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Everything posted by Kiba
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Coolie, and yea see what I was talking about with the sub sections lool. That's not necessarily your fault though. It would be simpler to just have corner and midscreen but Valkenhayn is very demanding with positioning.
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No combos from corner w[j.C]? How about this? j.C > 5B > 5C > 6D > j.A > 5C > 236A > 5D > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C 3505 Damage Near corner 6B FC combo 6B > 2C > 5C > 236C > 6DD > 2C > 6C > 2C > 236A > 2C > j.DA > j.C > j.236A > j.236B > 2C > j.C > j.DC 4184 Damage 30 HG
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3/16 Fujisawa Fanfan Valkenhayn vs Momo (HZ)||Part 2||Part 3||||Part 4||Part 5 Valkenhayn vs Ronitta (JI)||Part 2||Part 3||Part 4||Part 5 Valkenhayn vs Hijiro yo (JI) - To 14:19 Ah I knew it. I believe the Valkenhayn player is Drops. Having access to their profiles really helps to identify players.
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3.) MISC. FOOTAGE 3A.) Combo Videos 2C Touch of Death Combo - by Bace Elizabeth Combo Movie - by Bace and Elochai Elizabeth Combo Movie 【Sayonara Thanatos Sensei】 - By Zao Elizabeth Fatal Counter Loops And Instant Kill Combos - By Elochai 2C Corner death combo - by bace Teddie and Elizabeth Combo Movie 【How to go 】 - by Mekasue Mahamaon Setup with AT j.A - by Urichinan Mahamaon setups - by Urichinan Elizabeth Combo Movie - by Abarennayo , Abarenna Elizabeth Combo Movie 【The Domain of Holy Girl】 - By Kiiryu Elizabeth Combo Movie - by Hazure Metal (RECOMMENDED FOR INTERMEDIATE/ADVANCED) Elizabeth Combo Movie 【I Know U Want Me】 - by Ikusaotome Elizabeth Combos - by Kamoihito Elizabeth Hamaon Combos - by Yunyun Elizabeth Basic Combo Movie - by Yunyun (RECOMMENDED FOR BEGINNERS) 【P4U】エリザベスコンボムービー 没ネタ by Okusan Nikuya (very gross reset from 100% meter, counter R-Action) 【エリザベス】Butterfly Swimmer【コンボムービー】 (Nicovideo, lots of interesting gimmicks) 3B.) Tutorial Videos Misc Elizabeth Tech - by Elochai Elizabeth Reset and Gimmick Tutorial - by Elochai Basic Combo Tutorial - by Elochai Elizabeth 101 (Moveset and Basic Combos) - by Yunyun 3C.) Score Attack Akihiko vs Unlimited Elizabeth Yu vs Unlimited Elizabeth Naoto vs Unlimited Elizabeth Kanji vs Unlimited Elizabeth 4D.) Gameplay Samples Elizabeth Challenge Combo 30 - by Tachibana Saki Elizabeth Challenge Mode Combos Persona 4 Arena - Elizabeth Story Mode Clips Persona 4 Arena Moves Video: Elizabeth Gameplay Sample 1 Gameplay Sample 2
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2.) US/EU Matches 2A.) Tournaments [03/30/2013] Grover (YU) vs Bace (EL) [TSB] [03/30/2013] Colpevole (CH) vs Bace (EL) [TSB] [03/30/2013] Grover (YU) vs Elochai (EL) [TSB] [03/30/2013] Wyvern Lord (AI) vs Bace (EL) [TSB] [02/16/2013] Elochai (EL) vs Omnipotent H (EL) [TSB] [02/16/2013] Elochai (EL) vs Lord Knight (MI) [TSB] [02/16/2013] Bace (EL) vs A3 Religion (Yu) [TSB] [02/16/2013] Bace (EL) vs Lord Knight (MI) [TSB] [01/26/2013] Sodelic (Narukami) vs Elochai (Elizabeth) [TSB] [10/27/2012] RsmvRemix (Elizabeth) vs. Mynus (Naoto) [Team Stickbug Team Tournament] [10/27/2012] RsmvRemix (Elizabeth) vs Green Tea (Mitsuru) [Team Stickbug Team Tournament] [10/27/2012] RsmvRemix (Elizabeth) vs Jailhouse Frog (Chie) [Team Stickbug Team Tournament] [10/23/2012] Silverae (Yu/Yosuke) vs Schowt (Elizabeth) [Vancouver Overture 14] [10/23/2012] Errikou (Naoto) vs Schowt (Elizabeth) [Vancouver Overture 14] [10/23/2012] GBS Giovanni (Elizabeth) vs Kuurumster (Aigis) [P4A Online] [10/22/2012] GBS Giovanni (Elizabeth) vs FullAutoDeath (Akihiko) [P4A Online] [09/23/2012] Greentea (Mitsuru) vs MGV (Elizabeth) [TSB Teams] [09/23/2012] MGV (Elizabeth) vs Achtzen (Yukiko) [TSB Teams] [09/23/2012] MGV (Elizabeth) vs Wyvernlord (Aigis) [TSB Teams] [09/23/2012] MGV (Elizabeth) vs Greentea (Mitsuru) [TSB Teams] [08/28/2012] Grand Finals - Chris G (Liz) vs. MarlinPie (Chie) [The Break #173] [08/20/2012] MGV (Elizabeth) VS Zealar (Kanji) [Team StickBug Monthly] [08/20/2012] MGV (Elizabeth) VS Lich (Kanji) [Team StickBug Monthly] [08/20/2012] MGV (Elizabeth) VS GreenTea (Mitsuru) [Team StickBug Monthly] [08/20/2012] GreenTea (Mitsuru) VS RSMV Remix (Elizabeth) [Team StickBug Monthly] [08/16/2012] ChrisG (Elizabeth) vs Nerdjosh (Teddie) [big Two] [08/16/2012] Knight of Zero (Yosuke) vs ChrisG (Elizabeth) [big Two] [08/13/2012] GF - LordKnight (Mitsuru) FC ChrisG (Elizabeth) [salty Battles #26] [08/09/2012] Winners Final: SKD (Yu) vs Bace (Elizabeth) [big Two] [08/09/2012] Losers Final: OmnisScythe (Naoto) vs Bace (Elizabeth) [big Two] [08/09/2012] Henaki (Kanji) vs ChrisG (Elizabeth) [big Two] [08/09/2012] ChrisG (Elizabeth) vs Zaicheck (Elizabeth) [big Two] 2B.) Casuals [03/27/2013] Bace (EL) vs Blackstar (CH/AK) [01/08/2013] Omnipotent H vs. Powerstar(KA) (2) [Dustloop Team Exhibition Match] [01/08/2013] Omnipotent H vs. Elochai (2) [Dustloop Team Exhibition Match] [01/08/2013] Omnipotent H vs. GBS Giovanni(SL) [Dustloop Team Exhibition Match] [01/08/2013] Ciddypoo(YK) vs. Elochai (2) [Dustloop Team Exhibition Match] [01/08/2013] Pwndmonz(SL) vs. Elochai (2) [Dustloop Team Exhibition Match] [01/08/2013] GBS Giovanni vs. Pwndmonz (2) [Dustloop Team Exhibition Match] [11/25/2012] Team Elizabeth vs Team Yukiko [DL XBL Team Exhibition