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Everything posted by chzchan
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Just for everyone out there, what type of controller do you use to play Tsubaki? Also what aspects of Tsubaki do you think are more suited to each type of controller? I am just curious as a D-pad player here.
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Just had a few exchanges online with a Jin who really liked to spam his projectiles. I figured I would try using 22B's projectile guardpoint attribute for once and it was really really funny. I don't know why it felt so satisfying to do even though it really didn't accomplish much. Just seeing the little blue guard circle appear near the edge of the sword and watching the projectile go poof made me smile. Getting the guardpoint to actually happen looks like it nearly eliminates 22B's recovery by speeding up the animation.
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I'm not upset about the changes themselves. I am upset about the lack of definitive information about the changes. Sorry if I came off as super duper angry about losing a few things that I barely use. I just want more data.
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I'm not really liking them either, but I don't know the exact specifications of a good number of the changes. I keep reading on twitter how Tsubaki players are reacting positively to the changes and I keep trying to figure out what because they almost never say what they are. In the case of Spinoza 421D is probably really really good in 2.0 but I don't know in what way aside from the acceleration. There does not seem to be that negative of a reaction to 6C no longer being jump cancellable and the IAD combo no longer working, so there has to be something has caught their attention that they aren't talking about. I see 5A, 2A, and 2B mentioned a lot so they might have been massively buffed, but I don't think that is big enough to keep them from being openly angry about the loss of the IAD combo. And also 22B no longer causing slide? Why isn't there more information on this? From the stuff I have been reading they are very neutral about it which makes me really curious. I mean, it must cause something just as good if not better than slide if it isn't being discussed that much for being such a supposedly huge change. I just want more information. Just thinking about all the things I would write down if I had gone to the loketest that I would report straight to here. Man I really wish I had the ability to do so.
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I just realized. There goes using my gimmick in the corner off of 5/2A. Maybe I can adjust it when I have the new timer to work with. Ah what else had utility in the length of S starter combos? There are combos that exist that use 6A. They just are not good or efficient. It is a shame because 6A has a pretty good P2 value and damage. It was either Konan or Kuresu I saw end some combos with 6A for some reason. Pretty sure it was after a j.214D in the corner. I guess there are the Command Grab > Rapid combos. Also forgot to thank you for these. Thanks man.
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Our 5A hits crouchers and Tsubaki has a run-type dash so I really doubt that it will get its frame advantage buffed. 2B is more likely to get buffed because it is in the bin down there with Tsubaki's absolute worst normals and it isn't 6A because Arc will NEVER buff 6A. Yeah, boy would I love another move like 623D. Even j.236D that no longer needs to be used in neutral still has that tiny bit of utility outside of Mugen combos or combos involving j.214D as a side-switching move with the j.214B whiff into 2B route. I guess 623D has it's extra invuln and active frames too, but no hell no I shouldn't be defending it. I shouldn't have even tried to defend j.236D either dammit. Why do all of Tsubaki's D moves have to suck? I just hope that 236D either maintains some of its utility that it is more than likely losing or brings something completely new to the table to make up for it. It will still probably have its movement speed and farther end positioning compared to 236C going for it, but that should not be the only thing that makes it special. The way it is being described does not bring my hopes up at all.
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I forgot what the term was but I think it is plink or plank or plonk or something. You start up a 6C, but immediately hit B which makes you move slightly forward thanks to the step from 6C while still grabbing. You will know when you do it right because Tsubaki will say the thing she usually says when she uses 6C, and then immediately stop.
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5A +2 on block here we come. The 214B stuff probably has to do with 236C's new attribute. I am really curious what the hell the point of 236D is now. Is it going to be like 421D and only be worth using together to get the aura? I really hope not. It better wall bounce off standing targets or something like that now or at least be + on block. Like really what could they possibly add to 236D to make it worth the 1 stock. It has a lot of utility at the moment that I hope is at least transferred over to 236C. It could be used in combos on airborne targets to get in a 6C after the wallbounce. It could be used to OTG after 22D or j.214D. It could be used in mid screen combos to setup resets. It could be used to side switch when your back is to the wall. Then there's also the stuff together with 421D, but I am mostly talking about what it can do alone.
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D灯が面白いんだよなぁ。 D light is interesting I'm with now. Spinoza seems to be liking the new 421D attributes. Maybe it actually got more than Volante-style acceleration. A>2Bが立ちくらいにも繋がるように。風最大タメの使い道を考えてほしい。パッと浮かぶのはこのくらいかな。まだロケテあるなら5D、2D、JDは思い切って変えてみて欲しいってのもあるけど。 A> 2B is to lead to the long edge. I want you to think of a use for maximum wind Tame. That comes to mind when a package I wonder if this much. It's I want to try changing the plunge but also some 5D, 2D, the JD if there Rokete yet. No idea about this stuff. I see 5/2/j.D mentioned which makes me super duper interested. Man I really really want actual translations for this stuff soon.
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Thank you. Not knowing the actual changes and only being able to semi-speculate about them has been eroding away my sanity. I feel the need to prepare myself for them, but I don't have a concrete idea of what most of them are so I have just spent the last few days without much sleep in training mode going "what if etc." while trying out different scenarios that I attempt to emulate.
