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Everything posted by Daedron
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That's 623C, not the A version.
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Blockstring: 5A - 5C - 5D(tap) --> Tao counterhits Tsubaki with her 5B... Really? am I missing something here? >.>
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Meh, let's just wait for Extend then. I can't really play this game anymore anyways now. Getting boring and stale, not to mention I can hardly find anyone to play with, the ones I do find lag like shit, couple that with no offline scene and it's one giant borefest. Besides, doing one for CS2 AND Extend is kind of overkill, just doing one for Extend is fine.
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I just re-read my post and feel ashamed by posting that, dunno what the hell I was thinking there. Brain fart maybe
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I saw Uido getting hit by litchi's 5A after she IB'ed 214D, going by that, it's safe to assume the move is at least -10 on block (-7 on IB, giving the litchi barely enough time to hit with 5A) Or would it be -9/-6? not too sure if -6 would allow a move with active frames of 6 to actually hit or not.
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Eh, too much Dark souls, too much playing Blazblue...Battlefield Bad company 2 AND SCHOOL, I HAVE SO MUCH SCHOOLWORK! I...I WILL TRY TO GET IT DONE WITHIN THE NEXT YEAR I SWEAAAAAAAAAAAARRRRRR. Seriously
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Hmmm? you did very well.
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Thank god 6CC - 623C - j.236A(whiff) - j.214D still works. I don't really notice 623C launching higher at all, maybe it's only a really small increase (just barely enough to make DP whiff as we know now impossible).
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Can't say, all matches I've watched of him have been on xbox though and looking at the comments on the videos everyone says "Best Tsubaki on Xbox" so...I guess he's only on Xbox. He's American anyways so I will never meet him regardless. I hate Tsubaki mirrors anyways so meh.
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Anyone ever tried to do this FC combo? just found out this works (On ragna at least, but should work on anyone) 6CC - j.CC - 5B - 2CC - air dash (not an IAD) - j.CC - 5B - 2CC - 22C - dash - 5C - 2C - 236B - 214B - 22B - (236236C) = 4.2K (5K) damage. I also found out that if you try to do the DP/2CC loop off of the FC you can delay the 2nd C slightly to make sure you hit it every time, in fact it makes it quite easy to do and you can get 5K+ off of it with 1 charge and no meter. 6CC - 623C - j.214B(whiff) - 2CC - delayed 623C - j.214C(whiff) - 2CC - delayed 623C - j.214B(whiff) - 2C - 623C - j.236A(whiff) - j.214D - 5C(w)C - 2CC - 22C - dash - 5C - 2C - 236B - 214B - 22B - (236236C) = 5.2K (6K) damage. ^ Only works midscreen off course, though the first one also works in the corner. PS. You might want to change which version of the j.214x series you use depending on how you're positioned, just make sure you always stay in front of your opponent and you should be set.
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So much HexaNoid in this thread, it's almost scary.
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Here you go: http://www.youtube.com/watch?v=EJ4TOmIzVXY http://www.youtube.com/watch?v=GmJCxJRTNT4 I could only get 2 cause Hex had to leave when we finally started playing our mains, was derping around with Litchi/mu/tager/jin before. If he stayed I bet I would have more slaughterfests of me to show. Also, the Millia palette is obviously superior in every way, the black one just makes me get hit. Maybe it's cause Kiba uses it and Hex goes "KILL KILL KILL"
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A fighting game developer should never take that into account. That's like saying Hakumen should be nerfed cause he won EVO2011, even though Hakumen is almost shit tier. And what if a Tager won SBO? would he need to be nerfed? Tsubaki was solid mid, there was no reason to change her except maybe to keep up with the rest of these changes. But they went a little bit too far. Anyways, her CS2 damage is more than fine, especially considering the fact that you can get charges pretty easily. The problem is that in CSE, we get charges slower AND we get a damage nerf. To be honest, these were the options ASW should have taken: 1.Make charging even faster and nerf her average and maximum damage (though to be honest, her max damage is already really low) 2.Make charging slower (CS1 slow or about there) and increase her damage with those charges, I'm talking about 8K+ corner combos with 5 charges here, at the very least (not off of a 5B obviously, but off of a 22D for sure) I don't really know what I would have preferred honestly. I do think there's something wrong with the charge to damage ratio, considering I can get 5.5K with only 1 charge (no mugen) but the max I can get with 5 charges (no mugen) is like 6.5K...how in the hell does that make any sense? Her average damage is pretty high but her maximum damage is really really low. Right now, there really isn't much difference betwen a Tsubaki that has 3 charges and one that has 5, if they land a hit, they'll only do a 2-3 charge combo anyways cause using all 5 charges in a combo is USELESS, that seriously needs to be changed. So if they made charging slower and increased her damage exponentially per charge a Tsubaki with 5 charges would be really really deadly. Almost like a Hakumen with full magatamas who can do a 10K mugen combo if they hit you (and apparently, that IS FINE). Right now though, it seems we have the complete opposite, D moves proration has been nerfed so using a lot of D moves in your combo is just asking for shitty damage, why don't D moves have a bonus proration or something? and make her normals P2 value slightly lower, so if you use a lot of D moves in a combo you'll deal more damage overall and it would also make Mugen slightly more useful in some cases cause you could fit in more D moves (except 5 charge mugen, that would still be useless thanks to repeat proration) But yeah, we need some match videos soon to see her in action, though I'm not holding my breath at all.
