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Everything posted by chzchan
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When people jump over you in the corner and barrier in that way which makes your AA and DP whiff what do you do? Do you just leave? She has no attacks that hit directly above her, so what can you do?
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Her DP is way better than it was throughout CS, but I would not consider it good at all if you look at the spectrum of meterless reversals. I am glad that she at least has one, though.
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HAHAHAHAHAHAHA Like that'll ever happen. See, it is just so easy to barrier hop out of her pressure it is just laughable. They don't need to think about retaliating because they can just leave, especially if you go for frame traps because of the intentional holes you leave in your strings. Then you have to run around again and catch them which it is incredibly difficult to do as Tsubaki without getting smacked.
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I am super duper biased and you know it. I just get frustrated at how smart I have to be and how many risks I have to take in order to deal with it for what I get in return. I hope she'll still be able to deal with barrier in 2.0 with the direction her changes are going. Sorry about that.
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I wish that Instant Barrier was required to get the kind of pushback just holding down 4A+B does right now. I would actually be fine if Instant Barrier were buffed just to nerf regular Barrier. Like the barrier gauge would not drain during Instant Barrier or there is even more pushback than it currently gives right now. Regular Barrier is just too easy to use.. I guess I'm fine with it being universal, but it needs to be changed.
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Whoa boy. Well I'm happy again. Let's see how far they get. Yoshiki is really strong, so I hope they'll be able to get through a lot. Which qualifier did Konan win?
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I was just snooping around twitter, but did Konan just recently qualify last minute or do I need to get my info checked?
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I do too. That or I want the barrier gauge mechanic to be expanded upon so that certain characters interact with it differently at a fundamental level instead of just having characters like Amane and then everyone else. I mean there are crush triggers that everyone has, but the risk/reward of using it for the sake of whittling down barrier is just wrong unless you're Terumi, Jin, or Hazama. I would actually really really hate if Tsubaki got more prominent vacuum on hit because fuck Jin. I don't want people to have to deal with that. I want her to have a way to get around barrier, but something that cannot be abused or that isn't a giganto crutch like everything that Jin has. A decrease in pushback for some of her moves would definitely help. It is really funny actually because in 2.0 Tsubaki won't be able to jump cancel out of a blocked 6C anymore, so pressure can 100% not be continued safely if the opponent barriers and she doesn't have 2 charges, not that 6C jc pressure was that safe to begin with. So what she will be forced to do when put up against barrier is charge cancel pressure which is ridiculously unsafe and even easier to disrespect because of how much farther Tsubaki needs to dash in order to get closer again due to the pushback or continuous perfectly spaced IAD pressure which will barely work because of how shitty her air normals are and how easily she will be AA'd. I'm already getting used to having to do 421D > 236D when someone barriers just to keep them on the ground and attempt to eat up their barrier gauge.
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I'm still having fun. During the week I wake up at 6:30 AM every morning, open up my stock trading platform on one screen, hook up my other screen to the PS3, and head straight into the training room with a pile of 8.5x11 sheets of printer paper and a pen handy on my desk just to see how many unconventional gimmicks and strategies I can pump out to compensate for Tsubaki's faults. At the top of each hour I head into player matches or turn on ranked to test them out and tally down how often each worked as well as how long it took my opponent to learn how the gimmick worked if I fought them multiple times. I mean, these gimmicks are not as strong as the gimmicks of solid characters like Litchi or Koko could potentially be, but they help. Matches are a similar scenario with me smacking the opponent hopefully 5 times and then getting smacked myself a couple times and then ded, but if I am lucky and they fall for my dirty tricks I only need to smack them 4 times or maybe even 3 times before I almost beat them but lose anyway. I used to do the same thing in EX but not as obsessively because I didn't even own the game I played. I have been super motivated to do so in CP for some reason. On what Tsubaki needs, I just really want her to be rewarded finally. The amount of shit that she has to go through is ridiculous for what she gets out of it and, even though the suffering sort of fits canonically with her character, I want it to finally pay off. She needs to be rewarded for getting in because she really really sucks at staying in. I wish she had a way to deal with barrier or even mitigate it. I wish she could keep people from just leaving her pressure when they want to even when they don't instant block. I wish that spending a resource was worth what it took to get it, especially in her worst matchups. I have a ton of really crazy ideas, but I am feeling lazy and I have already written about one of them, so I'll stop here. I hope that things will start looking up in the next loketest whenever that is.
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I wish that worked 100% of the time. I'll start practicing IB'ing certain moves I guess.
