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chzchan

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  1. Never actually got to play CS1, but I do have a few videos bookmarked I can look at to see what it might have been like. Maybe we'll get the second hit of 5CC to follow up after 2CC. Hahaha. More stuff from twitter just from searching the kanji. C閃がガードヒットも相手貫通 ・D灯が昔のジンのC飛翔剣みたいにだんだん早くなる ・槍の通常ヒット時浮きが低く ・空中ヒットのC閃からB剣繋がらず(D閃後の剣の挙動になる。B閃B剣は可) ・6Cガード時jc不可 ・2CC低ダJCがつながらない* C blende opponent is also penetrates guard hit · D lamp is faster gradually to C flying sword like Gin old • Normal hit floating of spear is low · (.B Blende B sword that is the behavior of the sword of D 閃後 is acceptable) not lead B sword from Hirameka C aerial hit · 6C guard when jc not · 2CC low da JC is not connected * IAD COMBO DEAD C閃がガード時に裏回るように、D閃がガード時裏回らないように変更、どちらも不利 B剣の受身不能時間の減少、長いコンボしてると締めのB風タメ入らない D灯はEXジンのC飛翔のような軌道に C槍D光B翼の裏周りはB翼がどうやっても当たるからたぶん無理 C blende so turn back to the guard at the time, change D blende so it does not turn back time guard, both unfavorable Not enter B-style reservoir tightening reduction of passive non-time of B sword, and have long combo D lights in orbit, such as the flight of the C EX Jin Back around the spear C D light B wing wonder Maybe because if hit B wing is also doing 5C>2C>C閃〆で裏回り起き攻めできないかなぁと思ったけどそんなことは出来なかった 5 C > 2 C > C hornblende finish in a back turned up offensive can be but I thought I could not do that とりあえずなんだ、D風ガー不はなし、D翼が中段、6Cガード時jc不可、しゃがみくらいで5A2Bが繋がる。 現状こんなもん? No I'm a D wind gar intolerance, D wing in the Middle, 6 C non-guard at jc, squatting long lead 5 A2B. Present this is!? 【ツバキ】 ロケテ感想続き C閃がガード時に裏回るように、D閃がガード時裏回らないように変更、どちらも不利 B剣の受身不能時間の減少、長いコンボしてると締めのB風タメ入らない D灯はEXジンのC飛翔のような軌道に C槍D光B翼の裏周りはB翼がどうやっても当たるからたぶん無理 [Tsubaki] Rokete impressions more C blende so turn back to the guard at the time, change D blende so it does not turn back time guard, both unfavorable Not enter B-style reservoir tightening reduction of passive non-time of B sword, and have long combo D lights in orbit, such as the flight of the C EX Jin Back around the spear C D light B wing wonder Maybe because if hit B wing is also doing 5C>2C>C閃〆で裏回り起き攻めできないかなぁと思ったけどそんなことは出来なかった And i thought were either not be able to attack happened back around at 5C> 2C> C blende 〆 but I was not able to do that IT'S OVER ツバキ1クレさわったかんじC閃とD閃性能が変わってる。C閃が前のD閃みたいにになってD閃はC閃みたい。あと低ダコンはできないぽ。あと2CCの受け身不能時間が減ってる。とりあえず立くらいの5A2B2A2Bはもちろんつながんね。 D Sen and performance feel C blende you touch camellia 1 Kure has changed. D is C blende blende blende like C becomes a D-blende like before. Po can not be low after gouges. Passive down time after 2CC has decreased. It does of course connected 5A2B2A2B much stand for the time being. Reverse gatling 2B into 2A maybe? Well alright. ODばなな太い OD thick banana God dammit Konan.