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They should have just left her combos alone and changed little things about her. And while action charge would be nice, it would be too situational in a lot of cases because of the recovery on it and rapids probably wouldn't work on it ;/ Also, if 623B whiff combos are the new thing I wonder how viable they actually are, considering 623B has a P2 of 74 and from what I tested in CS2 it only leads to about 3K-ish with 2 charges and that's about the highest you can get out of it too...so uh yeah >.> I liked doing my corner combos, now we have to use boring easy ones = no satisfaction for landing any ;/ Unless someone finds something new, DP whiff wasn't found like 3-4 months into CS2's life either were they?
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Well, 3C CH might still mean FC...Okay I don't know really, to be honest. If 3C doesn't FC and 6C doesn't either then that leaves us with 6A? Really? 6A? a badly prorated move already which means that you can't do shit with it anyways? Sometimes I really question what the hell ASW is doing. And yeah, 623C - j.214A(whiff) -j.C still works, but I dunno if they mentioned if you can then do j.236D - j.214A(whiff) - 6C - etc...if you can't do that then I really see almost no point in doing that cause you'll be stuck in the air. j.D's charge rate seems to be decent though, so who knows if it's viable...maybe they even removed j.D's landing recovery. And while tapping 5D was kind of ridiculous, she should still have ways to get charge at neutral and if it's CS1 charge speed (speaking overall) then it's just not viable to do so and having to wait until you get a knockdown just so you can charge safely is stupid as well 90% of the cast doesn't have to sit back and charge or anything to actually be able to do their big damage combos. All goes back to "A character who needs to charge should do more damage off of a random hit with those charges than someone who doesn't need to charge at all", Jin's 25% heat moves and Hakumen's Magatamas fall under the "charge" category as well. Then again, if you can get charges too easily then that would be kind of OP, but still...meh, on the fence about this. I'll just wait and see. I thought CS2 Tsubaki would be just as useless as well like CS1 Tsubaki but in the end that obviously wasn't the case. I'll just wait for match videos to pop up, some of those google translate translations might be wrong anyways (the changes Kiba listed were taken from a polish site using google translate to translate it into English)
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"Charges may be canceled" (UFA) What the hell do they mean by that? or is that supposed to read "Changes may be cancelled" ? Not liking the 6C FC loss, though the 3C FC MIGHT make up for it. minimum damage reduce on 236236C..doesn't matter too much since the only reason you would use this is to land the killing blow anyways. 5B slower? Not liking that while Ragna is still running around with his Jesus kick (and apparently that's completely fine) but the range on 5B got increased? hmm (it's listed as a nerf though, oddly enough) Charge cancel improved? Hope it's 0 or +1 now instead of -2-ish, would help a lot. I seriously hope the 5D and 2D change doesn't completely rape her getting charge at neutral, especially coupled with the damage nerfs. I still think it's stupid how a character who doesn't need to charge can get more damage off a random hit than someone who does need to charge can do. Then again, if 5C is better maybe we'll hit more with it, and if they didn't fuck up the proration then it's still decent damage off of that I guess. In any case, I hope someone discovers some new stuff we can use to combo with soon, it feels like her combo game is really freaking boring again, almost like CS1 boring ;/
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Nah, you're reading it wrong Airk. 0 bars = 1600, 1 bar = 2100, 2 bars = 2700 is what it says. The damage numbers in the frame data start out with 0 charges, not with 1 ;p In any case, I've already started recording some stuff here and there, mainly showcasing all normals and specials with some examples of what you can use them for. It's just one big video file right now though, going to be fun going through it cutting it into little pieces XD
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She's easy enough to pick up but it's gonna take a long time to get some of her decent combos down. The hardest part of learning Tsubaki is to know when to charge. Use 5D during neutral or after a knockdown combo to get quick charge, at very long distances you can use 2D and if your opponent doesn't rush in quickly you'll be at 5 charge in no time. Start by at least learning her IAD combos, almost all her combos that utilize charge depend on being able to do it if you want the maximum damage possible Easiest way to start learning is by doing this combo: 214D - 2CC - IAD - j.CC - 5B -2CC - 236B -214B - 22C A lot of other combos that use charge also has an IAD, like 22D - 236D - dash 5B - 2CC - IAD - 5B - 2CC - 236B - 214B -22C Her easiest combo without charge : 5BB - 2BB - 5CC - 236A- 214A -22A, though I prefer just using a 22C after the 5CC for the longer knockdown time. Eventually you might want to start doing more damage if you have no charge, you'll have to use a DP whiff combo for this: 5B - 5CC - 623C - j.214A(whiff) - dash - 2CC - 236B - 214B - 22C. This is really tricky to get down though, but you'll only get the timing down if you