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I derived that from broken engrish created by multiple japanese machine translators, just like all of the possible things that I listed. I really really wish someone would give us some kind of confirmation or some clear sentences/descriptions.
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I don't even know if that is confirmed. The 623C thing.
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I wish I knew what the changes were instead of the mess of machine translated twitter posts that I have gone through in the past few days.
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Ah okay. Welp. I was curious as to why that was even being discussed earlier.
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You mean when they roll back all of the ones that would benefit Tsubaki in any way. The ones that I am guessing exist based on my terrible interpretations that they are going to keep are: 6C no longer jump cancellable 2C and 2CC float higher regardless of how much you delay j.C decreased untechable time 22B no longer causes sliding 236D no longer side switches 623C loses its hitbox that extends into the sky 22[D] in Mugen is no longer an unblockable Then we can always bet on some stealth changes from good ol' Arc: 6A startup increased to 30 frames 5B attack level changed from Level 3 to Level 2 5C startup increased by 4 frames 2A recovery increased by 3 frames 6B attack level changed from Level 4 to Level 3 5/2D charge rate changed from 250 points per frame to 50 points per frame 22B uncharged followup recovery increased by 10 frames I am ALWAYS prepared for suffering.
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More stuff from Spinoza's twitter. 対空も2CC>B剣で浮かすあと一緒でOK。 Anti-aircraft also OK after together to float in 2CC> B sword. 2CC's new float allows connecting to 22B? Did they make 2CC float for a long enough time for a max charge 22B? 結局5C2C>閃(剣)風〆出来ることを確認。 RT @Spinoza33: あとD剣>5C2C>JBJCC>5Cまでも確認。 To make sure that eventually 5C2C> blende can (sword) wind 〆. RT @ Spinoza33 until after D sword> 5C2C> JBJCC> 5C also confirmed. New ground > air > ground combo to replace IAD combo? 214D is being talked about here. Guess there's a purpose to j.B now, but that will 100% kill damage. しゃがみくらいに5Aor2Aから2B繋がる、さいきょう!! 立ちくらいに繋がらない、意味わかんない!!! 繋がっては不味いのか? Lead 2B from 5Aor2A to much squatting, strongest! ! It does not lead to long standing, I do not know the meaning! ! ! Went wrong is connected? Something is wrong, but I'm not sure what. 2B doesn't gatling from 5/2A? No idea.
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頼む、アンケだ!ツバキの2Bは10F(※)にしてくれとアンケを書いてくれ! ※5A>2Bが立ちくらいに繋がる時の最大値です。 ask, it's Anke! Let me write a questionnaire with us to (※) 10F is 2B camellia! ※ This is the maximum value when the 5A> 2B leads to long standing. But what does it mean? Did they make 2B start up faster?
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I have asked people that have fought me if they watched my bar. Most of them said no or that it does not affect their approach or game by looking at it. This needs to change. There needs to be a real fear associated with Tsubaki's resource. For instance, with Bullet if you let her get 2 dingles and 50 heat, if you don't barrier at the right times you may be looking at 5k TRM setups. That's super scary.
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Wait, DP starts up fast enough to pick them up off the ground in the corner?
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Just trying out tk.214D from a blocked 5B or 2C (and not 6C) right now. It is impossible to follow up midscreen without a rapid and the only thing you can pick them up with from sliding with is 2B which completely kills combo damage, especially because the IAD path will no longer be possible. Even in the corner, 2B is your only option if you don't want to blow 50 heat. Essentially, you will NEED 50 heat if you plan on using tk.214D in pressure. If it is blocked, you are super minus and if it hits, at least in the corner, you need that rapid so the combo actually does real damage. So far I have a simple 4k route in the corner ready. I'm really really unsure about if it will work with 2C's and 2CC's new properties as well as 236C's cross through attribute. tk.214D > RC > 6CC > 214B > 22 > 5C > 2CC > 236C > 5A > 5C > 2CC > j.C > j.236A > j.214A for 4010 One of the biggest problems I am faced with so far is the fact that you just absolutely cannot have your opponent block anything before 5B or 2C or else tk.214D will whiff. This is even without barrier, and the pushback effect is even worse in the corner. I mean, yeah it is pretty good because it is an overhead you can't be grabbed out of as easily, but it does not seem all that practical. If 3C was jump cancellable on block, maybe this would be more handy in my eyes. Hopefully they give j.214D a much longer untechable slide.
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DAHAHAHAHA We Bang now
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Damn I was just about to post that. Man, imagine if Tsubaki had an ultra ghetto counter move.
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Is there a way to bait these OD Raids? Do you think that they will actually have a downside because I doubt that they will stay the way they are, especially with the fact that they give a full OD rather than the shortened OD cancel.
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Oh I understand that you're able to cancel out of blockstun with it now and get a full length OD, but I don't see it killing an opponent harder than getting the same CH 5C confirm and going into Mugen does right now.
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Me neither. All guessing. Just gotta wait until someone who actually understands the language shows up or someone who already speaks English who has experienced the changes firsthand to report them here. But I already do that. Hell, I go for that as often as possible. You just gotta wait for gaps in pressure and whabam. I'm pretty sure I got the idea from here, but using OD's invuln while baiting DPs so that they whiff through you and then going into a CH full length OD Mugen combo is the best thing ever.