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Everything posted by BatousaiJ
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Valk's best anti-air is his wolf form 5B. It's probably one of the best in the game as far as anti air goes. The trick against valk is to not play the air game against him too much if you can and play some footsies against him. Make sure he respects your land to land pressure and get in there when he wolf forms randomly with 236C/D. Now with his human form substantially nerfed from its previous iteration, most good valk players will make their attacks in wolf form and it'll very difficult to block his mix up in that form(actually kind of impossible on reaction if done well) so try to knock him out of his wolf form taking advantage of your pokes/invinc moves in the holes of his offense and once you knock him out of his wolf form, get on him and don't let him go. Valk still very much lacks a good DP option to get out of pressure outside of expending 50 meter for counter assault/DD so stay close to him and beat him down once you have the advantage. The match up really hasn't changed very much to be honest it's just that he doesn't really kill you in two combos anymore- he's still quite deadly and you should always be looking for the holes in his wolf offense and do more than just block as he'll get you eventually.
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With the change to IB along with Tsubaki's normals, you can pressure Tager better now without worrying about getting 360/720'ed constantly. 623D is now no longer a projectile only and will hit Tager out of his sledge(projectile invinc) so use that to your advantage if you need to DP him out of your face. Abuse the fact that 6A doesn't have armor against lows with 2B if you see them abusing it. Be wary of Tager's j.2C(people's elbow) as it'll screw up your anti-air 2C timing. Often times it's simple to bait the elbow and wait for him when he lands for a free combo of your choice. Getting charge against Tager is easier than ever and with smart charge use, you should always be + on block. I predict this match up will now more or less be in Tsubaki's favor- a stark contrast from CS 1 where it was in greatly in favor for Tager. Bonus pro troll tip- Wait for spark bolt. 22B that shit out of the air. Feel like a boss.
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The black Tsubaki in the latest gameacho was pretty awesome. Instead of dropping combos when something isn't hit just right, he adjusts and does a different combo on the fly. Also like some of his option selects to get a full charge doing a combo(corner air combo continuation in particular). Good stuff!
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6CC. You can special cancel 6CC. You can distortion cancel it too. Maybe you're thinking about 6CC not being jump cancelable on block?
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My wording can be better I believe so if you and Ginseng would like to edit it to be more concise and to the point or just plainly easier to understand, feel free to do so.
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Aww, thankies. /pet Lets see here... well well, look at that. Challenge 10 is more or less the same thing but the others are all very different and a lot more useful/relevant. I especially find challenge 7 interesting since I haven't personally used 5CC whiff in that way before 2CC. I might have to work with that here and there and see what I can come up with. Those combos are fairly good but do remember that you generally want to end with the 236B > 214B > 22B over the air combo ender since it gives you free time to get some charge while keeping your opponent to the corner. Also, hilarious to see them try to use 3CC like that to end a combo. Unless it's a kill combo, that's totally something you don't ever want to do.
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Hum... I just looked over the challenge combos in the PSP version of CS 2 and neither 8 or 9 have the IAD or 623C > j.214A link. I'm guessing it's different from the console one then? Could someone be a dear and link a video of the new Tsubaki challenges to confirm my suspicion?
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It's kind of ass. I'm still not 100% on it because once I get pretty comfortable doing it vs one particular character off of one series link 2A > 5BB > 5CC > 623C > j.214A for example, I switch to a different dummy and then I lose the timing a little. Especially if I end up changing the hits that come before 623C > j.214A like 6A > 5CC > 623C > j.214A and etc. I've been doing it a different way a lately which has helped my consistency some but I'm doing some testing to make sure it's viable against all characters/situations at the moment. Continuing- 6A stater Anywhere 6A > 5CC > 6BB > 236C > 214C > 22C [2015 damage, 17 meter gain] 6A > 5CC > 6B > 623C > j.214A > dash 2CC > 236B > 214B > 22B [2454 damage, 23 meter gain] Corner 6A > 5CC > 6BB > 22C > 6C > 236B > 214B > 22B [2304 damage, 24 meter gain] 6A > 5CC > 6B > 623C > j.214A > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [2721 damage, 31 meter gain] 6A starter, 1 charge Anywhere 6A > 5CC > 6BB > 22C > 236D > dash 5C > 2C > 236B > 214B > 22B [2467 damage, 28 meter gain](full screen carry) 6A > 6CC > 6B > 623C > j.214A > dash 2CC > 236D> dash 2CC > 236B > 214B > 22B [2900 damage, 31 meter gain](full screen carry) Corner 6A > 5CC > 6B > 623C > j.214A > 2C > jc j.C > j.214D > 5CC > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3218 damage, 41 meter gain] 6A starter, 2 charge Corner 6A > 5CC > 6B > 623C > j.214A >214D > 6CC > jc j.214D >5CC > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3696 damage, 48 meter gain] to be continued...