Match] [11/08/2012] BlackStar (Akihiko) vs Bace (Elizabeth) (2) [P4A Online] [11/03/2012] ParakeetSketch (Elizabeth) vs. Drakebunny (Elizabeth) [2] [P4A Online] [11/03/2012] A Bad Robot (Mitsuru) vs. Drakebunny (Elizabeth) [P4A Online] [11/03/2012] Drakebunny (Elizabeth) vs. Jaguar131 (Aigis) [P4A Online] [11/03/2012] Drakebunny (Elizabeth) vs. xMillette (Chie) [P4A Online] [10/30/2012] GBS Giovanni (Elizabeth) vs SkyKing Oz (Yukiko) [P4A Online] [10/26/2012] ZomB (Chie) vs Eshi (Elizabeth) [Money Match] [10/10/2012] Elochai vs Omg Itz Mendoza [PSN Casuals] [09/30/2012] Elochai vs Ciddypoo (2) (3) [PSN Casuals] [09/28/2012] Bace (Elizabeth) vs AxistheBeast (Kanji) [2] [PSN Casuals] [09/28/2012] Bace (Elizabeth) vs LostSoul (Mitsuru) [2] [PSN Casuals] [09/26/2012] Lord Knight (Mitsuru) vs Xcrosss (Elizabeth) [Part 2] [Part 3] [09/26/2012] Aloutte (Mitsuru) vs Xcrosss (Elizabeth) [Part 2] [Part 3] [Part 4] [Part 5] [Concept Matches] [09/12/2012] Ciddypoo (Yukiko) vs howling-_-moon (Elizabeth) [PSN Casuals] [08/23/2012] So Real Josh (Chie/Kanji) vs Scaipgote (Elizabeth) [Astral Heat Summer Carnival] [08/23/2012] DBlanks (Yukiko) vs HD Kiba (Elizabeth) [Astral Heat Summer Carnival] [08/23/2012] HolHorse (Chie) vs Ignis (Elizabeth) [Astral Heat Summer Carnival] [08/23/2012] SYN Jamzy (Kanji) vs HD Kiba (Elizabeth) [Astral Heat Summer Carnival] [08/23/2012] HD Kiba (Elizabeth) vs Zade (Yu) [Astral Heat Summer Carnival] [08/23/2012] SYN Don D (Mitsuru) vs HD Kiba (Elizabeth) [Astral Heat Summer Carnival] [08/23/2012] Howtoread (Naoto) vs HD Kiba (Elizabeth) (Continued) [Astral Heat Summer Carnival] [08/02/2012] Chazmobile (Yosuke) vs Kiba (Elizabeth) (2) (3) [07/03/2012] Kiba (Elizabeth) vs HexaNoid (Aigis) [London Anime Con]
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1.) JPN Matches 1A.) vs Aigis [11/21/2012] Elizabeth vs Aigis [Akibahara] [10/21/2012] Aigis vs Elizabeth (2) [a-cho] [10/21/2012] Aigis vs Elizabeth [a-cho] [10/21/2012] Aigis vs Elizabeth [a-cho] [10/08/2012] Elizabeth vs Aigis [a-cho] [10/08/2012] Elizabeth vs Aigis [a-cho] [08/27/2012] Fujii (EL) vs Rodomu (AI) [Kakario Sanshou] [08/21/2012] tzk (AI) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [06/06/2012] Abaren (EL) vs Ishei (AI) [sakuragaoka Central Seiseki] [06/06/2012] Mikoku (AI) vs Abaren (EL) (2) (3) (4) [sakuragaoka Central Seiseki] [06/06/2012] Elizabeth vs Aigis [Abion Festa] [06/06/2012] Elizabeth vs Aigis [Abion Festa] [06/06/2012] Elizabeth vs Aigis [Abion Festa] [06/06/2012] Elizabeth vs Aigis [Abion Festa] 1B.) vs Akihiko [02/24/2013] Akihiko vs Elizabeth [Port 24] [02/24/2013] Akihiko vs Elizabeth [Port 24] [01/19/2013] Piyota (AK) vs Okayu (EL) [Leisureland] [01/19/2013] Okayu (EL) vs Nakapeko (AK) [Leisureland] [11/16/2012] Elizabeth vs Akihiko [a-cho] [09/12/2012] Akihiko vs Elizabeth [Kouhatsu] [09/07/2012] Akihiko vs Elizabeth [08/30/2012] Gobu (AK) vs Yanashi (EL) [Tokyo Leisure Land] [08/30/2012] Elizabeth vs Akihiko [intrasquad Game] [08/28/2012] Elizabeth vs Akihiko [intrasquad Game] [08/28/2012] Elizabeth vs Akihiko [intrasquad Game] [08/19/2012] Elizabeth vs Akihiko [Mix Up Night #05] [08/11/2012] Elizabeth vs Akihiko [sBO] [08/10/2012] Elizabeth vs Akihiko [a-cho] [08/01/2012] Elizabeth vs Akihiko [sega Avion] [08/01/2012] Elizabeth vs Akihiko [sega Avion] [07/26/2012] Akihiko vs Elizabeth (2) (3) [A-Cho] [07/23/2012] Elizabeth vs Akihiko [Kouhatsu] [07/09/2012] Elizabeth vs Akihiko [Kouhatsu] [06/18/2012] Akihiko vs Elizabeth [unlimited Circus] [06/13/2012] Akihiko vs Elizabeth [Pasopiado Tournament] [06/10/2012] Akihiko vs Elizabeth [A-Cho] [06/09/2012] Elizabeth vs Akihiko [Central Hachiouji] [06/05/2012] Akihiko vs Elizabeth [Abion Festa] [06/05/2012] Akihiko vs Elizabeth [Abion Festa] 1C.) vs Chie [02/24/2013] Chie vs Elizabeth [Port 24] [01/13/2013] Elizabeth vs Chie [a-cho] [01/13/2013] Elizabeth vs Chie [a-cho] [10/05/2012] Elizabeth vs Chie [Tokyo Leisure Land] [09/07/2012] Chie vs Elizabeth [08/27/2012] Fujii (EL) vs Kimi (CH) [Kakario Sanshou] [08/19/2012] Komari (EL) vs Ayashiro (CH) [Taito Station] [08/10/2012] Elizabeth vs Chie (2) [a-cho] [08/01/2012] Elizabeth vs Chie [sega Avion] [07/31/2012] Elizabeth vs Chie [sega Avion] [07/30/2012] Elizabeth vs STD (CH) [shinjuku Sportsland] [07/23/2012] Elizabeth vs Chie [Kouhatsu] [07/21/2012] Chie vs Elizabeth 4 [Team 5 Elizabeth] [07/21/2012] Chie vs Elizabeth 5 [Team 5 Elizabeth] [07/16/2012] Chie vs Elizabeth (2) (3) [Akihabara Intermediate Tournament] [07/06/2012] Chie vs Elizabeth [sega Ushirono] [06/13/2012] Chie vs Elizabeth [A-Cho] [06/03/2012] Kyou (EL) vs Chie [Nakamurabashi Fun Factory] 1D.) vs Elizabeth [01/13/2013] Liz mirror [a-cho] [09/29/2012] Liz mirror [a-cho] [08/28/2012] Liz mirror [intrasquad Game] [08/28/2012] Liz mirror [intrasquad Game] [07/31/2012] Liz Mirror [sega Avion] [06/06/2012] Advent vs Abaren [sakuragaoka Central Seiseki] [06/06/2012] Liz Mirror [Abion Festa] [06/05/2012] Liz Mirror [Abion Festa] 1E.) vs Kanji :ballKA: [03/01/2013] Kanji vs Elizabeth [sEGA avion] [09/29/2012] Kanji vs Elizabeth [a-cho] [09/07/2012] Kanji vs Elizabeth [08/21/2012] Matsuno (KA) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [08/21/2012] Kaqn (EL) vs Asabishi (KA) [Game Chariot] [08/19/2012] Kanji vs Elizabeth (2) [Mix Up Night #05] [08/19/2012] Pet (KA) vs Gotto (EL) [Mix Up Night #05] [08/19/2012] Gaoo (KA) vs Komari (EL) [Taito Station] [07/30/2012] Kanji