  2. I hope they are more welcoming than Konan made them sound. I am especially afraid of what they possibly did to 236C, 236D, and 22B. Sure, 236C will get cross through, but that means you will only be able to do reset shenanigans and grounded side switches off of an overhead or crouching confirm even if it doesn't cost resources to do so. There were also some more recent tweets from Konan that I did not put in because I just really couldn't figure them out. The way they came out in all the different machine translations made it seem like Konan was having trouble getting 236D to combo. Then there's the possibility of 22B no longer causing slide. That one scares me the most. I only really use the IAD combo off of a FC 3CC or FC 6A so I don't feel too affected by the possible 2CC and j.C changes, but I really really hope that the 2C and 2CC "floating higher" do not mess with 236C > 2/5A > 5C > etc. corner combos because I have a feeling that they will very very subtly. Right now getting in a 5C after a max charged 22B in the corner and following it up with 2CC puts most characters at the perfect height for the 236C > 2/5A corner combo to work and it is very very fragile. Hell, they might even mess up a simple AA 2C > 214B or AA 2C > 236X if 2C really knocks higher. Too anxious right now. Haven't slept because of testing and speculating theoretical restrictions in training mode.
  3. Okay I'm going to do some really really crappy interpretations right now based on the kanji Konan is using next to the specified letter while looking at the Japanese names of Tsubaki's specials on the wiki. Still going to be google translate or other machine translators, but I will try. C閃が裏回る。有利不利はわからない。 D閃、特殊閃は裏回らなく D灯がボランテみたいに D灯が昔のCひしょうけんみたい C槍相手の吹き飛び方が低くい、ちゆなっと前に吹き飛ぶ。 C槍ヒット時着地閃キャンセル可能。ガード時は出来ない。前から? D翼中段 B風がスライドダウンしなくなりました C焔。ODD焔みたいに。タックルした後浮くので追撃可能。 D翼中段 槍ヒット時のみ閃キャンセル可 C閃の仕様変更でC閃B剣が繋がりづら。 2Cまたは2CCの浮きが高く。 JCの受身不能時間減?未確認 6Cガード時ジャンプキャンセル不可 5A2Bしゃがみにつながる 5A5BB5CC6Bが繋がらない。一個でも減らすと繋がる。 槍空キャンできないの? 槍翼すか5Cが全キャラにつながりは ツバキまとめのまとめ 全体的 空キャンの猶予が減った感じ 審技・閃ク一ノ撃, Shingi: Hirameku = 236A/B/C/D (閃) 審剣・光ヲ断ツ剣, Shinken: Hikari wo Tatsu Tsurugi = 214B/D (剣) 審剣・風ヲ凪グ剣, Shinken: Kaze wo Nagu Tsurugi = 22B/D (風) 審技・闇ヲ穿ツ灯, Shingi: Yami wo Ugatsu Akari = 421A/D (灯) 審槍・空ヲ突ク槍, Shinsō: Sora wo Tsuku Yari = 623C/D (槍) 審技・空ニ閃ク光, Shingi: Sora ni Hirameku Hikari = j.236A/D (光) 審技・空ヲ翔ル翼, Shingi: Sora wo Kakeru Tsubasa = j.214A/B/C/D (翼) 審罰・天ヲ刈ル焔, Shinbatsu: Ten wo Karu Honō = 236236C/D (焔) C閃が裏回る。有利不利はわからない。 C Sen is around the back. I do not know advantages and disadvantages. 236C probably does the cross through that 236D currently does. Konan is unsure about the frame data most likely. D閃、特殊閃は裏回らなく D Sen, special blende not rotate back 236D might have lost its cross through attribute maybe. So I guess it was moved to 236C. Really I have no idea. D灯がボランテみたいに Like Volante D lights Well that one is easy. 421D is now like Carl's Volante. That could mean a lot of different things, though. It could start out slow and then accelerate. It could stay on screen even if Tsubaki blocks something. It could pop people in the air and be actually useful in combos that don't involve 421D > 236D. It may have been given a good P1 so that it is an actually good combo starter. Who knows. D灯が昔のCひしょうけんみたい A D light seems to be old C flight Ken Okay, so 421D has the same acceleration pattern as 1.0's [4]6C, slow at the beginning and fast as it scales the screen. C槍相手の吹き飛び方が低くい、ちゆなっと前に吹き飛ぶ。 C spear your opponent blowoff is not low, chiyuki Megan Fox was blown off the front. I am at a complete loss for this one. Konan is talking about 623C. Help me please. C槍ヒット時着地閃キャンセル可能。ガード時は出来ない。