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Everything posted by Kiba
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Youtube does a good job in nerfing the quality of nico uploads. Game Chariot and Playland F1 videos have the best quality on Nico I think, so they're a good choice for 'quality' matches. 10/7 Athena Nipponbashi Kazu@Ginga (TS) vs Futaba (BU) Kazu@Ginga (TS) vs Yubo (AZ) Kazu@Ginga (TS) vs Tenchi (HK) Kazu@Ginga (TS) vs Kikuchiyo (LI) The first 3 matches play one after the other.
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Anyone not burnt out and wanna play?
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10/6 Urban Square Tager vs Valkenhayn Nu-13 vs Valkenhayn Mekasue (BU) vs Valkenhayn Zero (RC) vs Valkenhayn Valkenhayn vs Arakune Valkenhayn vs Aru (HZ) Kouhatsu Tager vs Valkenhayn Nu-13 vs Valkenhayn a-cho Platinum vs Suya (VK) Valkenhayn vs Relius Hakumen vs Suya (VK) Hakumen vs Shiro (VK) Shiro (VK) vs Carl Metal (TK) vs Valkenhayn | Part 2 Ragna vs Valkenhayn Suya (VK) vs Hazama | Part 2 Suya (VK) vs Hage (TG) Carl vs Shuu (VK) Carl vs Yuitaba (VK) Valkenhayn vs Ragna Yuitaba (VK) vs Hakumen Shiro (VK) vs N-O (RC) Shiro (VK) vs Itoh (CA)
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a-cho http://www.youtube.com/watch?v=iO6NlMq2uR0 - Galileo vs N-O http://www.youtube.com/watch?v=b30fwFjwzn0 http://www.youtube.com/watch?v=5tf9cO-tL6s http://www.youtube.com/watch?v=UQYB2Qn7uUc http://www.youtube.com/watch?v=HF9yHq0767s http://www.youtube.com/watch?v=WCW-BvKTL54 Kouhatsu http://www.youtube.com/watch?v=kZhhBk9v24g Chariot http://www.youtube.com/watch?v=zWN6NM9XE-o http://www.youtube.com/watch?v=sl3mBHO4bC0 http://www.youtube.com/watch?v=AYqCtNJw2NE http://www.youtube.com/watch?v=n0zmqfT4Qac http://www.youtube.com/watch?v=CpNtQn-QYrs http://www.youtube.com/watch?v=AuyPLvD3240
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10/6 Central Hachiouji Azrael vs Tsubaki Azrael vs Tsubaki Tsubaki vs Puromete (LI) Tsubaki vs Amane | (Cont) Tsubaki vs Arakune Tsubaki vs Arakune Tsubaki vs Aru (HZ) | (Cont) 8/31 Chariot Kuno (TS) vs Mao (HZ) Hakumadoushi (PT) vs Kuno (TS) Yumura (TG) vs Kuno (TS) Hakumadoushi (AZ) vs Kuno (TS) Kuno (TS) vs Kaqn (JI) 10/3 a-cho Tsubaki vs Carl | Part 2
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10/5 Central Hachiouji Kuresu vs Protos (NU)
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10/4 Tachikawa Kuresu vs Ryuusei (JI) - Comeback was too strong. Excerpt made. Spinoza's match is right after this so you don't need to close the window if you want to see Spinoza Hane (LI) vs Spinoza - It says Hiyoko but the profile took me to Spinoza's.