vs Elizabeth [a-cho] [07/23/2012] Chie-chan wa Kawaii (KA) vs Komari (EL) [Machido Taito] [07/16/2012] Hazure Metal (EL) vs Kanji [Chuukyuusha OFF] [07/06/2012] Elizabeth vs Kanji [Tougeki Qualifiers] [07/04/2012] Hazure Metal (EL) vs Kanji [07/04/2012] Hazure Metal (EL) vs Kanji [06/13/2012] Kanji vs Elizabeth [A-Cho] [06/05/2012] Kanji vs Elizabeth [Abion Festa] [06/03/2012] Kanji vs Kyou (EL) [Nakamurabashi Fun Factory] 1F.) vs Labrys [01/19/2013] Okayu (EL) vs. Rotto (LA) (Cont'd) [Leisureland] [09/29/2012] Labrys vs Elizabeth [a-cho] [09/29/2012] Labrys vs Elizabeth [a-cho] [09/29/2012] Labrys vs Elizabeth [a-cho] [08/30/2012] Elizabeth vs Labrys [intrasquad Game] [08/28/2012] Labrys vs Elizabeth [intrasquad Game] [08/19/2012] Koto (LA) vs Hiryou (EL) [Mix Up Night #05] [07/31/2012] Elizabeth vs Labrys [sega Avion] [07/31/2012] Labrys vs Elizabeth [sega Avion] [07/16/2012] Labrys vs Elizabeth [Akihabara Intermediate Tournament] [07/01/2012] Elizabeth vs Labrys [Hachioji Store Competition] [06/25/2012] Purepure (Labrys) vs Elizabeth (2) (3) [06/09/2012] Elizabeth vs Labrys [Central Hachiouji] [06/09/2012] Elizabeth vs Labrys [Central Hachiouji] [06/05/2012] Labrys vs Elizabeth [Abion Festa] 1G.) vs Mitsuru [01/19/2013] Okayu (EL) vs Mitsuru (2) [Leisureland] [11/16/2012] Mitsuru vs Elizabeth [a-cho] [11/16/2012] Elizabeth vs Mitsuru [a-cho] [11/16/2012] Elizabeth vs Mitsuru [a-cho] [10/17/2012] Wataru (MI) vs Shadow (EL) [Game Chariot] [10/08/2012] Elizabeth vs Mitsuru [a-cho] [08/30/2012] Kemi (MI) vs Kano (EL) [Tokyo Leisure Land] [08/30/2012] Mitsuru vs Elizabeth [intrasquad Game] [08/28/2012] Mitsuru vs Elizabeth [intrasquad Game] [08/21/2012] J (MI) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [07/31/2012] Elizabeth vs Mitsuru [sega Avion] [07/31/2012] Mitsuru vs Elizabeth [sega Avion] [07/24/2012] WC3PLAYER (MI) vs Chiuchiu (EL) [P4U Random Matches] [07/16/2012] Mitsuru vs Elizabeth [Akihabara Intermediate Tournament] [06/09/2012] Elizabeth vs Mitsuru [Central Hachiouji] [06/03/2012] Mitsuru vs Kyou (EL) [Nakamurabashi Fun Factory] 1H.) vs Naoto [11/21/2012] Elizabeth vs Naoto [Akibahara] [11/16/2012] Naoto vs Elizabeth [a-cho] [09/29/2012] Elizabeth vs Naoto [a-cho] [09/16/2012] Minori (EL) vs Shadow (NA) [Chiba Felicidad] [09/12/2012] Elizabeth vs Naoto [Kouhatsu] [08/25/2012] Nakaneko (NA) vs Henyuu (EL) [Kakario Sanshou Singles] [08/25/2012] Henyuu (EL) vs Shima (NA) [Kakario Sanshou Singles] [08/19/2012] Kaichou (NA) vs Komari (EL) [Taito Station] [07/31/2012] Naoto vs Elizabeth [sega Avion] [07/30/2012] Elizabeth vs Kyaku (NA) [shinjuku Sportsland] [07/26/2012] Elizabeth vs Naoto (2) (3) (4) (5) [A-Cho] [07/23/2012] Elizabeth vs Naoto [Kouhatsu] [07/09/2012] Elizabeth vs Naoto [Kouhatsu] [07/06/2012] Elizabeth vs Naoto [Tougeki Qualifiers] [06/16/2012] Mine (EL) vs Tsubaki (NA) [Kohatsu] [06/13/2012] Naoto vs Elizabeth (2) (3) [A-Cho] 1I.) vs Shadow Labrys [03/20/2013] Nerina (SL) vs Souhei (EL) [FT10] [10/09/2012] Fio (SL) vs Beth (EL) - Screen 1 [NEC JP Qualifers] [10/08/2012] Shadow Labrys vs Elizabeth [a-cho] [10/08/2012] Shadow Labrys vs Elizabeth [a-cho] [09/29/2012] Shadow Labrys vs Elizabeth [a-cho] [09/29/2012] Shadow Labrys vs Elizabeth [a-cho] [09/16/2012] Minori (EL) vs Tooru (SL) [Chiba Felicidad] [09/07/2012] Shadow Labrys vs Elizabeth [08/28/2012] Shadow Labrys vs Elizabeth [intrasquad Game] [08/21/2012] Kuroshi (SL) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [08/19/2012] Kanna (SL) vs Komari (EL) [Taito Station] [08/16/2012] Shadow Labrys vs Elizabeth (2) (3) [a-cho] [08/13/2012] Shadow Labrys vs Elizabeth [Kouhatsu] [07/24/2012] Chiuchiu (EL) vs Koge Tamago (SL) [P4U Random Matches] [07/01/2012] Elizabeth vs Shadow Labrys [Hachioji Store Competition] [06/22/2012] Elizabeth vs Shadow Labrys (5 matches) [New Isesaki] [06/13/2012] Elizabeth vs Shadow Labrys [isseki Nyu-Puraton] [06/06/2012] Abaren (EL) vs Ryo-ta (SLA) (2) [sakuragaoka Central Seiseki] [06/06/2012] Slave (SLA) vs Abaren (EL) (2) (3) (4) (5) (6) (7) (8) [sakuragaoka Central Seiseki] [06/03/2012] Shadow Labrys vs Kyou (EL) [Nakamurabashi Fun Factory] 1J.) vs Teddie [03/29/2013] Elizabeth vs Teddie [Kouhatsu Arc Revo Qualifier] [03/24/2013] Elizabeth vs Teddie [Kouhatsu Arc Revo Qualifier] [11/21/2012] Elizabeth vs Teddie [Akibahara] [11/16/2012] Elizabeth vs Teddie [a-cho] [10/21/2012] Teddie vs Elizabeth [a-cho] [10/09/2012] Hagiwara (TE) VS Beth (EL) - Screen 2 - [NEC JP Qualifers] [10/09/2012] Elizabeth vs Teddie [a-cho] [10/08/2012] Elizabeth vs Teddie [a-cho] [09/16/2012] Minori (EL) vs Funnu (TE) [Chiba Felicidad] [08/30/2012] Serenado (EL) vs Sachou (TE) [Tokyo Leisure Land] [08/30/2012] Serenado (EL) vs Ronkuma (TE) [Tokyo Leisure Land] [08/01/2012] Elizabeth vs Teddie [sega Avion] [07/30/2012] Elizabeth vs Teddie [Ji-kamu Wajiro] [07/30/2012] Teddie vs Elizabeth [Ji-kamu Wajiro] [07/16/2012] Elizabeth vs Teddie (2) (3) (4) (5) (6) [Akihabara Intermediate Tournament] [07/06/2012] Elizabeth vs Teddie [Tougeki Qualifiers] [07/06/2012] Elizabeth vs Teddie [Tougeki Qualifiers] [07/01/2012] Isabella (EL) vs GOTYOU (TE) [Machida Taito] [06/20/2012] Serori (TE) vs Komari (EL) [Yokohama Freedom] [06/16/2012] Mine (EL) vs Mamuru (TE) [Kohatsu] [06/06/2012] Elizabeth vs Teddie [Abion Festa] [06/06/2012] Teddie vs Elizabeth [Abion Festa] [06/05/2012] Elizabeth vs Teddie [Abion Festa] [06/02/2012] Elizabeth vs Teddie [isesaki Nyupuraton] 1K.) vs Yosuke [01/13/2013] Elizabeth vs Yosuke [a-cho] [08/30/2012] Serenado (EL) vs Kamisama (YO) [Tokyo Leisure Land] [08/30/2012] Pinchi (EL) vs Shin (YO) [Tokyo Leisure Land] [08/30/2012] Elizabeth vs Yosuke [intrasquad Game] [08/28/2012] Yosuke vs Elizabeth [intrasquad Game] [08/21/2012] Goya (YO) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [08/21/2012] Akumetsu (YO) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [08/19/2012] Komari (EL) vs Anchi Kiiro (YO) [Taito Station] [07/26/2012] Yosuke vs Elizabeth [A-Cho] [06/06/2012] Yosuke vs Elizabeth [Abion Festa] [06/06/2012] Elizabeth vs Yosuke [Abion Festa] [06/03/2012] Kyou (EL) vs Yosuke [Nakamurabashi Fun Factory] [06/03/2012] Yosuke vs Elizabeth [Tougeki Qualifiers] [06/02/2012] Yosuke vs Elizabeth [isesaki Nyupuraton] 1L.) vs Yu [02/24/2013] Kyuasodo (YU) vs Aruka (EL) [Arc Revo Qualifiers] [02/24/2013] Yuu vs Elizabeth [Port 24] [01/13/2013] Yu vs Elizabeth [a-cho] [01/13/2013] Elizabeth vs Yu [a-cho] [10/21/2012] Elizabeth vs Yu [a-cho] [10/05/2012] Elizabeth vs Yu [Tokyo Leisure Land] [09/29/2012] Yu vs Elizabeth [a-cho] [09/29/2012] Yu vs Elizabeth [a-cho] [09/29/2012] Yu vs Elizabeth [a-cho] [09/17/2012] Elizabeth vs Yu [a-cho] [09/07/2012] Elizabeth vs Yu [09/07/2012] Yu vs Elizabeth [09/03/2012] Yu vs Elizabeth [Kouhatsu] [08/28/2012] Elizabeth vs Yu [intrasquad Game] [08/27/2012] Mosu (YU) vs Henyuu (EL) [ [Kakario Sanshou] [08/21/2012] Uejima (YU) vs Mupan (EL) [Ji-kamu Kami Kumamoto] [08/21/2012] Kaqn (EL) vs Waizu (YU) (2) [Game Chariot] [08/19/2012] Asao (YU) vs Hiryou (EL) [Mix Up Night] [08/19/2012] Murijin (YU) vs Hiryou (EL) [Mix Up Night] [08/19/2012] Hiryou (EL) vs Yu [Mix Up Night] [08/06/2012] Yu vs Elizabeth [Kouhatsu] [08/01/2012] Elizabeth vs Yu [sega Avion] [07/30/2012] Elizabeth vs Yu [Ji-kamu Wajiro] [07/30/2012] Elizabeth vs Narukami (2) [shinjuku Sportsland] [07/26/2012] Yu vs Elizabeth [A-Cho] [07/21/2012] Yu vs Elizabeth 1 [Team Elizabeth 5] [07/21/2012] Yu vs Elizabeth 2 [Team Elizabeth 5] [07/21/2012] Yu vs Elizabeth 3 [Team Elizabeth 5] [07/21/2012] Yu vs Elizabeth 4 [Team Elizabeth 5] [07/10/2012] Naru (YU) vs Kaqn (EL) [Game Chariot] [07/09/2012] Elizabeth vs Yu [Kouhatsu] [06/22/2012] Yu vs Elizabeth [New Isesaki] [06/22/2012] Tana Master (EL) vs Gosuderisei (YU) [Game Plaza anan Tougeki Area Qualifiers] [06/06/2012] Elizabeth vs Yu [Abion Festa] [06/06/2012] Yu vs Elizabeth [Abion Festa] [06/05/2012] Yu vs Elizabeth [Abion Festa] [06/01/2012] Elizabeth vs Yu [Tougeki Qualifiers] 1M.) vs Yukiko [02/24/2013] Takanashi no Okimono (YK) vs Aruka (EL) [Arc Revo Qualifiers] [10/21/2012] Elizabeth vs Yukiko [a-cho] [10/21/2012] Elizabeth vs Yukiko [a-cho] [08/30/2012] Yukiko vs Elizabeth [intrasquad Game] [08/18/2012] Shooting Sensu Obasan (YK) vs Maya (EL) [Central Hachiouji] [08/10/2012] Yukiko vs Elizabeth (2) [a-cho] [08/04/2012] Elizabeth vs Yukiko [Game Field] [07/26/2012] Yukiko vs Elizabeth - To 46:20 [A-Cho] [07/16/2012] Hazure Metal (EL) vs Mabo (YK) [Chuukyuusha OFF] [07/16/2012] Yukiko vs Elizabeth [Akihabara Intermediate Tournament] [06/06/2012] Elizabeth vs Yukiko [Abion Festa] [06/06/2012] Elizabeth vs Yukiko [Abion Festa] [06/06/2012] Elizabeth vs Yukiko [Abion Festa]
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This thread is for the posting and discussion of Elizabeth videos. Feel free to share any piece of performance you may have! The dates will be in ascending order with the most recent being at the top and the characters are listed in alphabetical order. Matches in bold are recommended matches. If you guys recognize any of the players whose names aren't mentioned, please be sure to give me a shoutout. If I've wrongly time stamped a video, please be sure to give me a shout! Enjoy! In case a Nico video is present, you can use this director to watch 'em. If you like to check out Elizabeth pre patch, please look at this video thread (It has quite a few matches which are still worth watching!). If you are looking for someone specific please use ctrl + F and type in the name of the player in the search box. It should make it hella easier for you. Have fun. SOME OF THE VIDEOS HERE ARE GONE DUE TO THE TERMINATION OF JOURDAL'S ACCOUNT. Notable Players Damosu Uchiyama Okusan Notable Player Matches Damosu vs [01/19/2013] Kirisame (CH) [09/09/2012] A-chan (YU) [08/14/2012] Kanji [08/14/2012] FAB (KA) [08/14/2012] Domi (AK)||Part 2 [08/11/2012] Satochi (MI) Uchiyama vs [01/19/2013] PET (KA) [01/19/2013] Nidaime Yume (AI) - to 12:53||Part 2 [08/14/2012] Shingo (AK) Okusan vs [03/28/2013] Naoto [03/28/2013] Yukiko [03/02/2013] Minori (MI) [03/02/2013] Muku (YK) [03/02/2013] Hagiwara (TE) [03/02/2013] Tetsu (CH) [02/11/2013] Koichi (YK/AI) [01/19/2013] Yukiko [01/19/2013] PET (KA) [01/19/2013] Gob (AK) [01/19/2013] Naoto [01/19/2013] STD (CH) [01/19/2013] Shadow Labrys||Part 2||Part 3 [01/17/2013] Ahiru (NA) [01/17/2013] Mitafu (AI) [01/17/2013] STD (CH)
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Ok looks like it wasn't me, but still I'm unsure of what happened. While that's in the process, I urge you guys to link any videos you want here. It'll be temporary. Apologies for the inconveniance this has caused. It's being rebuilt. Thank you Kurushii I really appreciate it. In addition, if you're looking for new Elizabeth tech and stuff, I highly recommend suscribing to Bace's YT Channel.
