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Everything posted by chzchan
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I have actually been trying to come up with these because I thought 236D > Reset was incredibly obvious. Also it requires a bit of delay if you go for the command grab so that it isn't a purple grab. I'll try to think of some other things.
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Been experimenting with 236D resets. I haven't gone too far into the SMP routes, but just starting out I found a simple one that feels nearly as great as 236C > Command Grab in how magically the spacing and timing fit together. Crouching Confirm (usually 6A) > 5CC > 6BB > 236C > Command Grab which is just perfect, especially if you know your opponent does not have a meterless reversal. This one works the same way spacing-wise. It is really simple. X > 236D > 5BB > Command Grab. Not sure if it is as great as chargeless frame data wise, though. It is probably mashable. Anyone else have ideas?
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I'll keep the above in mind. I had the contents of the second paragraph in mind the entire time, though. If I could tell they had never played before I would intentionally drop combos, not use my DP, and not use projectiles. I would still usually let myself win, but I would make sure it is close and I would shake their hand at the end of the match and add on a "good fight man" with a smile on my face like I usually do in any offline match with a stranger. It is pretty true if the opponents knows what they are doing and does a lot of that perfectly spaced stagger pressure and is aware of my DP. I should go to more tourneys even though I am terrible. See the surprise did not come from the fights with the people who were completely new to the game, they were with the people who really knew what they were doing but did not know Tsubaki at all. If I won a round after using the same thing a few times in a row I would take the time to explain what they could do to counter it if they seemed frustrated in an attempt to make them not nearly as salty, but that did not change what they did in the round after that.
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That is pretty much what I do online and there are very few people who do adapt. This is mostly because I am pinned for half the rounds I fight online due to Tsubaki and I rarely ever get momentum. It is either a complete loss or the person I fight never learns and I win so I feel bad regardless of the outcome. I don't know. It is like I expected people offline to not fall for things multiple times in a row, but then they did and I did not know how to feel. Like these people would know these amazing setups and use a huge variety which made me respect them and by chance I escape and get in a hit and do my shitty command grab setup because they neutral teched once. Then I do the same thing again and again. Should I just not feel bad about it because it works and I don't get punished?
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Just recently fought some people at AX 2014 at the Aksys booth in some casual matches. I recognized a few people from SoCal Regionals, but most of them were people who had never even touched the game who were just walking by. I don't know why, but it took those fights to get me to realize that I keep doing the same thing on people who fall for it. Though I lost a handful of times, the people that I could feel were decent kept falling for things like combo > 3CC > command grab > 421D > 236D > command grab over and over again if I ever obtained momentum. I could tell a lot of them had never even seen Tsubaki fight before even though they were probably way more talented than I was. It made me question whether I should keep doing something against people unfamiliar with the matchup if it continues to work. I mean, I have a ton of other options that I could be using, but if one works is there any reason why I should stop using it? Like if they never delay tech or try to roll and continue to neutral tech should I keep going for the command grab? There were only a few people who counter assaulted me out of 421D > 236D after I used it for probably the 3rd time in a row and all of them happened to be from SCR. This really only applied to characters without a meterless reversal or for the time before they attain 50 meter. For instance, I was fighting this Amane that was giving me a hard time and I did the back and forth and back and forth until I saw that he had 50 meter and called out the reversal by faking the command grab after the knockdown.
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I think it depends on the height of the opponent during the combo when they are airborne. I have been doing some tests after seeing some match videos where the Tsubaki seems to have full control over what direction their combo will push the opponent towards. I still have not gotten things down reliably though.
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The j.C route probably doesn't catch rolls.
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Yeah I do miss the three different directions and the three different colors of everything. It was pretty neat. A was up. C was the cross up. B was down. Having those options would have at least fixed some unreliability with following up her DP if you hit your opponent with the very very edge of its horizontal hit box. You would have used the C version to push you forward instead of how the the only version we have now moves you upward and actually sort of backward as well.
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Oh man thanks. This will do for now. I am going to keep looking for the other ones as well.
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I have been snooping around nico but it has been a good 4 years since I used that site and the video title is probably japanese. I'll keep trying anyways.
