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Everything posted by chzchan
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I do that all the time and it gets me smacked. I wish there was another way. That sorta kinda works. I guess it is worth the charge because of the payoff maybe.
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Okay I just changed it up slightly. If you delay a j.214A after the j.7 > j.236D, you can dash up to them and at most get a sort of meaty type thing maybe if they roll backwards if you are fast enough. If they forward roll, you can catch them with the standing move of your choice instead of j.C and I am pretty sure they are stuck if they neutral tech. Pretty good in my opinion. Actually let me add on to that. If you 6C right after landing, you can meaty backwards rolls with 6C by itself and neutral techs with the help of the descending projectile, and combo into forward rolls off of the projectile for pretty great damage. You can also start safejump out of landing as well instead of 6C. So you'd opt for a 6C if they don't have a reversal or they have less than 50 heat or something. 6A > 5CC > 6BB > 214B > 5C > 2CC > j.7 > j.236D > j.214A(delay) > 6C® j.236D(2) > 6CC > 214B > 2CC > j.CC(delay) > 5C > 2C > 236C > 214B > 22 Is there really anything that Tsubaki can do to deal with backwards rolls at midscreen anyway?
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Oh man Konan just beat Tsujikawa's Kokonoe. Tsujikawa looked like he was overly afraid. Sucks that he lost to the Litchi afterward, though.
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Well I already knew it lost to rolls because it only works on neutral tech, but yeah it is pretty awful. I still think it is pretty neat. I'll definitely try the j.236D thing out to see how it works.
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Ah okay. Thanks. I should just read more.
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Midscreen. I would like to revise it, though. You don't need to go for the j.C, just go straight into j.236A. You are essentially going for the corner oki midscreen, but you are adding on an extra portion at the end and doing an overhead side switch to make the j.236A projectile hit the opponent from behind on its way down. Let me give an example. It isn't actually as complicated as I thought it would have to be. I was trying to do all this stuff with super jumps, j.A, and j.B, but I don't think that is needed. 6A > 5CC > 6BB > 214B > 5C > 2CC > j.236A > j.D > Air Dash > etc. It does look really funny. After some more testing I have made a breakthrough. I actually think this is a legit horizontal unblockable setup if they neutral tech without delay holy shit. Here's another example with followup. 5BB > 5CC > 236B > 214D > 5C > 2CC > j.236A > j.D > Air Dash > j.B(delay) If you time the j.B correctly it will switch sides and hit your opponent at the exact moment when the projectile hits. Is that considered unblockable? I mean, this is reliant on a neutral tech, but damn do I think it is cool.
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Oh yeah there's another gimmick I have been testing recordings of in the training room recently. I'm not exactly sure if it is worth using, but it sorta kinda works and is confusing as hell. This one requires a launcher which pretty much means either an AA starter, crouching confirm, or the spending of some resource. Instead of going for a full air combo after (5C) > 2CC with the j.C > j.CC > etc., if you jump and do j.C > j.236A > j.D without spending your air option, you can do something pretty fun. Just like with the corner j.236A fireball oki how your opponent is knocked toward the ground without smacking into the projectile and the projectile heads in their general direction while you are in the air. Because you are midscreen and you have still not used your air option, you can choose to air dash right over your opponent's head after holding j.D while the j.236A projectile is descending. They will have to block the projectile in the opposite direction because you crossed over them. Still testing, though.
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Whoa I just realized that you're that one really good Tsubaki that I have fought on a few occasions. I should look at profile information more often. For Mu, though I fight them rarely, I just try the super jump barrier strategy while being wary of air grabs. That's what I have been told to do by a few people I have asked. Still at a loss for what I do when I get in, though because of her amazing normals and DP. It is always going to be really hard to navigate the screen smartly with steins in your face.