前から? C spear hit landing blende can be canceled. You can not guard time. From the front? Some more about 623C. Might be talking about rapid cancelling? Special cancelling? I have no idea. Help me. D翼中段 D wing in the middle Well this is referring to j.214D. I saw posts about it being an overhead, but maybe that was wrong? Very very unsure about this. B風がスライドダウンしなくなりました B style is no longer slide down This is referring to 22B. No longer causes slide? What could it possibly cause now? Azrael-style spinning knockback? This might be bad. ​C焔。ODD焔みたいに。タックルした後浮くので追撃可能。 C flame. ODD in flame like. Pursuit possible because it floats after the tackle. This is talking about Tsubaki's 236236C reversal super. I guess it is now much easier to follow up because it makes the opponent float. ​D翼中段 槍ヒット時のみ閃キャンセル可 Blende cancellable only D wing middle spear hit More about j.214D. Has to do with canceling and I think "spear" might be referring to her DP. Can't figure this one out. ​C閃の仕様変更でC閃B剣が繋がりづら。 C blende B sword is sticky and lead specification change of C-blende. At a loss for this one as well, but both 236C and 214B are mentioned. I think Konan might be talking about how 214B and 236C interact. They might interact differently or something. Does this have to do with 236C getting 236D cross through attribute? ​2Cまたは2CCの浮きが高く。 Float of 2CC or 2C is high. Well that one kind of explains itself. Will this destroy IAD combos forever? I have been noticing a trend in some of these changes for other characters in that Arc is trying to kill off any and all loop combos that currently exist. For instance, Hakumen's j.2A has much less untechable time, so his BnB jump loop is out the window. JCの受身不能時間減?未確認 Passive non-time reduction of JC? Unconfirmed I really think they are going to kill her IAD combo if I am interpreting this correctly. Higher float on 2C and 2CC combined with most likely less untechable time on j.C will make the whole thing with delayed j.CC impossible to do. 6Cガード時ジャンプキャンセル不可 I am impossible of jump cancellation at 6C guard time Well that one has been found out already. 6C no longer jump cancellable on block. Welp, I guess we gotta rely on its 1.1 special cancellability attribute. What this might confirm is that 6C is still jump cancellable on hit so 6C > j.D > j.C > 5C combos may be in tact. OH WAIT. With her j.C's reduced untechable time, will these still be possible? Who knows. 5A2Bしゃがみにつながる 5A2B is connected to squat down I really don't know how to interpret this one. ​5A5BB5CC6Bが繋がらない。一個でも減らすと繋がる。 5A5BB5CC6B is not connected. Lead and lose in the piece. This might mean that this string is no longer gapless? Well I guess the 5A and 6B portions were never a string in the first place. Crouching combo no longer connects? No idea. ​槍翼すか5Cが全キャラにつながりは Spear blade do the 5 C leads to all the characters Okay I think Konan is talking about 623C > 214X combos. Possibly the midscreen whiff ones? The corner delay ones? I just see ​槍翼 right next to each other which are the kanji he uses for the two of those series of specials. Maybe the combos are easier to do? ​槍空キャンできないの? The spear sky can not? Kanji here again is 槍 which is talking about 623X even though there is no letter next to it. I think that he might be talking about the DP's hitbox. Maybe you can't snipe people out of the air with it anymore. ツバキまとめのまとめ 全体的 空キャンの猶予が減った感じ Summary of camellia Summary Overall I feel that was reduced grace empty scan Camellia is Tsubaki. I am guessing that Konan isn't too satisfied with the changes. I have this feeling that everything is going to be more restricted and less free form the way these changes are headed. Okay, well I tried. Help me if you can. I just ran all of these through like 6 different machine translations and worked with what I had.
