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Everything posted by Kiba
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Yea hitstun you're right.
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The untechable time may be a factor. It would explain why 5C > 236C works for example, because 5C has more untechable time than 5B.
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I've forgotton this much about the game huh? Partly my fault. I'm not very accustomed with seeing throws written out in the numerical notation.
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5CD? What's that?
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I'll make a seperate section for FC combos when I can (most likely being when I wake up later on) Thanks dude.
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Yea that would be useful.
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I lol'd, because its true that tsubaki is annoying. Wouldn't say dumb.
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12/22/12 Central Hachiouji Kisaragi-tan (JI) vs nao (VK) Camellia (HA) vs nao (VK) nao (VK) vs Chibaken (HA) Tamo (TA) vs Enu Maru (VK) Kotsubu (MU) vs Enu Maru (VK)
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12/26/12 Spica Oomiya Minami Intrasquad Game Taokaka vs Rokkunro Ruraporatori (IZ) BABI (JI) vs Rokkunro Ruraporatori (IZ) Kouhatsu Rachel vs Izayoi Carl vs Izayoi Taokaka vs Izayoi
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12/15/12 Kakario Sanshou Hachimitsu (TS) vs Tomerero (JI) 12/28/12 Spica Oomiya Minami WIZ (TS) vs Bloodrayne (BU) HAL (BU) vs WIZ (TS)
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Not sure why people are getting hit by 6BB, especially after a 5CC.... 3k from an overhead midscreen is pretty good damage. We know that 6A > 5CC > 214D > 2CC > IAD j.CC > 5C > 2C > 236X > 214B > 22B nets us about 2.8k, but since the SMP 214B doesn't effect us much I'm even more curious to know how much damage 6A > 5CC > 6BB > 214B > 2CC > IAD j.CC > 5C > 2C > 236X > 214B > 22B gives us. Then we'd know whether 214D is worth using. The combo I'm referring to is here.
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Yup. I also forgot to mention that even though 214B has SMP you can still opt to use the 236X > 214B > 22B rather than the air ender and not be penalised, much, lol. For some reason I expected the opponent to tech immediately form the 22B but that was not the case. Good to know. I'm going to assume that 22D > 6C > CT > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236X > 214B > 22B works, and it's nice to see. Kuresu beat him with the 2C ender so we cant see the full combo in action, however, that was already 4.3k. Might also be important to note that CT > dash 5C doesn't seem to work on Bullet, so we have to use 2B instead. I know we earn better damage from 6A now, though I'm not sure Kuresu should be opting to go for 6A resets often...
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12/22/12 Game Chariot Shirou Madoushi (PT) VS R-1 (IZ)
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Well, we are brothers. Great observation there Gio.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
You're welcome. I would like to point out that you have improved too. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
I thought the Ragna was ok.... I'm not sure why he's using HF as a means of getting in, but you did the right thing by counter attacking with 214D. Also HF is punishable by jabs on IB so if you could do that it'll make everything a whole load easier for you because you wouldn't want to get caught in Ragna's HF 'mixup'. 236C is pretty bad in this MU as a way of getting in, and I wouldn't suggest using it unless you can cover it (RC or charge). If you wanna get in and about I suggest dashing and jumping around. There isn't a big rush to get in after all. Apart from that I feel you should work a little on combos. From an air throw you could've followed up with 6C© > 236B > 214B > 22B for a better position to charge/pressure. You could've also optimised your gold burst combo with an IAD combo, or if you're not comfortable with that yet, you could've used 5C > 2CC > 236B > 214B > 22B. Furthermore, You had so many opportunities to AA that dude. He was mostly getting in for free when he approached you from the air. I noticed the time you tried to AA him but he got CH, because you were a little slow with the input. Remember to be wary about your attack range too. Players who are alert will punish you for whiffed normals (referring to the 5BB whiffing). -
2C still retains a P1 of 100 and a P2 of 92, according to Nokita's post Both 6B and 6C have a P1 of 100 but our options seem a little more limited from 6B which is why i think its inferior to 6C. 6C gives us that corner bound too. Mid screen I'd say 2C is best, but in the corner, 6C, as Urichinan said.