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8/28 Chariot Fio (LI) vs Nansu (VK) Hasegawa (HZ) vs Nansu (VK) Osuban (TG) vs Nansu (VK) 10/4 Tachikawa Ryuu (VK) vs Anzu (NO) Ryuu (VK) vs Hikaru (HK)
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Hi. I'm gonna answer these questions a little briefly because there's too much to say and I'm not gonna bombard you. Tsubaki's damage output is actually quite low on average without charge/stock, so you'll have to grow accustomed to charging in neutral to maximise your damage output and neutral options. Beginner midscreen combos: 5BB > (2BB) > 5CC > 214A > 22B - This is your main BnB. You could end the combo by using 236A > 214A > 22A, but the former is better because you have more time to charge. 6A > 5CC > 6BB > 236C > 214C > 22B Throw > 236C > 214B > 22B Beginner corner combos: 5BB > (2BB) > 5CC > 22C > 6C > 236C > 214B > 22B 6A > 5CC > 6BB > 22C > 6C > 236C > 214B > 22B 5BB > 5CC > 22D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B 22D > 6CC > 236C > 5C > 2CC > 236B > 214B > 22B Throw > 6CC > 236C > 5C > 2C > 236C > 214B > 22B If you want to view other beginner combos please take a look at the Tsubaki Tutorial here. The combos really start from 4:51. If you want to play an effective beginner Tsubaki: Don't spend too much time charging: Remember Tsubaki is vulnerable while charging and open to counter hits so you should only be charging is you're full screen away or if you've knocked someone down. It's easy to do this against Tager too. You are going to have to learn to balance charging with your rushdown but as pointed out with Tager it depends on the matchup. If you're playing against Lambda you'll need to focus on getting in rather than charging since Lambda has full screen options to disrupt your charging. Do not waste all your charge on every opportunity you have Be aware that unless you're ending with j.214D, Tsubaki's ground enders (the 236B > 214B > 22B), are much more conveniant to end with than ending with j.214A/B/C. Not only does it leave you in a better position to continue your assault but you'll be in a more conveniant position to charge. The air enders leave you with very little options, but they're easier to learn atm. Charging and then following with j.214C is a typical way to try and remedy this but your opponent can react to this by anti airing you, or simply blocking it, and it's unsafe. I have also listed other common/bad habits here which you may want to consider. Make sure you're aware of her main tools: [*]Basic Pokes: 5B [*]Anti - Air: 2C [*]Air to Air Pokes: j.B, j.C (More range but slower) [*]High Attacks: 6A, all your aerial attacks. [*]Low Attacks: 2B, 2BB, 3C, 6B, 6BB [*]Neutral Tools: 5B, j.214C, 5C, 236C, 236D, 3C (236C and 3C are punishable on block so do not abuse them. 236C can be made safer by following up with 214D/22D, and 3C can even be punished on whiff) What you should practice in training mode is really simple. Combos, getting used to Tsubaki's normals etc.
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8/24 LL Koiwa Jin vs Valkenhayn - This actually isn't bad. Notice at 5:01 he used 2A after 236A and still managed to block Jin's DP. Of course this is no surprise since Jin's DP has slow startup. Valkenhayn vs Noel Ragna vs Valkenhayn - I like how the player is interrupting Ragna's Gauntlet Hades followup with 2A. For those that do not know, gauntlet hades is even more unsafe in CP that you can interrupt it with 2A. You no longer need to worry about Ragna following up.
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10/3 Kouhatsu Valkenhayn vs Jin Valkenhayn vs Azrael There isn't much to see here.
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10/3 Kouhatsu Tsubaki vs Jin Tsubaki vs Hazama
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I'm just confirming that this is true.
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Souji (VK) vs Bang Yuitaba (VK) vs Valkenhayn Hakumen vs Valkenhayn
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9/30 Athena Nipponbashi Tenho (BU) vs Tera Luna (TS) | Part 2 The Bullet could use the burst a little more at times because he gave Tera some free wins. Part 1, at 3:07, you see 22D CH > 6C > CT > Stuff into j.214D ender for 4.5k which was nice (of course if he wasn't going for the kill j.214D would not be needed and 4.4k would still be good). It may be good at some points to burn the charge after a blocked 236X because the high reward comes with very low risk. In CP 22D is safer being -4, so you can't be punished even if it's instant blocked (although range may be something to consider). At 5:54 in part 2 you see Tera use 3CC > RC > air dash again, but the significant thing about it is that he RC'd 3CC on whiff. Bullet doesn't seem to have a hard time punishing a blocked 3CC so be careful using it against her. Apart from all that, there's quite a bit of mashing at certain points in the match.
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I think he just means the oki from j.214A/B/C is better in CP than it is in CSE. You land next to the opponent.