  4. I tried google translate. OD ultra Deadly C flame. ODD in flame like. Pursuit possible because it floats after the tackle. Banana. This eight weapons appearance seem like bananas? Come out. Thicker than bananas ← obscene injection feeling a little slowly. Story of the combo. C blende B sword is sticky and lead specification change of C-blende. I could always throw of the center. Can not be low gouges? Unconfirmed center can Yaritsubasa ska 5C2CC I was no longer blown off when before much additional D 閃空 during. Was Muzuka~tsu to pick up rigor is long. You do not pick up still Deathblow C blende is around the back. I do not know advantages and disadvantages. Have low how to blow-off of C spear opponent D lamps to Volante like not rotate back, D blende, blende special Blows off before you become healing. C spear hit landing blende can be canceled. You can not guard time. From the front? D wing middle B style no longer slide down 5A5BB5CC6B that lead to squatting usually felt skills 5A2B grace Summary overall sky scan of camellia together has decreased does not lead. Lead Reducing even one. Float of 2CC or 2C is high. Passive non-time decrease of JC? Unconfirmed 6C guard during jump not be canceled Thanks Konan. All I got from that is that 2C and 2CC might float better. Thicker than bananas.
  5. 5A2Bしゃがみにつながる 5A5BB5CC6BBの6B繋がらない。どんか? D翼中段 槍ヒット時のみ閃キャンセル可 I wish I could speak moon.
  6. We tk214D instant overhead now. Too bad we won't be able to do it out of 6C. Anyone know Konan's Twitter? I heard he is currently really excited and posting all the changes right now.
  7. Well that just means you HAVE to special cancel out of 6C and no more 6C > j.D > j.X shenanigans anymore. It's not like that wasn't made incredibly unsafe by the 1.1 change anyway. Man this better mean that 22B got made + on block because using 6C in pressure now is suicide. Also, if it is no longer jump cancellable even during combos, that means no more 6C > j.D > j.C > 5C combos. Arc sure does love Tsubaki.
  8. Wait, are you kidding me? That 6C change is real? Why? Where? I need citations. Also they might be referring to 22[D] being unblockable in Mugen. Damn that's whatever. I used it once in a blue moon, but it was neat that it existed.
  9. The changes made to Makoto might actually make her really good. Whoa whoa whoa what? Wait a second 22[D] was never unblockable. You're tying to trick me here man.
  10. Apparently OD can be used to "cancel" out of blockstun now instead of burst. There isn't much more info beyond that, though. Like I don't know if it will have a separate command or if it will cost more resources to use or something. I use OD as a reversal in matches all the time to get full Mugen combos out of CH when I see someone doing a move with long recovery that I can force a whiff out of with OD's invuln, but that works only if they used it raw. Now with this I will be able to catch so many more characters off guard when they are pressuring me or during strings that they think are safe.
  11. Oh neat, so she shoots little lances that look like sea shells instead of bananas now. I'm hoping that they all like stick to the opponent even if they block so they are active until all of them finish flying.
  12. What if we got some kind of overhead feint that would move you forward if you held A? Eh, I guess it wouldn't be that useful unless it made you really safe out of a 2B/5B/5BB Gatling because grabs exist. Maybe the entire 6X series of normals could get feints. I just really really think that 6A will never be made faster because Mori and Arc hate Tsubaki.
  13. You don't like Mugen? Mugen is one of the major reasons I play Tsubaki. You don't need all of those resources if you get the right starter or get a counter hit. Most of my hard hitting Mugen combos are done off a simple 5C/5CC CH if I ever successfully bait a DP or frame trap someone. Sure, Mugen combos happen very very rarely, but when they do I just have so much fun while my opponent's jaw drops. I know it isn't all that useful in neutral, but that's where the blade super comes in. If they got rid of it, what would replace it?
  14. The gimmick used here is also pretty handy, I have been testing it out recently and it works pretty well. It does not work exactly as intended with the 2B crossunder all the time because nobody EVER neutral techs if they see me jump over them after the 22D knockdown in the corner. What does happen very very often, though, is me catching people rolling forward with 2BB. I might work with this and create some kind of "good starter" setup out of it so that you aren't stuck with crappy 2B air combos.
  15. Ah yeah I know that. It is just fun to speculate. In reality it might just be some aesthetic changes like the blades now glow red or something like that. As of now, the C version of the 236236 distortion doesn't have any alternate effects in OD like the D version does, right? I wonder what they'd do to that.