practice. As far as getting in on your opponent is concerned, 236C is your best friend here. if you use it at maximum range it's +5 on block so you will counterhit your opponent if they try doing anything except DP'ing out. Just be careful to not overuse it, you can still get hit out of it. In other cases a normal dash in or a jump in with j.CC works really well too. For basic pressure strings, start by NOT doing 5BB - 2BB -5CC. It's easily IB'ed and a fair few characters can punish you for doing it. You can delay your gatlings to mess up with the IB timing though, but I would suggest doing stuff like: 5B-2B-5C -6B - dash 2A - *something else* 5B - 6C - jc - j.C (watch out for anti airs) 5B - 2B -6A -5C - 2D - dash throw (a charge cancel CAN be beaten if the opponent knows you're going to do it. you can cancel almost any normal with a charge cancel so make sure to mix it up) 2A(xN) - throw/6A/etc You can mix up her strings pretty well using 6B, on block it's +1 so you can use it to extend your pressure. Just note that there is a small gap inbetween whatever move you did before 6B and 6B itself. Though it's only small enough for people to DP you. Tager can grab you and Noel can 2D you though. which both hurt so I wouldn't suggest using it too much against those characters. with charge you can set up unblockables by holding down 22D. very effective if you don't get too predictable with when you're going to use it. You also have semi-reliable ways to set them up in such a way that your opponent has to react really fast (with a DP) to escape it. After a knockdown with 22C in the corner you can use 6A and hit them, then cancel into 22D and hold it down. 6A forces a neutral tech and your opponent will eat the 22D the moment they are done teching (there's about a 6-7 frame gap). In any case, we're currently creating a Tsubaki tutorial video just like the Ragna video one that was posted here a week ago. That will go into much more detail and of course with video examples. Hope this helps a bit. EDIT: IAD stands for Instant air dash, it's performed by inputting 956 quickly to get an air dash out the moment you leave the ground.
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DD damage with C version = 1974 DD damage with D version and 2 charges = 2038.
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This is the latest version as of now, all changes Pk and airk made are in here along with some suggested changes by Kiba. http://www.mediafire.com/?dcx2pw5tc3u3mlh
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I have no clue how to use google docs though but it would certainly be easier, cause I now have 3 different versions and it's kind of hard to merge them together now xD And yeah you're right, 6A isn't as bad as I am thinking it is. the rest of the cast can't get tons of damage off of most of their overheads either. A lot has already been changed since I first posted that so some stuff doesn't need to be changed anymore by the way. most of the stuff that has been said already has been corrected.
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http://www.mediafire.com/?77lp1pcvxlqvxbl I believe I have everything written down so far. Please proof-read and contact me in this thread or via PM of any mistakes/additions that should be made.
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I agree, showing off the basic pressure strings and the like will help a lot, and also show what NOT to do. Sure, the video will get more attention on your channel than mine anyways, and I could care less about those few subscribers I would "maybe" be getting, considering I don't upload all that often anyways. I guess I just upload it to mediafire or another hosting site and then you'll download it then upload it? (I guess that's how you and BatousaiJ did it) No problem, I actually don't really mind doing this. I was up doing combos for the combo video until 5AM, just too much fun so I didn't really track the time all that well. The only annoying part is video editing programs that crash while rendering the video when it's at 95%... In any case, I think I'll actually create a text file with all the text that's going to appear in the video, that way it's easy for others to proof-read because they will only have to download a small file. I'll upload it when I'm done with it and you guys can start proof-reading while I start getting the recording done. Make sure to check for grammar mistakes and the like as well, English isn't my native language after all.
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I live pretty close to you, so I should be down for some matches sometime, I play on both Xbox live on PSN so you can add me on Xbox live if you want. *points to gamertag*
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Maybe it's time to revive this thread and hopefully get some things done, It seems I'll handle all video recording so I'll need some kind of base to go off, like how are we going to be organizing it? The Ragna video was really good so I think we're best off following their format. 1. Explain how the character works, strengths and weaknesses. 2. Normals with framedata and explanation/tips/uses 3. Specials with framedata and explanation/tips/uses 4. 2nd part of video dedicated to combos, seperated into midscreen/corner practical/unpractical and different starters. This seems to work well, right? I also need someone to proof-read all text in the video before I finalize it. We don't want any hard to understand sentences or sentences that are plain wrong obviously.