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It works to punish backwards rolling midscreen so long as you don't go for a ground ender and it works really really well so long as you time it correctly if they decide to delay tech. After j.214X knockdown ender, 3CC, or command grab are the best times. If you are close enough to the corner but still midscreen, it can catch backwards rolls as well if you did a ground ender. Also, here is some more unconventional stuff that I have been trying out. Do any of you ever decide to end jump in combos with j.236A/D? I had not until recently because I usually autopilot Airdash > (j.B) > j.CC > 5A > etc. because it works as both a combo and a tight blockstring. Turns out you can sort of use air to ground confirms like this to net yourself some charge while keeping people in place or actually go for a stagger recovery oki if you use the D version. The path I have been taking the most often actually happens because people fall for j.CC(delay) all too often. The thing is in order to land the 236A/D you have to be pretty close to the ground and what delaying the j.CC does is let gravity act on you a bit more before landing the hit. What you do after landing the j.236A is simply charge until you hit the ground. This usually gives around 2 and 1/4 charge and the projectile created by j.236A will keep the opponent at bay while they recover unless they have an AA with a really long diagonal hitbox like Jin or Izayoi. Unfortunately this will only work on standing opponents due to spacing constraints, but there are other versions like j.B > j.C > j.236A or j.B(w) > j.BB > j.236A that hit most crouching opponents. If you decide to use j.236D on them you will not be able to cancel into j.D, so you forgo charge in order to get some pretty great midscreen oki. What you do is after landing the j.236D wait for the projectile to come out and then immediately go into j.214A to land as quickly as possible. Using j.214A is necessary because it is the only of the three followups that whiff at the range you will be at. See, j.236D has 50 frames of staggered hitstun on grounded opponents so the projectile will be right in their face as they recover if they choose to. I think you may be able to backdash out of it but the timing is really really tight. After landing with j.214A(w), you should have enough time to dash up to your opponent and go crazy. I have usually opted for command grabs to get double back on my investment because I am pretty sure you can't jump out of the stagger recovery in time so if I time the command grab correctly it will always hit without being blue. I haven't really tried experimenting with ending other longer combos with j.236A except for the corner oki, though, so I still have some things to mess around with.
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What is the minimum damage difference between an OD combo and a non-OD combo that determines efficiency? Like in the guide there is one for CT combos compared to regular combos, so I am just curious. Also there was a channel on youtube that had a bunch of OD combo videos that got deleted not too long ago so I have been trying to figure out my own. Probably why they are so bad. Do you know where I can find it? I remember it was in three parts and there were a few extra videos on the side.
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See -3 is pretty advantageous for how far away he is left after you block it in the corner, how fast it starts up, and how monstrous its horizontal range is. Just as you said I would eat a standing 6A if I IAD'd and if I just jumped I would either eat a dashing 6A or get pushed back into the corner if I did air barrier which just starts up the 5D hell all over again.
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Just recently had a lot of trouble against a Terumi that would continually do never ending 5Ds and microdashes at absolute perfect spacing in the corner. No rushdown or mixup, just 5Ds until I reacted in some way other than blocking. What can you do against this? 5B whiffs. DP whiffs. Reversal super whiffs. Blade super gets punished. Any attempt at running/dashing forward will get punished with either more 5D if you waited too long or one of his normals with a faster startup before you can pull up barrier to protect your advance. I just sat there, took it, and watched as his heat gauge went up by 7% for each hit I blocked. I tried instant guarding the 5Ds but that just did not work because he ends up way too far to punish with anything. Also using barrier just makes him stronger and harder to punish. They must have really buffed 5D in 1.1 because I have never experienced this kind of corner pressure before.