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LL Koiwa Valkenhayn vs Noel Valkenhayn vs Tager
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This is me using the setup. I was a little slow however.
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Yea I remember you discussed this before, and I will edit my post to include your information as I find it useful. Thanks. Hello. This setup is listed in the Unblockables Setups Compilation here. It is inescapable unless the opponent uses a burst or a CA, and thanks. If the opponent is able to do this it means the offender has used the setup incorrectly (or were too slow). It's really supposed to be set up rather than thrown out.
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No problem guys, and thanks Daedron.
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BAD/COMMON HABITS 236C in neutral – Easy to get in! 236C in neutral is horrible because of the risk and reward. Now with charge it’s alright because you have something to cover yourself with but I’m talking about when you have no meter or charge. If your opponent blocks it you’re prone to a full combo and you’ll be in a position which is worse from where you were originally! If you used it up close, the opponent can CH you resulting in a stronger combo. It may work on players who do not understand Tsubaki but it is generally not advised. The most you’re getting out of it is about 1.8k and as you can see, it’s not worth it. The only other time 236C is useful is against Valkenhayn because you’d want to tag the wolf, but again, there should not be a reliance on this. If you want to get in, use your mobility. j.214X abuse – Condor dives! This isn't bad when you use it to get out of corner pressure, but it's horrible when using it in an attempt to hit your opponent. Not only is it disadvantageous on block which leaves you viable to a punish, but it can also be stuffed by a well times anti air. You can even be thrown out of the startup if the opponent is closer to you and has good reactions! The worst you can do is charge in the air, and then use it, because it's just too obvious since you have little options after j.D, especially if you've used you second jump because you can't air dash. 214214D (Mugen) on wakeup – Time to punish! The downside about using this on wakeup is that is has no invincibility, and if an opponent uses a meaty attack on your wakeup you WILL be hit out of this. Not only will you face a CH combo, but your charge will be draining. You would had weakened your defensive options (loss of 623D and followup options) and wasted 50 heat which you could have spent on a hitconfirm into mugen for example. You could have even used 236236C and saved your charge. The only time this may work is if your opponent did not use a meaty attack and that’ll give you the option to punish their attack, but again, assessing whether they used a meaty is highly down to how well you can see and react to that. If the opponent blocks on your wakeup, you’ll be forced to play a ‘guessing’ game with your drives, where you’ll try to hit your opponent and make the most out of the time you have. Overall, do not do this. Long Blockstrings As I said earlier using long blockstrings may prove to work against you rather than for you, but the main culprit here is using Tsubaki’s main bnb as a blockstring. 5BB > 2BB > 5CC > (6BB) is a mediocre blockstring which works against mashers, buy you need to remember that constant use of this blockstring is most likely going to get you no where. Unless you slightly delay the normals to provide some frame traps, you’re not providing any real mixup here and you have limited options after 5CC which can all lose to IB > 5A, DPs or even jump outs. The exception here is ending the 5CC with a charge cancel but if you opt for additional pressure, 9/10 you’ll be out of range to do anything decent and you’ll have to dash in, making you vulnerable to mashing. 5BB > 2B and 2BB itself can be interrupted with a DP if the opponent manages to instant block. Remember you want short and sweet blockstrings as Tsubaki can’t afford to do anything long that provides something decent without using a high number of resources. Not to mention that barrier works effectively well against Tsubaki's normals and you will find yourself whiffing normals. I understand that Tsubaki can be mashed out of short blockstrings and charge cancels, but this is why you constantly need to mix it up between long blockstrings, frame traps, overheads, short blockstrings into unblockables, throws and charge cancels. 3C Abuse in Neutral Stop it. I understand that this is a good normal to use because it travels a long way and it can reward you with a FC. It also goes under other normals which are thrown at you such as Litchi's 6B and Tsubaki's 5B, but it's not good to use to get in because if it's blocked, you're vulnerable even though some characters have a difficult time trying to punish it such as Hakumen. Remember that using 3C© will put you in a crouching position so opponents can further extend their combos against you. If you have meter you'll be forced to RC to make it safe. You can trick your opponent by using 3CC but you can't capitalise of it unless it's a FC or unless you have meter. In addition, if the moves whiffs, you're vulnerable yet again. Notice how I stated abuse. 3C is good for when you can try to tag opponent's out of what they are doing and your reactions allow that, such as catching Mu in the startup of Totsuka or Litchi's itsuu, but it SHOULD NOT BE THROWN OUT. If you get a 3C FC, you get guaranteed corner carry, but if it whiffs or it's blocked, you're gonna pay for it. Be careful.
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Setups and Tricks Before taking a look at the following you may want to take a look at this video which contains a numerous amount of setups you can utilise in your gameplay, some of whichare already explained below in this strategy guide. Here. In addition, you may want to have a look at BatousaiJ's combo video which hosts a lot of tricks which may interest you. Here. Kara Throw You can 'kara throws' to extend the range of you ground throws. The input is 6C~B: You quickly cancel 6C into a grab and Tsubaki should move forward while initiating the grab animation (In other words you need to plink it). The allows you to throw players from ranges where a normal throw wouldn't work, such as 5A > 5A > Kara throw on a normal block. You can also do it from 6B, but using it from 6C is better because it has more range. Tsubaki is also known to use this technique for her command. Supposedly you do 63216C~4C and you can extend the range of the command grab, but it's really hard to do and can be seen here. Blade Super Application Blade super (632146B) is great for making people who are not used to the match up do something really unexpected, such as trying to dash up and hit you in the face or use a reversal. If you do hit with it your followup options are very limited going into 2C > j.CC > j.214A or 236B > 214B > 22B. It can be used to try and get in against certain characters like Mu, Nu-13 and Kokonoe, or it can be used to halt the stronger rushdown characters (Valkenhayn, Taokaka, maybe Ragna) opponent so you can acquire at least 2 charge. If you do happen to try and rush your opponent down during the super, be aware that this is usually the most obvious time that they will use their counter assault. It's better to jump and block so you can try to bait the counter assault, and if they don't, you can proceed to using jump > IAD j.CC mixup. If you use this super in neutral, the best way for the opponent to avoid this is to high jump. This limits your options and you're gonna have to use air pressure or wait till they land. There are other ways of using this super to try and get your opponent to guess wrong and get hit. The first is using a combo into the 236B > 214B > 22D ender. After you've done 22D, dash and use 6C, then input 632146B. This oki is nice because it can catch rolls and late techs, so your opponent has to neutral tech. If they don't tech they will also get hit, but this works against people who are not aware of this. Once they start neutral teching and blocking, you're gonna have to go into mix up. The second method is using 6C > 6321469B (tk.blade super). This is nice because 6C places you in jab range so it feels like more people will bite and try to punish taking the full damage + ground/air ender. They won't be able to hit Tsubaki out of this, and they will have to go on the defense. Throw Resets This is done with Tsubaki's back throw only, because it causes stagger. Rather than following up with the usual combo you simply dash and then do one of the