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Oh but that doesn't work on defensive opponents that know your options. 236B/C and 214B leads to getting smacked with a jab if they block. 22B pushes you away and lets them get out for free. 236A leads to a chance to do YOLO 623C after they block it due to it only being -5 on block so long as they don't IB. I took advantage of 6C being special cancellable even before it was actually special cancellable. All you would need to do is do tiger knee inputs. I would rarely ever do those, though, especially in 1.0 because 6C > j.D > j.A was just absolutely amazing. Is there going to be a way to continue pressure if the opponent uses barrier and isn't aggressive? I wish 421D left you + on block.
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Anyone have some ideas as to what strings we are going to be using to deal with barrier after the 6C no more jump cancelling on block nerf that may or may not happen in 2.0 without spending charges? I've been practicing 2C/5B into j.B/j.C > j.D > Air Dash > etc. but I have been getting AA'd nonstop. What else can be used in place of 6C?
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Then I'm just having bad luck 100% of the time no coin flips. It doesn't feel like I have enough time to whiff some jabs before they wake up when I dash after a combo ender.
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But its sort of like they always don't DP when I dash up without hitting buttons and then when I hit buttons there has never failed to be a DP. If I dash up without hitting buttons I usually get grabbed and I have gotten used to seeing it coming, so I can tech that grab nearly 100% of the time but then everything is back to neutral and I have to deal with Ragna in neutral again which is super difficult. Is there a special way I have to hit buttons when I run up to make it seem like I am going for a meaty when I am actually not? This is one of the reasons I don't like ground enders midscreen. I mean I try for safejump setups, but most of the time if they see me jumping they just roll backward. I need a way to fake a broadcast cleanly because it just never works.
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What are the best ways to trick Ragnas into thinking you are not baiting his DP when you actually are? Just general motions and spacing I can never ever seem to get down. They always always know when I am baiting and either grab me or upback barrier away. Recently I have never been able to meaty a Ragna. Is it possible to meaty a Ragna?
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There would be too much pushback from each of the moves even without barrier for it to make much of a difference.
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I saw him use 236A. I guess 214B could work too maybe? I should try it out soon because not having 5CC connect to 5C after 6A landing is the worst thing ever. Okay well I tried it. 214B does not connect, but 236B does. I also found out by looking at the damage that 236B was used in the video I watched. So if you are unsure that 5C or 5CC will be able to land due to 6A spacing, 236B is your best choice if you don't have charges of course. Another thing. If you delay a grab after a successfully landed j.CC, it can still be a purple grab, but it will start its own combo instead of getting the starting proration from the j.CC. I just found that strange. Why does that happen? Also a small update on the gimmick. I found a chargless midscreen-to-corner version of it so long as you land 6A at midscreen. 6A > 5CC > 6BB > 214B > 5C > 2C > 236B > 214B > 22B(w) > 6C® Unlike the other chargless versions, this one does a pretty good amount of damage for being a gimmick reset starting combo at 2371. If you have 25 heat and 1 charge, and you are confident that they will fall for the gimmick you are looking at turning a simple midscreen 6A confirm into 2371 + 5374 (7745) damage and an optional air knockdown ender in the corner. It gives 6A much more value in my eyes now. Another one you can use from midscreen so long as it is a crouching confirm. j.CC > 5A > 5CC > 214B > 5C > 2C > 236B > 214B > 22B(w) > 6C®
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I'm not saying she didn't desperately need a meterless way out of pressure besides 6A, but a simple and more importantly safe way out of pressure after wakeup at the cost of 1 resource is just a gigantic leap above what she needed. I will absolutely hate fighting Izayois if this is not dealt with properly. I mean imagine Bang's Ashura super (you know the one they can use when you get a knockdown in the corner that you have to IB at close range in order to punish), but instead of costing 50 heat, Izayoi will get to use it after making you block her specials or projectiles once. It is a dirt cheap ticket out of the corner and out of general pressure. It will be complete hell for rushdown characters to deal with, especially because of the air options she got in 1.1. If they make it so that it only has DP properties in normal mode, I will be really really satisfied because it is what I have always wanted mechanics-wise for Izayoi. Normal mode to be a defensive resource building mode and Gain Art mode to be an offensive resource spending mode. Right now it is more like Normal mode is fetus mode and Gain Art is actually good but needs some work mode.