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6BB only works as red beat combo when the enemy is hit while crouching. It's use is generally as one of the general two ways to continue after 6A or if you catch an enemy while he's crouching with a normal. It's damage and benefit is comparable to the 623C > j.214A > 2CC ender, especially in the corner with no charge. Figured this combo out earlier, let me document it here since it's actually quite a great 5C CH combo in the corner. Easy difficulty and quite a nice sum of damage/meter gain. I do believe I've found my goto 5C CH combo in the corner w/ 3 charges. 3 Charges, Corner- 5C CH > 6CC > 623D(full hits) > j.214D > 5CC > 22D > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [5638 damage, 54 meter gain]
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^^ 236236C gained a lot of invinc frames and it's actually quite an effective reversal. Check of vol.3 of the video linked in my signature for reference.
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Without rapid canceling, no. But with, a few fun stuff including positional change and full IAD combo continuation.
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Alright- here we go. Note that the reason why I'm listing this is because while it's very easy to say what's "advanced" and "beginner", it's more helpful to know why something is considered difficult/advanced. On with the difficulty awareness...guideline...of doom. Reoccurring links that adds difficulty to a combo- 623C > j.214A > 2CC/214D = The j.214A must be inputted the moment the 623C connects in order to continue most of the combos that use this link, too early will result in the input not being registered, too late will make it so you can't follow up with 214D/2CC afterwards. The 2CC requires the use of quick dashing after landing off j.214A whiff along with precise timing to input 2CC to let the second hit of 2CC to connect. While the first hit of 2CC's timing is very lenient, the second hit will become teachable if it's not done just right. Add to that the difference in required distance dash depending on the hits that come before the 623C and wonky tall/short hitbox of various characters, this is a deceptively difficult link to get down consistently. Hence the existence of the 2C > jc j.C link. The 214D link is useful in a lot of scenarios as well and more or less, you need to be precise in the j.214A whiff and then immediately input the 214D after you land. Still, it is a crucial part of a lot of combos including our signature BnB and should be learned. 214D > 2CC > IAD j.CC> 5B > 2CC = A brand new combo extension for Tsubaki in CS 2 and a big part of many combos. First off, it matters greatly how high you connect the 2CC. If hit too high, your IAD will simply go under him, if too low, you will not have enough time to connect the j.CC to continue the combo. You can initiate the IAD in a few ways but I've found tapping 9 the moment the second hit of 2CC connects will buffer it in and all you have to do is tap 66 at that point to dash forward. The biggest cornerstone of timing outside of the height where you land that first 2CC in this case is the timing in between the first and second hit of j.CC. The first hit should be done rather quickly after the IAD has initialized but the second hit should be delayed a fair bit so you can land and go directly into 5B while they're still in hitstun. Refer to the tutorial and combo videos in the videos thread for visual reference. When starting off, practice IAD combos with 214D > 2CC starter till you get the timing as it has more hitstun than many other starters and will give you a good idea for the timing of the inputs. x > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B = This is a common corner ender that adds damage and meter gain to many corner combos but there is something to know as it adds a bit of unsuspecting difficulty. The 22C must be charged long enough in many cases to give you enough time for you to get that dash 5C to pick up. If done too early, they'll be able to tech immediately, done too late and they'll tech in the air before the 22C connects. Also, 5C does not pick up on Jin because of his wonky sliding hitbox(the real reason why he's S-tier IMO) and this ender will never work on him. Lastly, he 22B also needs to be charged just enough if you want to gain the benefit of untechable time to get some 5D charge safely. While you do get more damage/meter with this corner specific ender, note that it adds difficulty in the way of precise timing to take maximum advantage of untechable time which you wouldn't really have to worry about if you went straight 2CC > 236B > 214B > 22B ender. ------- Those are the three important things to keep in mind that you'll see popping up constantly in all her variations of combos. The sooner you understand and conquer them, the more consistent your play will become. Alright, moving on to combos. To satisfy Ginseng's apparent boner for 2C CH, let's start with those(aha). 2C CH no charge Anywhere 2C CH > dash 5C > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [2824 damage, 28 meter gain] (replace 5C with 5B if 2C CH starts out low] Corner 2C CH > 5C > 2CC > IAD j.CC > 5B > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3030 damage, 35 meter gain] (replace 5C with 5B if 2C CH starts out low] 1 Charge Anywhere CH 2C-C > 236D > dash 2CC > > IAD j.CC > 5B > 2CC > 236C > 214C > 22C [3036 damage, 31 meter gain](full screen carry) Corner 2C CH > 5C > 2CC > jc j.C > j.C > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3357 damage, 40 meter gain](replace 5C with 5B if 2C CH starts out low] 2 Charge Corner 2C CH > 5C > 2CC > 214D > 6CC > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3895 damage, 46 meter gain](replace 5C with 5B if 2C CH starts out low) to be continued...
