up command grab (Needs serious conditioning) @Chzchan: Good stuff mate.
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I tested both and I don't see a meaniningful oki difference. Using 5C gives you a little more corner carry, but by little I mean extremely miniscule and nothing significant. I'm not fussed so it's ok. I never thought about using 236C > 4D wj.B so that's pretty cool.
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Discuss the matchup here. -If you use brjA on her wakeup and she uses the super, you can use 7D to escape. You can punish her by doing 7DC and then using a wolf cannon, or turn back into human mode and use CH 5C > 236C. -IOH j.C whiffs on her crouching hitbox
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Kiba replied to Anne's topic in BlazBlue Gameplay
To shed some light: Tsubaki - It feels much more rewarding to land confirms with Tsubaki this time around because she deals more damage, and what makes it better is that the combos are not hard to perform (however her stronger corner combos are real timing specific). I think they've also standardised her combos, as 85% of her combos will go into the 623C > j.214A(w) > 5C > 2C route. This route allows some flexibility with your enders especially in the corner; you can just adjust it as you see fit. Her normal combos do really question the use of 1 charge combos now, so now you have to ask yourself whether it's really worth using. It's real worth it if you're going for the real timing specific combos, but no one really wants to drop a 6C and be left vulnerable. 236C now crosses up which makes it very easy for Tsubaki to get out of the corner, unlike 1.1 where it was a bit of a nuisance due to character specific issues, or using charge. Valk - I feel like this version is the test of mettle. A lot of changes here and there have made him a little more difficult to use. One of the issues is wj.A having less untechable time. Many of his midscreen combos normally require Valkenhayn to transition into human mode after a wj.A, so adjustments will have to made to this. Also, his corner combos are much shorter this time around which means he won't regain as much wolf meter. So I feel that wolf meter management is more essential than ever, and players will have to adjust their mixup and oki depending on the character and opponent they are playing against. wj.C can no longer be used as a reliable overhead if you use wj.8C (it's fine if you use 6D > wj.A > wj.C), because Valks moves a little higher in the air, but we have '1.0' wj.A back so it doesn't really matter. The 'Gravity' in this game also feels a little harsh to Valk, and some of you may have noticed that Valk players seem to be losing a little more often than usual. This will be fun. -
If you have any questions post 'em here.
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You guys know the drill. Ask and you shall receive.
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A lot of good information being passed around here. Good stuff guys. As usual with the new iteration I bring you further future updates: -A new strategy guide will be made further down the line. A huge chunk of the information regarding pressure for example will remain (Although please note that I feel that OD raid will have an impact on our pressure), but her combo theory and her gimmicks have changed. I'm probably going to make a new one rather than editing the current thread. There will be some new stuff in that too so stay tuned. -Archived 1.1 threads. If you do not have access to CPE I will provide a link in the new threads to the old. As usual any questions or comments please feel free to shoot. Enjoy CPE Tsubaki.
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Check the first page.
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You could always do Blade super > 6CC > 236B > 214B > 2BB, although getting the distance right is pretty annoying midscreen. I think that's like 2.6 and I think that's all you can do. Alternatively you could take the chance to charge a little. I can see why people would rather get hit but at the same time you're letting Tsubaki get free damage. It might not be a lot, but it could be a contribution of things to come. It's not guaranteed that they're gonna get by Tsubaki's incoming mixup. As for 2.0, I have no idea. Once the game releases we can experiment.
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Unfortunately, super jump + barrier is the best way to deal with Tsubaki's blade super, however there are some instances which could further affect its usefulness. If the opponent is using super jump + barrier you won't have anything reliable to use except air pressure which Airk already suggested. This becomes a little annoying to do against Ragna who can DP in the air since after you use j.C it pretty much becomes RPS. Something you can do is tag them with multiple j.As until you land, and then go for a command grab or a throw. They will not be able to jump out of it if you time it correctly. if you do it too fast it'll be purple. What is important is that you need to land before them for this to work, because if not they will be able to backdash. I did test this and I seemed to be getting the grabs 50/50. Seems really specific on height, they can still air dash too if you leave them high enough. But yeah sadly your options from a blade super used like that are pretty weak.
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I believe that the most optimal combo is: w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C which deals 3717 damage. Ultimately it really depends on what oki you're going for, so for the 3C > 236B ender, that combo is fine.
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Me vs Kid's Ragna https://www.youtube.com/watch?v=2OrlzTAfh4A
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That sounds like a pretty hefty read you'd have to make.
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Well I'm more talking about his normals: 5A, 5C, 5B...etc. If he does catch you with 5D he still has to take risks in trying to approach. If you're magnetised and he has Spark Bolt, then that's a problem. With followups I just meant his gatlings (should've re worded that), so stuff into AC, drives and sledge are the options I'm referring to.
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A friend of mine gave me some advice. I'm gonna leave this here as a reminder and because I found it very helpful. Against Tager, you're never really trying to get in, you just want to keep him at a point where he takes a risk by over committing, which in his case is trying to poke or jump. Normally if he whiffs something when we're out of range there's an opportunity to take advantage of that opening, but ofc it depends on the normal. 6A and 6C are notable choices, but his 5D and 5C will be extremely difficult to whiff punish so it's not recommended to challenge those. If Tager is walking forward he can only try to poke or use a special, so I mean, you'll never see him walk and 360/720 you lol. You can try to bait out his pokes by using dash barrier, and he if he sledges or uses 2D you should be able to punish it so long as you haven't over committed i.e charging. If he jumps that's yet another opening so long as he doesn't j.2C you or use OD. Tager has one shot with spark bolt in which case you may be less inclined to poke him, but you still have the option of dash barrier. If he does keep walking forward you can just jab him with 5B, but if you block any of his pokes you don't lose anything. Just be wary of his special followups, especially the drives which could pose a problem if you're too close.
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Another Valkenhayn safe jump setup https://www.youtube.com/watch?v=X4q9j2J3iQA
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Nah https://www.youtube.com/watch?v=QXzspItRd9Y#t=22m34s Not only did Tsubaki 5A it trade with Ragna's 2A, but the pushback is bad.
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Hmm well yeah. The best way to go about it is I practice doing it in training mode against the dummy using various wakeup options.
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I use some setups on occasion, but they're not particularly good in the long run. It's nothing new, they're stuff I have mentioned in the past: ending with 22D > 6C > very slight delay 421A ending with 22D > 6C > j.D > falling j.C (which catches rolls too) 236B > 214B > 22B(whiff) ender into 421A (This isn't a bad setup but loses to reversals / DP and is in my gimmick vid) You could also probably do the BBB ender, tap D and then use a delayed 2B followup to discourage quick getup / rolls.
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CS1 Tsubaki was the worst. Remember here that this was the version where IB'ing something made it 5 frames? worse? So Tsubaki literally got poked out of everything, or alternatively IB > DP. She didn't really have decent ways to inflict pressure. 2B > 2D was unsafe on IB and you could get a CH on her. 6BB was also pretty useless, very slow startup and heavily negative on block. Air enders seemed to be a big thing in CS1, and she couldn't even get oki from it unless she used the D version. With CP they helped to elevate some of the problems. She gets better oki from j.214X and she has a projectile she can use for disruption. I know she still has the negative parts but I'm not looking at them so much because in the end you've just gotta work with what she has y'know. I slightly disagree that Tsubaki is weak in CP. CS1 yeah, not CP. Can't comment much for CP2 but all I can say is that the nerf to her rekka ender oki will hurt her. Not gonna get into this a great bunch though since I know how Tsubaki talk can get in here.