  16. I'm prepared for blades don't stop until OD runs out. That would be neat. What is most likely going to happen is just double the amount of projectiles and that's it. Maybe it could be given much faster startup in OD so it can be used in a non-CH/FC combo or even as a reversal. Yes I would like that, but our overhead is so shitty, I have this feeling that they will make it even WORSE in 2.0 for some reason. Anyway, with how slow it is now, I personally would much rather it have more range and active frames than make it start up faster.
  17. Well, even though her move list has not changed or had any additions made to it, her frame data and move attributes still have a chance to get messed around with, hopefully in a good way. They could even give her more normals, though that seems highly unlikely. There are still the OD changes and new 25% heat specials that I have been hearing rumors about. Maybe they'll add some more extra stuff to her OD that actually might have some kind of immediate practical use (unlike faster recovery 5/2/j.D). I mean, look at what they did to Arakune's OD. Holy shit. Maybe of the new 25% heat specials Tsubaki will somehow end up with the most gamebreaking and useful one of the roster. Who knows.
  18. I think it says Fall 2014 in this video but I am not 100% sure. It probably won't be until Xrd release or later that it comes to consoles unless Arc decides to go even faster with 2.0 than they did with 1.1 for consoles.
  19. So far no new 2.0 moves for Tsubaki just based on the new movelist. Changes are highlighted with a pink box. I'm sort of disappointed, but whatever. Hopefully there will be more news after the location tests.
  20. I would be pretty scared to Od during a 6D. Even though it isn't active for days like 5D, 6 active frames is a pretty good deterrent from doing an OD reversal.
  21. I always thought jump-ins were impossible against Jin so you just have to catch him grounded with a projectile/blade super or catch him doing something unsafe rather than actually trying to approach him at neutral.
  22. Why did Kuresu lose his cool against that Jin so badly? Is he still that annoying at this level of play? All of those mistimed DPs.
  23. A lot of what they have is just pure respect. I also spend most of my games just flying around the screen until my opponent gets frustrated so I can take advantage of their openings if they are rushdown characters. I know it is frustrating, but Tsubaki is really really not scary, so most people have nothing to fear.
  24. Got to try out the new gimmick during Arc Divide at UGC in SoCal. I actually nearly stole a few rounds with it which was really really funny. The two people I got to use it on, a Jin and a Tao were just bewildered when it happened. At both instances they said different variations of "I didn't know Tsubaki could do more than 5k" when in truth it did more than 5k because of the damage from the initial setup. I also successfully got zaeris' 214D corner reset to work a few times as well, but that was just in casuals. It was just a test run of the gimmicks, but both worked very very well. Oh yeah also new thing I found out. Even if your opponent uses barrier during the setup, they will still get hit by the latter part of 6C because of landing recovery. This is only true in a few specific types of the setup and depend heavily on the amount of normals used in the combo and how long the combo is.