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I shall be updating the video tutorial thread with difficulty guideline and possibly some easier combos within the next day or two so I'm going to have you refer to those when they get posted.
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Alright, I've looked through the combos and thought about it and I feel some of the sections don't particularly have a "easy" variation. For example is the 1 charge anywhere combo 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3395 damage, 33 meter gain]*^ 5BB> 5CC > 623C > j.214A > dash 2CC > 236D > dash 2CC > 236B > 214B > 22B [3287 damage, 31 meter gain]* I would consider them both advanced in all honesty because they aren't easy to do. One includes the dreaded 2CC link after 623C > j.214A and the other has the IAD which will be difficult for beginners. It'd be pretty sad to not have a beginner friendly 1 charge mid-screen combo with decent benefits so I'll really have to think about this one. It could be that there isn't any but I'll do some revisions and make some guidelines that all the combos can follow instead of separating them into different lists. It'll be something you read before you check out all the combos and I'll point out precisely what reoccurring part of a combo makes it difficult.
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supinoza? This was a very painful series of matches to watch. Dropped almost every combo and made terrible choices for combos/continuation with the charge/meter that he had. Eeesh.
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Uhhhhhh... I'll think of something. Probably. Soon. Ish.
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I know what you're saying about how the difficulty thing isn't necessary but given it's for a tutorial for beginners, it might not be a bad idea to give a general idea of which combos would be easiest to master first and foremost before they get road blocked trying to get down a combo that's extremely tough for the simple fact that it was listed first. Besides, while I would agree that combo difficulty is subjective in a lot of ways, it's not hard to make a distinction between really tight links and the most basic kind of stuff to the point where the differences are almost black and white so it wouldn't be completely inaccurate. This is more of an idea I'd like to pursue for the tutorial thread more so than the video to be honest, though. If we don't want to use it in either formats though, it's no chip off my back as it'd just be less work for me. Shame I made that hat sprite for nothing though, I'll have to find a reason to use it somewhere else then.
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Bam. Alright, I'm gonna take some time and put a rating of fugly hats on all those combos I've posted here(not today) so far and in the future. Ratings go as follows- = "I can do this in my sleep, brah" = "Easy as pie, I can do this online against 1 bar opponents!" = "This is a bit tricky but with some practice and decent lag, I can do this pretty consistently!" = "Errr... this is pretty damn strict. I'm not sure if I can ever get this one super consistently." = "WTF!? Am I making a combo video or something?"
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I used to think IAD combos were hard but it's all in the way of initiating the IAD after the 2CC hit that makes all the difference. It's hard to explain but once you figure out the "easy" way that works for you(there are two), the timing becomes second nature. Kind of reminds me of the timing for CS 1's 3C > jc > falling j.C pick up. I had trouble with that but once I had the timing, I rarely dropped it. The reason why IAD combos are so important now especially in midscreen combos is the great carry it has to the corner. With 1 charge, you can carry from one corner to the next with ease and almost no other character can do that without heat. However, oddly enough the thing that I have the most trouble with to this day is the 5BB > 5CC > 623C > j.214A > 2CC link. The 2CC pick up there is a tricky mistress indeed. Tight to begin with and changing ever so slightly to mess with you with wonky tall/short hitbox characters. That's the reason why I've listed the alternative which gives more damage/meter gain but does not have positional advantage. The reason why I put that in there isn't really because of the damage/meter gain increase but because how easy that alternative is in comparison. As for the advanced tag, I can go back and put difficulty fugly hats out of... 5 or something. The supposed difficulty is pretty deceptive actually since many corner links that go with 22C > 5C > 2C require you to charge 22C just long enough to have enough knockaway but not too short/long because they'd be able to tech. More or less reminiscent of 214B > 22A link from CS 1.
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2C air hit starter- Anywhere 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [2481 damage, 23 meter gain] Corner 2CC > IAD j.CC > 5B > 2CC > 22C> 5C > 2C > 236B > 214B > 22B [2734 damage, 30 meter gain] 2C air hit starter, 1 charge- Anywhere 2CC > 236D > dash 2CC >IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3015 damage, 31 meter gain] Corner 2CC > >IAD j.CC > 5B > 2CC >214D > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3100 damage, 38 meter gain] 2C air hit starter, 2 charge- Corner 2CC > 22D > 6CC > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3786 damage, 41 meter gain] to be continued...