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Y'know I till get that strongggggg feeling that you guys are referring to something else so I hope to leave this to the more knowledgable players lol. 6B > 236C probably wouldn't work due to the fact that 6B doesn't force crouch anymore.
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Just do we're on the same page by wolf break you guys are referring to how he does the wolf overheads right? The input is a quick 5C~(3)C > j.A and it's explained in the FAQ section of the guide. He kinda pauses by spinning in the air and then falls down if you don't followup with an attack. Excuse me if I read it wrong however and gave you the wrong answer. First time I'm seeing someone followup from it, but I'm fairly confident in saying that he could've gone for a more optimal combo, something along the lines of (2C) > 3C > 236A > 2C > Stuff into air combo with wolf.
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Kouhatsu Valkenhayn vs Ragna 12/24/2012 Tachikawa Haduki (RG) VS Masashi (VK) Judo (BA) vs Shou (VK) Dora (BA) vs Masashi (VK) Masashi (VK) vs Hikaru (HA)
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12/28/2012 Tachikawa Goro (MK) vs Kuresu (TS) Serizawa (MU) vs Kuresu (TS) 0 (BU) vs Kuresu (TS) 12/24/2012 Tachikawa Kuresu (TS) vs PET (AZ) Kuresu (TS) vs Hikaru (HA) Dora (BA) vs Kuresu (TS)
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12/23/12 Central Hachiouji vs Circus Sazanami (LI) vs Tsuba (IZ) Hakase (AZ) vs Tsuba (IZ) Midori (NO) vs Tsuba (IZ) Tsuba (IZ) vs Tamotate (TA) nao (BU) vs Tsuba (IZ)
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12/26/12 Central Hachiouji HWB HARA (RG) vs Kuresu (TS) to 1:56:28 Chibaken (HA) vs Kuresu (TS) to 02:25:09 ||Part 2 to 03:37:38 Kuresu (TS) vs Nao (VK)
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12/24/12 BBCP Sasashima Christmas Random Rokorin (TS) vs Nukosu (RA) Rokorin (TS) vs Masuyama (AZ) Rokorin (TS) vs Kuma no Danna (RG)
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It's a good idea to use it against zoners, but I may also use it against Ragna as well, but then again it may not matter much now that we have the command grab against him. OD'ing at low health I think is more beneficial against the zoners, but that is not to say it is not good using it in the holes of player's pressure. Funny you should bring this up becaue I was thinking about being using the burst offensively as Tsubaki, If you can long out the round, you have the chance to get the burst back and use it defensively if you have to. Oh really what's your PSN? This sounds familiar however. Tsubaki has a few relatively good moves for pressure: 5A, 2B, and 6B. 5A is good for basic mixup attempts and throw attempts (including scoring TRMs), 2B has low recovery so it's good for reseting pressure (Kid caught on to this however and poked me out), and that's the same with 6B. The problem with 6B is just the gap it has between blockstrings, so when Kid punished me, it wasn't because I was doing the wrong thing but because he was doing the right thing. As you said, I love rushdown, and I don't like hanging back much unless I have no choice (Tager). In my case where I was getting hit out of my things, I could have opted for frame traps, or even used nothing after 6BB to bait DPs. Sure it's easy to get punished once someone can see the holes, but that's not gonna stop me from trying to pound the player's face in. The aim is really to frustrate the opponent into pressing buttons so letting up will jut give them the breathing space that they want. If you wanted to be really spiffy you could TK stuff from 6C to open more pressure opportunites for yourself. Ocassionally I use 6C > TK214D/TK236D, just ask Errol or Daedron. Thanks I really appreciate it.