following: 6A overhead Crush Trigger Throw Command Grab You can then go for 2B if they start opting to block high or jump out. You can view the options here. Throw Baiting The reward from this can be pretty good if performed correctly. There are now three known methods, one much easier than the other two. The harder one is throwing baiting with j.214D. All you do is simply walk/dash to your opponent, return the stick/pad to neutral and then quickly input tk.214D. The advantage of this is that you can get a full IAD combo from this in the corner with the 2B > 2CC followup, but midscreen you won't be able to followup. The other way of throw baiting is with tk.236D. This one is more useful because this works both midscreen and in the corner. It also doesn't require any other resource to followup and you can use 6C > 214B > 5C > 2CC > IAD combo as demonstrated here. If you�re not confident with TKs I strongly advise against this, as you can get 214D/236D and you WILL be thrown because they are not throw invulnerable. You could even unintentionally get j.D! The easier method (credits to Surf for this) is using 5C. Doesn�t make sense at first glance does it? Well allow me to explain. Do the same thing as above, which is to simply dash/walk to your opponent but not for too long. Then, you backdash. Near the end of the backdash recovery, your opponent may opt to throw you, and you can tag them with 5C CH. 5C CH confirms nicely into 6CC, and that can rack up a lot of damage especially if you followup with 6C > OD > Mugen. The reason why 5C works here is because 5C is the only other normal which has faster startup and has the range to still hit your opponent. The other normals either lack range or they are slower and/or won�t hit. 22B Whiff Enders (Tsubaki Illusion) Check out the video by Kazu here. After you use 236B, slightly delay the followup 22B. If the opponent techs the 22B will whiff and you will be placed at an advantage. If the opponent doesn't tech, 22B will hit but it'll blue beat. The advantage with this is that when the opponent techs you can go for any sort of mixup (6A/CT is too slow here guys go for command grab, throw or 2B). The thing is you don't want to delay 22B too much that they'll be able to poke you out of whatever you wanna do. j.C > j.C Fuzzy Guard Options If you have not used your double jump or air dash, you can go for a 'fuzzy setup' but it's quite difficult. You need to hit with j.C as deep as possible and then followup with dj.C without touching the ground. So what you'll be doing is, j.C > double jump > j.C. It'll hit those who try to block low immediately, and that's what the trick is there for. The other problem with doing this is that your only followup option is a j.214D, otherwise you have nothing (j.CC > j.214C > 623C won't work). The hitconfirm can be demanding, and if they block it's punishable. If they block, use j.C > dj.CC(Delay). Shown here (It's CS1 but it still works of course) The fuzzy doesn't work against Bullet, Mu, Makoto, Rachel, Taokaka, Arakune, Kagura or Kokonoe. Option Selects 5C© > 6C~6B This OS is good for getting the optimal confirm from a 5C© CH, and can usually be achieved by using 5CC(delay) frametraps. Input 5CC(delay) then, 6C followed up by 6B. If 5CC hits, you'll cancel it into 6C. 5CC > 6C only works when 5CC hits but be advised that this confirm does not work if it's a normal hit. It has to be a 5C© CH. If 5CC is blocked, 6C will not come out and you'll transition straight into 6B, which may also frame trap due to the delay. 236C > 214B~RC Do 236C, and input 214B, then RC right afterwards. If 236C hits, it'll cancel into 214B, launching the opponent which should lead to an IAD combo with an air ender. If the 236C is blocked, the RC comes out and you'll be at a decent amount of advantage. 236C is level 4, so it does 18 frames of blockstun, so you have a 10 frame window for inputting the RC to still have it be gapless into 5C. 236C > 214B~D Do 236C, and input 214B, then press D immediately RC right afterwards. If 236C hits, it'll cancel into 214B as normal. If the 236C is blocked, 214D should come out as 214B will not followup from a blocked 236C. 236C > 214D can also work as a frame trap. However, if the 214D is blocked you'd probably want to followup with 22D to make it safer. It's good to use sometimes, but you'll be burning charge if you're forced to make it safe. 623C > j.214A~j.236D For this OS, simple input j.214A right after 623C, exactly how you would do a dive-whiff combo, then input j.236D right afterwards. If the DP hits, you'll dive back to the ground and the j.236D input should get eaten up during j.214A's recovery time. If the DP is blocked or whiffs, you'll go into j.236D to make your DP somewhat safe and you can react and go into j.214D if you'd like. Alternatively you could use 623C > j.236A ~ D which has exactly the same effects as above but is easier to perform.
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Table of Contents: Introduction Mini Tsubaki 101 When to use Charge Neutral Game Okizeme Tricks and Gimmicks Bad/Common Habits Credits Adam0812 for nudging me to produce the gimmicks. BatousaiJ for 3CC trick and 1 charge mugen showcase. Surf for the 5C CH > 6C throw bait and 22D airdash setup. TGR for safe jump setup guide. Introduction Welcome to the Tsubaki strategy guide. The aim of this guide will be to help you guys get a better understanding of Tsubaki and will provide ways of improvement. The tricks and gimmicks will provide you with options on how to confuse and confound your opponent, from really basic to advanced setups. Sticking to basic play is alright but you will always want to have something in your arsenal to keep your opponents guessing. Not only will I list the tricks but I will also point out the common habits which I would highly advise against. If you wish to contribute please do so and I will consider adding that idea to the guide. What makes Tsubaki really unique to other characters is her charge which provides its usefulness in a variety of ways, including amplifying damage in combos, gimmicks, and generally helping her to get in. However, that does mean that she is GENERALLY quite weak with her Bnbs, and having no charge provides her with no support when using 623C to escape pressure. Please be sure to take a look at the: CPEX Tsubaki Wiki | Frame Data Tsubaki Basic Combos - Perfect for beginners. Tsubaki Command Grab Setups Tsubaki Corner Combo Oki Variations A little bit about myself: Hi, Im Kiba (AKA Keebs) a Valkenhayn / Kokonoe / 'Tsubaki' player. I picked up Tsubaki in CS1 because she was the only character who interested me before Valkenhayn was announced. I said I did not care if she was bad, but I was gonna use her anyway. I picked up Valkenhayn because I generally like wolves/beasts (a favoured archtype), and I love his movement. Tao can move freely without worrying about meter, but I'm more of a dog lover. For a little more insight, my name (Kiba) also means 'Fang'. I also wanted to be quite versatile with my characters options, so now I use two different characters with varied types of mobility, damage and combos, adding to the fun. Anyway, this is about Tsubaki. I am a Tsubaki veteran and I like to try my best in giving my all, whether it is playing competitively or helping out the Tsubaki community here on Dustloop with pktazn. I enjoy compiling information and contributing so it is never any real trouble for me and I am always open to any advice or critique anyone can offer me. I'm also a massive perfectionist so you may see me from time to time making minor aesthetic changes in threads. I must thank the community for coming together and bringing about this information since the CS1 grim days, and I want to also give a special thanks to my fellow moderator pktazn for helping me build up this forum into a helpful and fruitful source of information. Much love and I hope we can continue to do this in future. Mini Tsubaki 101 Tsubaki hits pretty hard this time around even without charge. With charge and CT, you're just adding more salt, although charge is not particularly useful in most cases now. Tsubaki is also unique in that she can cancel specials into other specials using charge, whether it's on block, whiff or hit. So if you use 236A and the opponent blocks it, you can cancel into 22D or 214D. Remember the order: 236X > 214X > 22X: You cannot cancel the moves in reverse in order, so if you used 214B, you cannot use 236D. You also cannot cancel 22X. Blockstrings I'm gonna divide this into 3 different parts to consider, but if you want an idea on basic blockstrings please look here. Stage 1 This is the stage that most Tsubaki players will start off doing. It will be a textbook blockstring