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Recently I have run into Ragnas that tk.Gauntlet Hades which is even scarier because it becomes a 16f overhead rather than an already incredibly fast-for-the-range-it-gets 20f overhead. They can only do it out of 5A, 3C and 6C because those are his only normals that are jump cancellable, but because Gauntlet Hades is a SPECIAL OVERHEAD he can do it out out of all of his normals so I never know when to expect it. I just know when he is able to do it faster than he normally does. It is pretty easy to differentiate as well because the dust cloud that the move creates is significantly smaller when tk.Gauntlet Hades is used because the dust is created by the jump rather than the actual move itself. tk.Blood Scythe is even worse because you actually cannot do shit about it and if used out of 3C or 6C, you will get hit from behind so fast you will barely realize it. You have to be super wary of spacing when Ragnas start pulling this shit so barrier is important. He is negative on block if you actually react fast enough, though. It is actually really funny, though because if you react fast enough, your hitbox's position actually causes tk.Blood Scythe to whiff. You can actually counter this if you just take your hand off of a direction entirely. This is only if you did not barrier, though. You can DP out of it, but make sure that you are keeping track of which side he appears on. Oh also another thing he can do is 3C > j.B which is the worst thing ever because of j.b's hitbox. I have tested this thoroughly in training mode and Tsubaki cannot AA it at all with anything because she will be facing the wrong direction. You can DP it if you do it as fast as possible, but just a frame or two too late and Ranga will hop right over your DP's hitbox. What's even funnier is that if you do your reversal super, 236236C, IT WILL TRADE WITH j.B. You will get smacked with j.B and 236236C's animation will get cancelled. God I hate when that happens. Sure it looks funny, but there goes your damage off of it and potential followup if you had 1 charge. Also, you can attempt to backwards DP as he hits the ground on the opposite side, but be wary that j.B has no landing recovery so he can barrier the instant he touches the ground. I guess I'll just time my meaties better and hopefully not get regular DP'd. I am incredibly reluctant to go for meaties in this matchup, but I guess I should try for a safejump. Too bad I can't do that from a midscreen knockdown. Not being able to lock people down after a knockdown is the absolute worst.
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Most Ragnas just j.214D or 214A around all my fireballs. Also there a few Ragnas that I have fought that j.623C in order to counter my AA attempt after they jump if they try to advance in over projectiles. What do I do against his air DP? What do I do against Ragnas that like to jump on wakeup in order to hold them down? Up-backing barrier into his air DP is the worst thing ever not to mention incredibly hard to bait because if you try and they don't DP in the air it is a get out of jail free card even in the corner. Do I just have to time my meaties so well that I hit them out of jump startup? Also, how do you deal with Gauntlet Hades? This isn't a Tsubaki specific thing, but it is the hardest thing to block ever.
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Oh man I just realized right now that it was a CH. That was pretty neat as well.
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That TRM after the 623C > 214A(w) > 5A at 15:14 was pretty neat.
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Yeah, I know it is terrible. I still mix it in with everything else in my bag of awful gimmicks. I was actually inspired by my experiences with Terumi to do it because it is sort of like his 5D, but with worse everything. It is sort of a crutch because I really really suck at timing meaties and being able to charge the move and release at the right time from a safe distance makes me feel not as terrible. It gets absolutely nothing off of rolls midscreen and you have to RC into a dashing 5C in the corner in order to follow it up because of how short the untech time is on an airborne hit. It is also negative on block even when fully charged. What I have been catching people doing is staying still because they think I am positive. Also if they try to advance forward instead of just simply up-backing away, just like with Terumi I smack them with 22B again and that hit is usually a CH. I guess I really shouldn't use it after knockdown. Maybe I should look into implementation as a frame trap more than something to just use raw after a knockdown. I should also just practice my meaties more. So far the most gimmicky thing I have been able to do with it so far is hit Kagura out of his 6DB where he lunges forward, disappears and then appears behind you for a nice CH. 22B apparently has an attack box behind Tsubaki as well, so Kagura gets hit even when he is behind you. Okay wakeup throw/jab baiting with 22B is the funnest thing ever. If you end a combo with 236X > 214B > 22B(w) or 3cc (or get in a command grab) and you know your opponent is prone to neutral teching, what you do is dash up to them and then immediately backdash and 22B. Holy shit this is the best thing ever if you know 100% that people disrespect you. God it is just so satisfying to see them whiff the grab and get CH 22B'd. This works really well if you condition them to think you will go for grabs after knockdown and they don't have a DP. I have tried it out on a few Litchis I have fought and it completely neutralizes their DP and the almost immediate recovery of 22B thanks to the adjusted frame data from when a projectile is guard pointed allows you to get the hell out of the way of the falling staff. This is also really good for baiting out Platinum's counter. The backdash puts you at the perfect distance so that the doll that comes out when 22B is caught. It has a pretty ridiculous amount of recovery, so you can go in for the punish afterward. It works the same way for Hakumen's counter, but you don't get the punish and you feed him one resource dingle. Ending the midscreen BnB with 236X > 22B > 5D and then going in for another 22B gets me CHs as well. Just another thing to try out. Also 22B is + on hit, so I guess you can attempt to reset pressure if you dash maybe but it is pretty unsafe. It sort of works like charge cancel pressure, so I continue pressure at the beginning and hopefully they think I am unsafe and then I get smacked. Then the second time I end the BnB with 236X > 22B > 5D I just smack them with 22B and get a nice CH on them mashing because they expect me to dash up. 5B also reaches far enough to hit people after ending with 236X > 22B > 5D, so you can do 5B > 6C or 5B > 3C shenanigans because those are the only gatlings that reach far enough. Oh boy another thing. If you end the same BnB with 236X and regularly go for a grab afterward and successfully get it because your opponent isn't mashing initially, you can delay 22B by charging it and get a 22B CH from when they mash the time afterward. You have to really trust your opponent to learn from their earlier mistakes, though, so this doesn't really work on people who are in autopilot 100% of the time. One more pretty unrelated thing is that ending a combo with j.214C after using j.BB before the jump cancel makes you land behind the opponent after the knockdown. There are a few different ways to do it, but you have to make sure the combo isn't already really long or else the j.B stuff won't happen and the j.214C will be way too slow to hit. More unrelated stuff. OD cancelling during Tsubaki's block strings/threads and doing charge cancel pressure makes people really afraid. I am not sure if it is worth using depending on how far you are into a match, but if you get the drop on someone at the beginning of the first round, get a knockdown and land a meaty on their wakeup, I have seen it do some at least psychological damage as well as fill the install gauge all the way up.
