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Everything posted by Zouf
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Doesn't burst still hit you when you hit OD activation? I believe OD is not invulnerable to burst. Happened to me a couple of time, and i couldn't guard the burst
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*sigh* Your bad temper sadden me
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https://www.youtube.com/watch?v=ZAIdnUILUK8&feature=youtu.be Just wanted to show this vid for the move at 3:08. OD is kinda overpowered when you bait a DP. It was quite laggy and the match itself isn't so interesting (lots of dropped combos and bad decisions from my part), yet i feel this very part is underused by Tsubaki's players (only time i've seen it was in one of Kuresu's match)
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It doesn't happen so often so meh. But it's still a retarded unblockable.
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Oh ok. I'll try it but it's probably either character specific, or a delaying stuff which i wouldn't do for an extra 100 damage. And as Errol said, they could probably tech after 214B SMP, so not worth it at all edit : ok i tried it, you have to delay 2CC, then delay 236A/B (whichever you prefer), and the opponent can tech after 214B as we suggested. So yeah, it's crap If you really wanna do more damage you'll want to go for the IAD route, and then the air ender for an extra 300 damage.
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Your combo can't work here. It's 5C > 2C, not 2CC. Both B and C version of 236 work here, C dealing more damage
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In my case, I analyze how my opponent plays (respectful or not) and what's his reversal options. Depending on his behaviour, i'd either go for the frametrap route (delaying 5BB / 5CC) or the safe route (6B > 5A). But Tsubaki hasn't many options in the first place. She's too easily direspected, 6B is only at +1 so you can't effectively reset your blockstring, and the command throw is only useful if your opponent is either sleeping, too respectful (which don't happen against good players) or during the okizeme. Thanks to the patch we can now do 5CC > 421A which is a pretty good option especially in the corner, but that's it. You'll also want to do some 5B > 6C, even though 6C got nerfed, it's still relialable in some case. I don't see any problem with how you describe your game plan. You use the tools she got. In my opinion, you only need more experience.
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Makoto has one of the easiest overhead to block, as she can only after a certain gatling. Just learn the matchup, and you'll never get hit by it ever again. Anyway, this is an okizeme game. Once your opponent is on the ground, you ought to pressure him again and again. If you go back to neutral game, something failed somewhere (either you failed to catch a roll, or ate a reversal, or picked Tsubaki) Also, use the barrier. The barrier is MIGHTY in CP, and will push back the opponent very far away after only a few hit
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Btw people can jump out between 5CC > 421A, so it's not so good unless the opponent blocks it (and is in corner)
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SMP isn't just to reduce the length of a combo, not the damage? To prevent loops
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6C > 421A is fairly good too. It's positive on block (especially if barrier blocked) and ressource free
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Did they nerf the P2 of some moves? CH 5C > 6C > OD > Mugen > (421D > 236D)*2 > 623D > j.236D > j.214D > 236236D (5 charges) = 8400~ dmg instead of 9100 in 1.0
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You'll never want to do 6C > command grab. If the opponent just hit the barrier you will whiff and get heavily punished. Anyway, 6C has been nerfed, period. I don't see why you would want to do anything but jump cancel into back airdash. Nobody will mash after 6C if they know a little about this matchup.
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IB on the 5CC and you'll have a 10f gap so yes it's even unsafe then (most 5B will hit you before 421 comes out) Anyway the motion change of the fireball is one of the biggest thing the patch brings in. I'm kinda happy with this.
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5CC has a 18f blockstun. So it leaves a gap of 7f, meaning no 5B can punish this. 214A is supposed to be -2 on block at closest range, but seeing how far 5CC pushes away, it must be at +0 or more Not sure you can jump away in a 7f-10f gap. It's worth testing imo
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https://www.youtube.com/watch?v=BJuMxVuYw-I At 2:16, Kuresu uses 5CC > 214A > Dash 5C and Carl gets hit (probably in an attempt to jump out). Is this a legit frame trap? Could be really strong if it's the case.
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I see at least 3 reasons why Chroming Rose is not used most of the time : - A Yellow RC in the corner gives an almost guarantied opening - She needs to RC midscreen almost everytime to get a knockdown / air combo - Chroming Rose doesn't lead to a more damaging combo. If anything it should be buffed, not nerfed imo. It's a too expensive tool for the small benefit it gives. That's at least my opinion for the matches I've watched here and there
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That sums it up nicely I guess
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Hardly as j.214D is super unsafe on guard, unlike 6C. There is a difference between punishing an unsafe move and punishing before the move even start. Well i won't change my mind about it, 6C is pretty safe by any means. From my experience and the 21908219 matches I've watched, 5B > 6C was almost never punished. @Errol : you can't throw 6C if 5B hits at max range. Throw will whiff
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Zouf replied to Hecatom's topic in Under Night In Birth
She has an instant overhead, and a godlike neutral game. Should be enough to open the opponent guard -
There is a 7 frames gap. Meaning the opponent needs to mash a A move (or DP obviously) to punish you. Or throw, but that won't work if you are at max range of 5B. And as I said, if you are spamming 6C, it will obviously happen. Or if your pressure is full of gap (well, Tsubaki...) and the opponent tends to mash. Aren't YOU playing bad people if they are mashing senselessly? I mean, everyone can mash here and there alright, but to mash in this specific gap is a huge risk as 6C is a godlike starter for us. I'm pretty confident that if you are using it like only 1 time in a match, or if you are mixing alright, you'll almost never get punished for it. Or we need to stop pressuring our opponent, because Tsubaki is like the worst character in the game for this kind of playstyle. @Errol : you can "feel" that 5B will hit (on hit or on guard) depending on your opponent playstyle and movement. That's not 100% accurate, but we're in a fighting game, nothing is 100% sure (unless you are playing Koko :P )
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You'll never get punished for trying 5B > 6C, no need to argue about it. I'm not talking about numbers here, i'm talking about what really happens during matches. And autopilot is a big word, unless you mean mashing 6C endlessly, but then 6C isn't the issue here...
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1st is correct 2nd is incorrect tho. I really meant safe
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Ok thanks i'll see what I can do.
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I wanna sub a Valken. Should I wait for the patch or can I work on some stuffs right now? If yes, what?