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If they keep 623C teleport cancellable, it will be the safest DP in the entire game. Not only do you get to charge it by holding down C, you also have the ability to stance cancel it. Hell, even if they restrict the teleport cancellability to her D teleport, it only costs 1 dingle right now and that is supde duper cheap compared to the 50 heat other characters with meterless reversals have to spend. It is literally a get out of jail free card. With D teleport it will be a get out of jail free+ card for the cost of 1 resource. You can back out of it in neutral if you feel it is unsafe. 623C~A You can choose not to deal with its recovery on block for free. 623C > 214A/B/C You can choose not to deal with its recovery on whiff at the cost of one resource. 623C > 214D You can go into a full combo out of it at the cost of one or more resources. N starter. P1 value of 90. This move will be BROKEN if left as is and given full body frame 1 invuln. I am really scared that Izayoi might become super duper overpowered/easy in 2.0. I also can't wait to play her.
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It has faster startup than Tsubaki's overhead. It at least has its risk/reward in the right places. As a whole and in general, I would say Makoto is much worse off than Tsubaki in a few of the same places actually, but I don't think as many people play her. Makoto does shine in a few places where Tsubaki definitely does not, though. Bullet, in my opinion, is way better off than Tsubaki in a lot of specific areas. She is almost Tsubaki+ minus the run-type dash with her normals and how her heat up level system works. That's how it feels when fighting her.
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Damn I actually kind of liked chez ben. It gave me a good laugh. I use the D normals to bait people in if they are super duper cautious, but it really doesn't work unless you are in their head and it only really works if the character I am fighting has to commit to their actions when they go in. So characters like not Hazama and not Bang. Another unrelated thing, but I was going through some Bullet matchup videos and Kiba used 236A to get a combo out of a max range 6A where 5CC would have whiffed. I thought about doing it with 5B for the same purpose, but I didn't think about it for 6A until I saw it done.
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But they don't see it as "Oh, she's charging. I better stop her before she gets too powerful." It is more like "Oh she's doing something that makes her vulnerable which also has a bit of recovery. I can get a counterhit and more damage off of a confirm if I hit her now." This comes from both my own observations and asking people that have fought me.
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You mean the damage that every other character gets normally that we only get off of a few specific confirms in the corner? I want there to be a reason for my opponent to pay attention to the install gauge. The only people who actually care about me charging or look into my head based on the resources I have available are other Tsubakis. From what I have looked into, her biggest changes are that her Slaver Trans-Am super can be used even with 1 dingle and probably has its timer based on how many dingles were used, her 623C is now a DP, and she can cancel her Strike Fall D air followup into her Astraea 6D ground followup. Apparently her combo paths have been changed as well.
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Ah, every time I have tried to jump I just get smacked. Jin and Ragna do this all the time. I guess I just need to try harder.
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Her command grab would be amazing if 2 charges actually meant something. If having charges made Tsubaki scary then her command grab would be fine as is because it isn't the easiest thing to get in with how she is structured.
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There is barely a reason to not mash against Tsubaki if you know her strings and where she can frame trap. Mashing smartly is the bane of my existence.
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I use it scarcely because following up into j.236D leads to them just dashing under me to score a CH while following up into j.214D just delays the inevitable because blocking j.214D still leads to a punish due to the ridiculous amount of landing recovery it has. Both of these options also use up a charge. One thing to take note of that many people do not know is that you cannot late chain the followup on whiff or block, so if you don't do the inputs immediately they won't happen. Her DP has a whopping 64 frames of recovery and is -21 on block, so all someone needs to do is wait when you see her DP in neutral or if the DP is blocked because a punish is inevitable. Just like every single one of Tsubaki's tools, strategies, and gimmicks, they only work on people who don't know the matchup. Once they are used, you really cannot use them a second time and hope that they will work again. If someone is well versed in the matchup, you are really really screwed unless you can read minds.