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Yeah, I wish that this version's 22B got either the 10f startup of the old 22A or the + on block of the old 22C rather than just the projectile guardpoint of the old 22B. I guess it is the one we kept input-wise, but come on.
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I have been getting enough luck with it that I have spent some time coming up with combos out of it. I already had my 22B > RC > 6C combos from a while back, but I did some more experimenting with CH combos and you can get HUGE damage even if you have a few resources at your disposal. Just about to post the combos in the combo thread, but then I checked the combo compilation and they were already there. One of the other reasons I have taken to using it is that I am tired of getting counter-grabbed if I chase someone down after a ground ender with 5/2A or 2B if I know they don't have a DP. If they have a DP I always try to bait it, but when I do I get grabbed. With 22B I just sit at a nice safe distance and actually get to hide behind my attack box that doesn't have any hurtboxes within it like a good lot of the cast already can. For some reason it has been keeping people on the ground which does not really make that much sense from my perspective, but it sure as hell helps. I've spent my free time when I am not scouring twitter and other websites for anything 2.0 Tsubaki related just messing around with 22B in the training room with ranked on in the background for the last week or so. I recently 22B guardpointed Tager's spark bolt and I felt really accomplished. Spamming nicely spaced 22B in the Tager matchup is actually really effective because you can hit them out of their forward advances without being in grab range.
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I tried to console Kuresu on one of his recent his nico livestreams when he was playing Tsubaki in the arcade lobbies, but he didn't understand English. On another note, I have been using 22B a lot in neutral and after knockdown recently ever since messing around with the projectile guardpoint stuff and it really really scares people and I don't know why. 22B CH combos are the best.
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Because she needs to have zoning ability, incredible oki, and amazing pressure/mixups. Not having the IOH would break this because she has low damage and I hard to play I guess.
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Yeah her 2B is a gigantic Fuck You every time it happens. See, the problem here is that even if she does not have heat levels specifically against you, she is still at an advantage and I know a few Bullet players that know this. They do not focus on getting heat and focus more on making sure they are at an advantage. They never ever use Afterburner in neutral and are always on me as if they are using Errol's strategy with Tsubaki and Bullet reversed. The problem is that I am kept on the ground by her j.C, 6B, and 623C and if she chooses not to end her pressure with a level 0 5D, I don't get the punish and I go back to playing keepaway from her great normals until I get cornered. I also have a hard time baiting and punishing her DP for some reason, but that is probably my problem. Another thing that just aggravates me that really does not have much to do with difficulty fighting her is that she can go into a full combo off of a max range 5B just like Ragna. Damn does that make me angry. I wish we had something like her 5C that advanced the length of the a max range poke.
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But Kagura and Celica. Terumi to an extent because everyone has to manage their heat meter already. But then you could just generalize Terumi as a Ragna clone and Celica as a Noel clone.
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Does her DP hit you if you use a jumping attack?
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This is why I am slowly dying. I keep having dreams where I wake up in the afternoon and check on twitter to see a nice organized list of 2.0 Tsubaki changes like the Kagura changes on evernote. Then as I scroll down I see a bunch of things that I do not recognize listed under some title in moon that contains the letters OD. I open up a machine translator and ctrl+A > ctrl+C everything and then right as I am about to ctrl+V it into the translator my internet goes out and I wake up for real sweating.
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Are there any specifics on how these were made easier? Where did you get this information from? I want to start making a list like I have seen a few other characters have been getting, but the only concrete information I have got has come from zaeris getting his friend to translate all the various twitter posts I pasted here.