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9/25 Playspot Big One Suya (VK) vs Miya (JI) - Someone please correct me if I was wrong in identifying the Jin here. Suya (VK) vs Usagi (TS) Suya (VK) vs Mazu (AZ)
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9/25 Playspot Big One Suya (VK) vs Usagi (TS)
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The first time I was hoping for a frame trap but that didn't work so I just RC'd to continue doing stuff. The second time I charged a little, then used 22A because I thought Zoular would try to punish me getting greedy but again that failed (it worked at 12:39 but we traded). @ 9:05 I have no idea what I was trying to accomplish but I RC'd to keep the assualt. @ 10:58 again I'm unsure, but there was no need for me to charge it. I was left vulnerable to a punish. A reason I may use 22A in neutral against Zoular is because he likes to dash 6B me, typically after a 236A (A lobelia) when I'm quite close to him. I guess another player would've just thought 'ok he's gonna do this let me just block it easily', but I would rather find a solution (if possible) to most things than take it y'know. He tends to summon pumpkin when he's above me and I don't want to block it when he uses 2D/3D with it, so I have two options: 1. Use 623C to get a CH or; 2. Air grab - Bigger reward, but this is the stubborn method and doesn't work unless I jumped as he's summoning it. (This also explains why I get hit) He also tends to summon George when he has pumpkin out when he is near full screen but again I don't want to have to deal with George later so again I have two options: 1. Just block - No risk involved or; 2. Quickly dash in and try to 3C George AND Rachel so I get a FC - My instincts are usually right as to when he's gonna summon george, but again this is the stubborn route and 95% of the time I will get hit by George/Pumpkin because I wasn't fast enough. (This also explains why I get hit a lot).
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Thanks Airk. Yeah, he plays Hazama too. I would rather use Valk against Ragna though
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If you're interested: FT10 Me vs Ixis (MU) | Part 2 Me vs Zoular (RC) | Part 2 Still being a little stubborn in some places.
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Zouf is correct. Regarding j.214X, like Zouf I too resorted to using RC to maintain pressure, and other times I'd only use one jump so I can air dash afterwards. Yeah, that's fair enough really.
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I agree with you dude I was really pleased with how he handled the matchup. Shiro got unlucky in that last match against Galileo however. 9/27 Tachikawa Goro (MK) vs Nao (VK)
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It's cool man I know it was difficult to watch the matches in that condition. I suspected there would be a reupload since I figured that other matches were missing. Definitely Konan's hitconfirm is something to take note of. I especially like how he does IAD j.B > 5A/5C. Speaking of Konan, notice how he omits 5A in the corner 5C > 2CC > 236C > (5A inserted here) > 5C > 2C > 236B > 214B > 22B. I was wondering why players did that and now I've noticed that 5A actually scales the damage. 5CC > 22D > 6C > CT > Stuff was originally 4.3k, but without the 5A, it deals 4.4k. 5A also seems to cause 236B to ocassionally whiff as seen in some past matches with Kuresu. I know it was only 100 damage less but I'm all 'bout that max damage. Also I have noticed something. This isn't new though since Surf and I touched upon it some pages back. It was the ground ender vs air ender debate. Midscreen it doesn't really matter what ender you use. Aerial enders (> j.214X) have you closer to the opponent and 9 times out of 10 they're probably going to roll back to get away from you, thus increasing your 'corner carry' further. The ground enders have good corner carry and give you some time to charge a little, followed up with a dash. In the corner the difference is a little more significant however. The ground enders are the preferred choice because 22B has more untechable time than j.214X (excluding j.214D of course), and the opponent cannot roll past you (unless you're very close to them), which secures your oki. The air enders have less untechable time and so the opponent can easily roll out of the corner even if you charge cancel it. You won't have enough time to punish the roll, and you'll have to start from scratch getting them into the corner. The only advantage the air enders have is that they deal slightly more damage, about 100 - 300 more depending on the combo. This is why you see players doing 6A > 5CC > 6BB > 214B > 5C > 2C > 236B > 214B > 22B and getting the SMP effect, because they want to stick to the 22B ender (though I do not know why they optimise it by doing the 6A > 5CC > 623C > delay j.214A route - Konan did it a few times). The only other time the air enders are used is when they have no choice, for example, when they're hitting an aerial opponent with j.BB and they have no charge.
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9/22 a-cho Ciel (HK) vs Shiro (VK) Galileo (LI) vs Shiro (VK) | Part 2 | Part 3 Galileo (LI) vs Yuitaba (VK) Yuitaba uses this corner combo: 5A > 5C > [2D > 5C] x3 > 6D > j.A > 5D > h[5C > 236A > 2C > tk.214B > 6C > 3C > 236B] which deals 2.8k. That's pretty good coming from a 5A starter. Dogura (AZ) vs Yuitaba (VK) | Part 2