using 5BB > 2BB/6A > 5CC > 6BB. Now this will work against players who can't block, but against those who can block, you would be getting yourself nowhere, with no success in opening up your opponent. Understand that all the opponent needs to do is hold down back, and they will successfully block common 6A patterns. Stage 2 This is where you may incorporate charge cancels in your pressure. It's useful for pressure resets, and throwing your opponents offguard. You may also throw more at this stage, especially since Tsubaki has a very useful kara throw. The charge cancels will generally make your blockstrings shorter as well. This consists of using strings like, 5C > CC > Throw and using a lot of 5As. It's much more useful than the Stage 1 blockstrings because you're using a variety of options to try and open up your opponent, whereas with the above it's the same blockstring you're relying on. Incorporating charge cancels is also quite risky because it's liable to mashing. Stage 3 This is where using the charge cancels can occasionally cost you your pressure momentum because the opponent is now comfortable with how to tackle Tsubaki. In addition to this, it's difficult to open up your opponent because they can react to 6A, they can tech throws and they IB 6B and poke you out of what you're going to do next. At this stage they will realise it is not very difficult to disrespect Tsubaki's pressure and they may mash more. This is why you will need to include blockstrings from all 3 stages. You may even fall upon the textbook blockstring because you don't want the opponent mashing. At this point you may start to add a little more gimmicks in your gameplay (see tricks and gimmicks below) and stuff like TRMs (Throw reject Misses, e.g 5A > Dash 5A > Purple Throw), throw baits if you want, frame traps (delaying followup gatlings slowly) and using throws and command grabs more. I'll go through some blockstrings: Universal Blockstrings (5A) > 5B(B) > 2BB > 5CC > 6BB (This is the standard blockstring) - Sub-route 1 (High): 5B > 6A / 5BB > 6A / 5BB > 2B > 6A / 2BB > 5B > 6A - Sub-route 2 (Low): 5B > 2BB / 5B > 6B / 5BB > 6B - Sub-route 3 (63214C setups): 5BB > 63214C / Anything > 6B > 63214C - Sub-route 4 (Charge Cancel pressure): 5B(B) / 5C > Charge cancel (Dash in if necessary to continue pressure and use one of the above mixups) ----------------------------------------Sub Sub Route (Charge Cancel Pressure): 5B(B) / 5C > Charge cancel into 63214C or Throw 5A Blockstrings 5A xN (To stay in your opponents face and catch mashers. Use with dash/micro dash 5A) - Sub-route 1 (High): 5A > 6A (Use with caution you may lose to counter throws/mashing) - Sub-route 2 (Throw): 5A > throw - Sub-route 3 (Throw reject miss): 5A > Dash 5A > throw - Sub-route 4 (Command Grab): 5A > 63214C - Sub-route 5 (Throw Bait): 5A > tk.214D / tk.236D Blockstrings against Opponent's Barrier (5A) > 5B > IAD j.CC (5A) > 5B > 6C > IAD j.CC (5A) > 5B > 6B (You may lose to your opponent's mash at that range if you resume pressure) (5A) > 5B > 3C (Use with caution. It can catch those not blocking low.) 5B > IAD (crossup j.B) > 5A 6C Blockstrings 6C > 63214C 6C > CT (Pressure) 6C > 421A - The 421A can make DPs whiff except for Kagura, Litchi, Ragna and Jin's D DP (623D) (Against Mashing/Jump outs) 6C > 22D or 214D 6C > 632146B Tight Blockstrings (safe on IB) 5A x3 5BB > 5CC 5A > 5C > 2C 6C > [1]9D Mash safe Blockstrings (safe on normal block) 5BB > 2BB > 5CC 5CC > 6B (Can lose occasionally) Frame Traps 5A > 5B 5BB (Delay 2nd hit) 2BB (Delay 2nd hit) 5BB > Delay 5C 5CC (Delay 2nd hit) 5CC > 6B 6BB (Delay 2nd hit) 6BB > Slight Delay 22B 236X > 214D Blockstrings you can get grabbed out of Anything into 6A (Mainly 5A > 6A) 5A > 2B I use a lot of charge cancels and despite the risk that it can lose to mashing, I have found much success with it mixing it with frame traps and 5A pressure. However against Tager I use very limited blockstrings because he can 360/720 most of them. It's safe (but not completely effective) to play the poking game. Here are the main strings I use: Spaced 5B > 22B/22D: Do not use when magnetised. 5B (Max range) > IAD crossup j.B > 5A: If the j.B hits you can confirm it into a combo. If not, retreat. 5A x2 > IAD backwards However it may be wise to condition Tager and keep him guessing with various mixup, although of course it's risky. IAD j.B > j.C > throw - Can omit j.C and go straight for throw, or use j.CC for another mixup. Charge cancels into throw Using jump cancel pressure Charge Cancels Note that 5B, 5BB and 5C provide you with the best advantage after a charge cancel. 5CC would be good too but normally you would be out of range and more prone to mashers as you attempt to dash in. The other normals leave you at a worse position after a charge cancel. For example, 2B is -1 on block, but 2B > charge cancel is -5. The reason why 5B/5BB/5C > Charge cancel > throw may work is because they are really fast. The aim here is to use them as early as possible because no one really expects it. If you are using a long blockstring and then you opt for the method you are more likely to face mashing, reversals and the like. You can do 5C > charge cancel and your opponent will tech the throw because they have seen it too many times and they expect it. You can easily remedy this by doing 5C > charge cancel > dash 5A > Purple throw. If done fast enough and your opponent did try to throw you during the dash 5A, you should get a throw reject miss, or even a throw counter if they decided to try and mash out of your charge cancel. You can use 5D/2D here it does not matter, and a throw is one of the many things you could do after a charge cancel. You can go for more pressure, or even a command grab. Charge cancels into 6A are extremely ballsy so be careful. Anyway here's a list: 5A > 5D = -9 2A > 5D = -9 5B > 5D = -2 2B > 5D = -5 5BB > 5D = -5 2BB > 5D = -5 5C > 5D = -2 5CC > 5D = 0 Charge Setups Whenever you charge, you sacrifice oki game and you lose all pressure/momentum you had on your opponent, but it's necessary in most cases in order to deal more damage later. Here are some setups in order to gain time/space to charge. Ending combos with a 22B knockdown. (You don't have that much time, especially if they tech in the air) After an air combo ending in j.214A/B/C. (You don't have that much time) After a 236236C/D super. During 632146B. (You can get a max of 2 charges here) After a burst. After a counter assault. In neutral. During a CT CH. (You can get 1 charge here then resume combo) In between combos where you've used max charge 22B (i.e > 6BB > Max charge 22B > 5D > 6CC > etc) j.236A corner oki Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent. Punishment Game Tsubaki's punishment game is pretty good, especially with 214D > CT involved. What if a character uses a DP and you either blocked it or it whiffed? They would be free to a punish, but what exactly do you punish with? Firstly you need to assess how much time you have and you need to know how vulnerable the opponent will be. For example, with Jin's 623C, you have a lot of time to punish him with a 6C, but with someone like Litchi, you may need to react quite fast because if you're too slow the staff will strike you as it's falling down, resulting in you missing the opportunity to punish, so 3C or 5C is best here. I'll provide a list of some of Tsubaki's strongest punishes. ---Midscreen Meterless 5C > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [4110 DM] [29% HG] 3CC > 5C > 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A [4110 DM] ---Midscreen with 1 Charge + CT CH 5C > 6C(1) > 214D > CT > 6B(1) > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214X [4800 DM] ---Corner Meterless CH 5C > 6CC > 22 > 5D > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4077 DM] ---Corner with 1 Charge + CT CH 5C > 214D > jcc CT > 6CC > 22 > 5D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4900 DM] Useful 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, 421A, 421D, j.236A, 5C, 3C (Do not abuse) Stronger Starters: 5C, 3C, 6C, 22D, j.236D (If you hit with the wing too) When to use Charge As stated in the combo thread, do not waste charge on every opportunity you have. Properly assessing whether to use charge in combos or even gimmicks is the key in improving Tsubaki play. Assessment of using charge includes factors such as damage difference, the possible oki rewards and positioning. As a general rule of thumb, using 1 charge in combos is generally a good idea, 22D or 214D being the best choices. Look at this example: 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3133 DM] - A pretty straightforward combo and one of her main combos in her arsenal. Now with one charge: 5BB > 5CC > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3423 DM] - This combo 300 more damage than the above combo, which is kinda standard. If the combo wih charge deals 300 - 500 more damage than the regular it's ok. Anything less? It probably would have been better to save the charge. This combo is also not universal - 236D > Dash 5C does not work on everyone (Such as Makoto). You will generally find that when you use charge, you will mainly be using one. In the corner it will be 22D, because it gives you the wallstick which allows for better followups, but midscreen you may find yourself using none at all! On the other hand there are some midscreen exceptions where you may want to use 2, and it should only be used where you've used decent confirms (5BB / 5CC / 6A) into 421D > 236D. If you are using more than 2 charges in a combo you are most likely wasting charges. Charge can also be used for different types of setups such as: Combos into 22D > 6C > 632146B oki 22D You will be using this a lot, whether it's in your corner combos or from a midscreen throw. It's a very important special which can also fatal although there's limited opportunities for that. One example is if you blocked Arakune's Reversal super, you have a lot of time to fully charge it and go for a fatal. It can also be useful when used as a frame trap as it can lead into a lot of damage on hit. Fully charged it becomes +8 but it's not so useful if you're out of range because you won't have the opportunity to properly prolong your pressure. 236D This has very limited combo use, but it really does help with corner carry for a midscreen combo. The followup can be difficult as it varies between each character, but it's worth it. If you have meter for CT though you'd probably want to opt for 214D instead. This is a good move to use in neutral to fish for hits, especially counter hits, but despite it being safe it has some pretty nasty pushback so it's normally the end of your pressure. 214D You will be using this alot when given the opportunity and you have meter for CT, because 214D > jcc CT goes into a lot of damage. You may also use this as a followup from 236X either in neutral to cover more ground or if your opponent blocks 236X and you want to cover yourself. It also provides a decent frame trap, though if your opponent blocks 214D you may be forced to cancel it into 22D as it's quite unsafe on block. 623D Only in mugen combos. j.236D Only in combos involving 623C or if you're trying to make 623C safe. The only other time you will be using this is in mugen combos. Don't use this attack in neutral. It's a waste of charge and you have j.236A instead. j.214D You will be using this quite often as well because it allows for very good corner carry too, Example 5B air hit > j.B > j.CC > j.214D > 623C > j.236A(w) > 5C > 2C > etc. Normally you can only followup with 2A, 623C or 236236C / D. Neutral Game The preferred range with Tsubaki varies with the pace of the match and is dependant on the character you are playing against, but traditionally your best takes in the places of close range and long range. Close range: This is probably the most useful place for Tsubaki to be in, and will now frustrate her opponents with proper application of her command grab. You have a variety of mixups here, including 6A, throws, and your lows. You want to make your pressure short and sweet (2A > 2A > grab for example) and you should only be using long blockstrings with frame traps if your opponent is mashy, otherwise it serves no purpose. Ending with the ground enders in the corner is the way to go to maintain your pressure advantage. When pressuring an opponent if you find that you're going to be pushed out of range you could always resort to 421A. Not only does it help for resetting pressure but it also helps to evade DPs/Reversals with the proper spacing. 5CC > 421A is a really good example where you can evade DPs. If they block the fireball you can opt for more pressure such as 5CC which can catch players trying to jump out or those mashing. It's super useful to take note of this. If they try to take advantage of your fireball reset from 5CC for instance remember you could always switch it up between 6B/421A/Charge cancel. Note quite a few characters can get around it with normals or reversals so try not to abuse the reset. Mid range: You will probably be trying to play the spacing game here with 5B. Other methods of getting in include air dashing in, but if you wanted to get away you would be air backdashing. Remember, this is the range where you would probably be jumping the most, whether it is to get in or away. You would not be charging at this range because it is not that difficult for your opponent to run in and punish you for it, especially if the character has strong neutral options such as Litchi and Valkenhayn. Also, 2C is still your most reliable anti air if the opponent decides to jump in on you. 2A can be used as a situational anti air such as against Jin's jump cancels into an immediate j.2C but you have to use it wisely. Long range: Your game from this range is not to pressure. It is to either charge, or use 421A which is a good tool for manipulating a player's movement or to get a bit of space whilst helping you to charge or get in. 236X > 214D is also a real good way to get in as it covers a lot of horizontal ground but it is unsafe if blocked. 421D > 236D is another great way to get in despite being a little charge heavy, but it is +6 if blocked, so you can still opt for some pressure if you wanted. It is also projectile invulnerable so it's the main tool to use against zoners provided you're not predictable with it since they can just jump and avoid it, or jump and hit you during the recovery. Okizeme Air Enders vs Ground Enders TBA
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Thanks. The rankings have changed, he's now 8th. Masashi is 3rd and Uma no Hone is 4th, but I can't work out the other names atm. I'll get to it. 3/17 Taito Station Machida - Arc Revo Qualifier Tahichi (AZ) vs Masashi (VK) On a side note, got more Zekuso matches from 1/19 Nishi Nippori, and got more Bullet matches.
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3/17 Arc Revo Qualifiers at Kagoshima Amusement Liberty Tsubaki (TS) vs Yakumo (BU) One sided match, not that the Tsubaki did anything wrong in particular. Probably would've been better for Tsubaki to air dash over Bullet's projectile or use [4]6D > 236D rather than backing himself into the corner and making it easier for the opponent.
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Understandable, but perhaps this would help. If you manage to make a small list of notable players it may help in allowing people to watch out for more players rather than searching for one in particular (which admittedly was what I was doing). That way you could still keep the matches collapsed. Example: let's say you have Uma no Hone and Saki as notable players. I could open up the Carl matches and be like, 'oh aren't Uma no Hone and Saki notable players? Lemme check 'em out', and it could proceed from there.
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Yo Zeth. You have this listed in the opening post of the video thread: 'Use Ctrl+F to easily search for the player's matches that you want to watch.' Now that's fine, but people can't do that if you're using the collapse method unless they open each one. If they open each one they may as well search manually for it.
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Does anyone want a few games with me?
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Damn I'm out of shape. Thanks for notifying me and I'll fix up the OP.
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Saw your room and was inclined to join as a spectator to give you some tips but that probably would've severely hindered the connection. Feel free to add me on Skype if you'd like help anyway.
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Reaction, but sometimes I get a little impatient which is why 2BB hits. I don't really guess against Tsubaki because the truth is that there is no need. It might have been my connection. Too bent on throwing you when I should simply AA. Not sure why I'm opting for the harder things, but it's aggravating. Not much you can do there. Mashing 2A/5A works against dash 5C > w[j.A/B] stuff but when he's further away. Again it helps to try to IB here. I didn't exactly get kicked off but I knew I had to stop it there. Sorry DLZ I'll play you another time man.
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Alright, no worries Hutchy. Helps to IB Deadron.
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I'll invite hutchy if he wants in.