  25. I don't base my gameplan on getting and using charge most of the time, but I guess it really depends on the matchup and my analysis of the person I am fighting. For example, I don't charge in neutral normally unless I am fighting against Tager because it is usually safe and it can be used to bait out his projectile if I see his bar is full. Then there are other times when I see that someone is prone to doing jump-ins so I bait them in by tapping 2D or even holding it if they are reluctant and then smack them with 2C if they aren't Jin/Hakumen because that never works. I actually recently learned about the 2D tapping from a run in with another really good Tsubaki online and it is incredibly effective. I tend to try to play chargeless, so I never hold down D after ending a combo for more than a split second so I can stay on my opponent as effectively as possible. Again, it really depends on the matchup. Like I would 100% need 2+ charges at all time in neutral against Nu-13 where I could go with or without against, lets say, Makoto. I do like going for the command grab as often as I can, though. If I do land one successfully, I try to save those for big damage combos by not expending them in neutral and waiting for that counterhit (or 6C AA corner confirm like I have been getting recently). I do think something needs to be done about her charge system, though. We really got shafted in this version with every non-Mugen thing surrounding the D button. I very very much agree with #3 in that list as well. #1 would be sort of boring and just make her easier. She really is an easy character. What makes her hard is how terrible she is. #2 was sort of already done with BBCP in comparison to other versions and I do not think that should be adjusted much (aside from making her overhead not terrible). With the addition of the resource-less projectile, command grab, and all of the damage she gets off of counterhits, I think chargeless Tsubaki is much better off than she has been, at least in certain areas. I also share the desire to make people afraid of her as she gets more charge. Even though her charge rate is super duper slow in this version, I actually like it a lot if it means that the payoff is higher. But the payoff, like you mentioned, cannot just be in the form of more damage. See, Tsubaki has the benefits divided pretty evenly for all of her D moves in terms of neutral usefulness and combo, though some of the moves are a lot better than others. For example, 623D is just useless all around outside of Mugen and I hate that so much. The problem I see is that both of these parts have been super mitigated this version. I mean, they work, but for what they give now with how hard it is to get charge, it really does not seem like it is really worth using them because you really do not know when you might get some back. Eh, I really would not prefer that, especially because it does not mesh very well with the philosophy behind #3 in your earlier post. I mean, yeah, it would help out in some of her awful matchups, but don't forget that OD exists. Using Nu-13 as an example again, I usually just OD right off the bat to secure those crucial 2 charges that I need to get in if they have me locked down from a screen length away. I think she is alright starting out with nothing because it just gives her charges even more value. It is just that the amount of effort to get them should start being reflected in the effectiveness of her D moves. Let me throw in my own suggestion that I have been thinking about for a while. What if Tsubaki got some sort of 4D and 6D commands that she can use the same way 5D and 2D can be used to charge cancel? Instead of holding her in place, they would move her in the direction you press. Of course this would be able to be used outside of charge cancelling as well as a sort of command dash. It would also have a much shorter recovery time than 5D and 2D. The thing is that using either of these commands would drain the install gauge rather than charge it. This mechanic would open up a whole new horizon of opportunities for Tsubaki. Because using these commands not only moves you in a direction, but also leaves you in a much more positive position, you can take advantage of 4D or 6D to either make your pressure more oppressive or get to a safe distance if you are feeling cautious. Because of the shorter recovery on the two commands I would think it would be possible to extend some midscreen BNBs with 6D's shorter recovery and get a combo similar to that one OD FC challenge combo minus the OD and FC. I would hope that because of the shortened recovery, if you feel like you are willing to spend the charge, you would be able to command dash forward and barrier brake into a slide much safer than doing so while running and cover more distance as well. Using the commands in pressure would open up a second level of frame trapping, but also require you to manage a charge equilibrium. You would need to mix in both 5/2D and 4/6D so that the rates cancel each other out when you go in, but damn would it be effective, especially against people who are familiar with the Tsubaki matchup. It would actually make people watch your gauge like I have to do for so many other characters in order to play against them effectively. See, you would have the option of either a delayed gatling, a + charge cancel that leaves you at a slight negative frame-wise, or a - charge cancel that leaves you at a slight positive frame-wise as well as either closer or farther away from your opponent. Command dashing forward would allow you to stick to people like glue and keep them from jumping out of your pressure which it is so incredibly easy to do against Tsubaki so long as you have charge to spend. Command dashing backward would allow you to bait DPs, reversal supers, and Tager's command grabs way better as well as allow you to get the hell out if you are running low on charge. What I think would be probably the most cool is how well this would synergize with Tsubaki's OD and Mugen. The faster recovery given to j.D, 5D, and 2D in OD would carry over to 4D and 6D as well making them leave you at an even greater + during your pressure. The best part is that you would be able to use continuous charge-dash cancel pressure without having to worry about using up charge. Though you would most likely be at equilibrium with even safer pressure with very little management with OD, in Mugen you would just be able to pressure for days as well as continuously dash in either direction until your bar completely drains. Just imagine OD + Mugen. Damn that would be scary to fight against. I want this fear to be REAL. There are a few more specifics that I would like to go into, but I can do that later. This would be my dream change for 2.0.
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