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Is using 421D > 236D as an oki against certain characters an acceptable use of charge? I have been running into a ton of Litchis recently and after I finish with either a regular old knockdown or get in a command grab I have been getting some nice CH ground auras because I am able to dodge their DP with the 28 frames of projectile invuln. If they choose to block instead of DP, I am at +6 and can continue pressure safely. Ground aura catches rolls in both directions and picks people up off the ground so I always feel like I am at an advantage even though it burns through charge. Pretty sure it also takes care of delayed techs. See, I would use an average of two blade supers on knockdown per round regardless of the character I am fighting (unless it is one who has some means to turn it against me like Azrael or Hakumen), so I just wanted to try something different. It is probably incredibly inefficient, but has been fairly effective. I have actually gone straight into Mugen after a knockdown just to do a bunch of ground aura blockstrings repeatedly. It could have just been the people I had been fighting, but just going into Mugen scares the shit out of them and suddenly makes them not mash or buffer DP at every chance they got. I thought it was really funny so I have been using it occasionally. My favorite thing that I have done recently is go into Mugen with 4+ charges and go back and forth and back and forth until my opponent finally breaks. General plan is to try and go for a command grab as the bar reaches empty and not use any charge cancel pressure until then either. Man, I wish that doing any of Tsubaki's D normals in Mugen actually did something. Would have been cool if they made charge cancelled moves plus on block like in OD since no charge is being stored by holding D anyway.
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Ah you actually need one charge from outside the OD. It would be neat if you didn't like for the 421D > 236D during the 5CC > 22D corner OD combo. You do end up with 1 charge and a bit more by the end of the combo, though, at 100% health. This is only because you have to use charge so early in the combo, but I can see if there is anything I can do to change that. The 6B CH confirm is normally pretty hard for me to followup with 5A usually, but from my experiences, doing the OD makes it a lot easier.
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Found out you can get in a 5C if you OD cancel a 6B CH. Not sure if it is worth the OD just like with the simple grab combo, but here you go. [1 Charge + OD + CH] 6B > OD > 5C > 2C > 236D > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214A [3555 DM] [25% HG] [1 Charge + OD + CH] 6B > OD > 5C > 2C > 236D > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [3630 DM] [25% HG]
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Here, what he is saying is that the more normals that are in the combo before you land 22D, the harder things will be to follow up. In fact, if you use too many normals, you may not even be able to complete the combo. It is always good to use very few normals before 22D in that combo. 5CC > 22D and 5B > 22D are the most optimal because not only do they allow you to complete the combo, they end up dealing the most damage.
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Just an OD cancel grab combo I have been using if I manage to get a grab in near the start of the round. Leaves you with a bit more than 1 charge if you have 100% health. [OD] Grab > OD > 6CC > 214B > 5C > 2CC > j.C > j.CC > j.214A [3284 DM] [23% HG] [OD] Grab > OD > 6CC > 214B > 5C > 2CC > j.CC > j.236A > j.214A [3380 DM] [24% HG] Oh also, is there ever a reason to go into Mugen off of a 3CC FC when the CT route exists for 25% heat? I have been trying to figure out an optimized Mugen combo off of 3CC FC, but all of them end up not doing much very more than the CT route.
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What do you do against Jin's j.2C crossup when under pressure? Do you just deal with it? 2C does not work due to hitboxes and DP does not work because he is directly above/behind you, so it whiffs. This is especially deadly in the corner after an IAD jump cancel after his 5B vacuum and I have no idea what to do.
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Okay I figured it out. They would have been able to air tech before hitting the ground if 3CC had been used.
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But he could have went with 3CC though. It starts up faster than Tsubaki's awful overhead. I don't know, that 6A ender just seemed bizarre to me.
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At 0:59, is there any reason why Konan goes for a 6A after 623C > 214D in the corner? It's not like it has hard knockdown or anything like that.
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Trying out some more combos utilizing 236X > 214B > 22B(w) > 5C. Here is an alternate to a 1 charge punish combo with 3CC. I think it does slightly less damage than the IAD version. You don't get a ground ender, though because of 214B SMP as mentioned before, so you would rely on the IAD combo mentioned in the gameplay discussion thread for a ground ender. [1 Charge + FC] 3CC > 5C > 2CC > 236D(delay) > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [4169 DM] [29% HG] [1 Charge + FC] 3CC > 5C > 2CC > 236D(delay) > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214A [4111 DM] [29% HG]
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I have been trying out corner 22D(max charge) > 6C(cross under) > Blade Super in order to lock people in with reverse knockback from the projectiles even if they barrier. Is there any other way to get a similar effect/setup in other places? It just looks so damn cool and it really confuses the hell out of people.