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Continuing- 2 Charge, 2A/5B starter- Anywhere 5BB > 5CC > 623C > j.214A > dash 2C > hjc j.C > j.214D > 236D > 5B > 2CC > 236C > 214C > 22C [3609 damage, 37 meter gain] * 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236D > dash 2C > 236B > 214B > 22B [3638 damage, 39 meter gain] *^ Note: purpose of midscreen 2 charge combos is to carry to the corner. Corner 5B > 5CC > 22D > 6CC > jc j.C > j.C > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [4408 damage, 48 meter gain]* 5B > 5CC > 623C > j.214A > 214D > 6CC > jc j.C > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [4526 damage, 48 meter gain]* to be continued...
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I've found when doing combo works the key is to use any D move only once during the whole entire combo as using the same one twice will generally kill the hit stun combo ability making you unable to continue the hits while adding unnecessary repeat hit proration in the mix. Also, adding extra D moves after you expand 2-3 charges in the corner adds little to the damage and is better saved unless you need that extra bit of damage for a kill combo. As for the biggest annoyance in hitbox nonsense, that would be Jin and his sliding hitbox which makes it impossible for us to pick him up with a 5C as he is sliding after a 22C knockaway continuation in the corner. You can pick him off OTG with 5CC whiff or 6C > 236B and etc but I'd recommend adding corner combos a little earlier and going straight 2CC > 236B instead of 2CC > 22C follow up. He can't get hit by 236236C on corner slide either so you'd have to option for 6C > 236236C if hit stun allows.
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Alright, here we go. I'll be adding more as I get some more time in. All data is correct and confirmed in the PSP version of CS 2 as is subject to change when the console patch comes out. If you'd like explanation for the listing of certain combos and which one would be a better candidate for "BnB", do post and ask here. Tsubaki BnB Compilation- * = Combo works as is with 2A/5A starter added in ^ = Combo does not work when enemy is hit while crouched No Charge- Anywhere 5BB > 5CC > 623C > j.214A > dash 2CC > 236B > 214B > 22B [2751 damage, 23 meter gain]* 5BB > 5CC > 623C > j.214A > dash 2C > hjc j.C > j.CC > j.236A > j.214C [2864 damage, 23 meter gain]* Corner 5BB > 5CC > 623C > j.214A > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3073 damage, 30 meter gain]* 5BB > 5CC > 22B > dash 2B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [2681 damage, 32 meter gain]* 1 Charge- Anywhere 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3395 damage, 33 meter gain]*^ 5BB> 5CC > 623C > j.214A > dash 2CC > 236D > dash 2CC > 236B > 214B > 22B [3287 damage, 31 meter gain]* Corner 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3590 damage, 40 meter gain]*^ 5BB > 5CC > 623C > j.214A > 2C > jc j.C > j.C > j.214D > 5©C whiff > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3732 damage, 44 meter gain]* 236D(non CH) - Anywhere 236D > 5BB > 5C > 623C > j.214A > dash 2CC > 236B > 214B > 22B [3049 damage, 24 meter gain] Corner 236D > 5BB > 5C > 623C > j.214A > dash 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3371 damage, 31 meter gain] 214D(non CH)- Anywhere 214D > walk forward 5C > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3707 damage, 28 meter gain] Corner 214D > walk forward 5C > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3981 damage, 36 meter gain] to be continued...
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Not much since it wouldn't connect. I think either your notations are incorrect or your combo work is off. Oh and before I forget, let me make a note of this combo's existence/viability. Anywhere - 5BB > 5CC > 623C > j.214A > dash 2CC > 623C > j.214A > hjc j.C > j.CC > j.236A > j.214C [3223 damage] Yes, we have a 3.2k damage combo without meters/charges anywhere in the screen off of a 5B starter. We do that now. The reason why you don't see pros use this combo is A. Difficulty(try this combo when you can and you'll see what I mean) B. Positional advantage But still, given our current BnB does 500 less damage this one and gains less heat, it's a good combo to know.
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Oh? I thought we were making it. This changes things since I had some ideas here and there about the video itself. No big whoop. I'm working on a "ideal" list of combos but I'm trying to do the runs on the matchups to ensure accuracy and you guys wouldn't believe the wonky hitboxes that makes seemingly bulletproff combos not work on certain characters. I'm not just talking about Tager either, it makes things really needlessly difficult and when I add to that the factor of enemies that are hit while crouched it's a damn nightmare.