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Everything posted by chzchan
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That was only in location tests unfortunately. If they kept that I would be so happy, especially because j.214D can be followed up midscreen with 2A/623C. At most, you can use it to bait and immediately punish people thinking that you will grab them and reacting before you do or people trying to grab on wakeup. Works nicely against Tager/Bullet if they actually try to reversal grab super you on their wakeup.
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Yes that is what I pointed out. The time between meatying + catching rolls and picking up the opponent with 2B into a new combo if they delay is essentially a frame or two. I don't think there is a way to catch rolls while still being able to OTG into a non-blue beat. You still have to call the opponent on their decision, but their options are much more limited and you are right in their face. You also get back all the resources you spent if you go for 2B. You can go for other mixups like 6A or command grab if you are confident that the opponent will neutral tech without trying to reversal out.
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Yes if they delay. Delay tech blows everything up because the risk of a blue beat is nonexistent if they do a slight delay and immediately do something else because the combo timer is about to expire. If they delay for just long enough, you will be able to pick them up into a full combo for the same reason. I think the timing was getting 1.05-1.25 charges after 22 > 5D then 2B will OTG into a new combo because the timer is just done at that point. If you get exactly 1 charge after 22 > 5D, 2B will meaty and catch rolls if they immediately tech or roll at the earliest window. Again, just messing around. I'd say that this is definitely just another gimmick. It works really well if they neutral tech or even delay neutral tech. If you do 236A > 214B > 22[D] out of a normal starter like 5BB5CC instead of doing the DP whiff route, you can actually get a safejump setup that catches rolls by neutral jumping into j.C at 0.75 charges after 22 > 5D though it does cost you the damage of the combo. Might be worth doing out of a 2B starter since your damage is already sacrificed from the start.
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22[D] Corner Oki Test I have been messing around with making the most out of shitty confirms in the corner. Not a finished product, but catching rolls is super easy. You are guaranteed 1 charge back out of the combo and you'll still be able to meaty with 2A/5A. There are some visual cues using the install gauge you can use to time low, overhead, jab, grab, command grab, and whiffed 2B into grab/command grab meaties.
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Oh yeah 214D moves her hella far forward. My favorite 5CC starter midscreen combo goes into 214D > jccCT after the 5C2C catch, but that doesn't work on so many characters.
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In the case of knowing 214B will whiff which is reliant on how wide character air hurtboxes are, I'd just go for the shorter combo as well by doing 2CC and then try to do the pickup off 2A like you said. It just works, and if I don't get the blue combo they neutral tech instead of rolling which is great. You can do 5C > 623C if you try your hardest or even just do 623C as you land which is sort of really hard.
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Her neutral will always be sort of awful because of her terrible terrible hitboxes. Her mixup is the same, but it is still ridiculously easy to get out of her pressure without having to take any risks by tapping barrier and jumping. The fear of taking damage sort of kind of helps make her pressure scarier but eh.
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She's better. I'd say she got a huge damage buff, but on average almost every character had a damage boost. I'd say that instead of having below average damage and then average damage with charges like in 1.1, she has average damage and above average damage with charges. Some of the best buffs that aren't damage are her 5D/2D having charge rate acceleration, her 2A having OTG properties, her 236C having cross-through attribute, and her 2C having head invuln that lasts until the end of 2C's recovery. Her bad matchups are still bad for the same reasons and I don't think any of her matchups got significantly better.
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Yeah I did the jump test frame by frame. Guess I'll just try to block it. It's a good thing that it doesn't push you back a ridiculous distance.
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Just came back from weekly thing on campus and I decided to 2C the falling elbow for the first time without feeling afraid in a long set with a local Tager. It just worked so consistently and I did it every time. So happy about this buff. I went for a 5C every time after the elbow would go right through me and I'd get a nice juicy combo with the charges I'd get for free in neutral in the matchup. Still have trouble in the matchup because I am bad, but this 2C thing is a godsend.
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Resetting pressure and frame trapping is hard though. 5CC > 6B is not safe if they IB 5CC which is super easy to do. Also, the Level 3 version is only -12 on block. You can punish it, but it is definitely harder to punish than her DP. I think her parry is also around the same negative frame advantage, but you just have to make it whiff. I'll try doing 3C more and treat her like Noel now. I'll do some more experiments and see what I can come up with. Pressuring her is so much scarier now.
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I was just having a hard time with Omni 236Ding out of my pressure and on wakeup. I guess it was just me not timing meaties correctly, but if you ever try to go into 6B you will get 236D fatal countered out of your pressure. Her 236D is godlike. It is the one that moves her backward and out and then back in. According to Omni, it has invuln from frame 5 which makes it a very safe way out of Tsubaki's pressure if they IB. I don't know how the hell to punish it yet, so I was having a really hard time. I guess I should have said one new defensive option and one that was made more reliable and easier to input. Just me being a scrub and complaining about something new I have yet to figure out how to deal with.
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Hooooooolllyy shiiit. Time to get rid of my 2CC autopilot habit. This is some good stuff. Man I hope more secret stuff like this is out there hidden in her data.
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Haha! You were right on it man. It all makes sense now. Got a great example to show ya. 5BB5CC > 623C > j.236A(dw) > 5C2CC > sj.C > dj.BC{C} > j.214A If you add in the j.B before the j.C, the opponent will be bumped up slightly and actually allow you to tap 5D when you hit the ground and still allow you to blue beat the opponent with 2A due to your frame advantage. Problem is that depending on the spacing in the air during conventional combo paths (usually stemming from inconsistencies during the j.236A(dw)), you will have to sometimes omit the j.CC or else j.214X will completely whiff. If you change the air combo composition a bit, you can get in some free charging and still pick people up who don't emergency tech. I wonder what else the extra frame advantage will allow her to do.
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The changing of up of combo composition was a pretty obvious to me, but I should have noticed that things weren't always consistent with spacing. I was just looking at popular combo enders which are literally sj.C > dj.CC. should look into other things as well like random air confirms. It makes sense about the frame advantage, though. It is the same concept I was noticing around being able to follow up j.236D > j.214D where the lower you are relative to your opponent in the air, the easier it is to link 6C because you touch the ground way before your opponent does. I'm going to experiment with aerial positioning in combos to see if things change because I want to try and explain why I see Kuresu and Konan sometimes use j.B in air combos for seemingly no reason. This may be the cause.
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Holy shit what do you do now? Makoto has two more defensive options that are very difficult to punish as Tsubaki now. You just can't maintain oki on her anymore also frame trapping her is severely difficult now.
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2A5B > sj.B or 2A5A5B > sj.B for rolls For delay tech pickup, you just go straight into 5C from 2A because it is easier on the mind. Much harder than before but ya gotta work with it.
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Ah I'm sorry about not noticing that. I'm really being edged on to the idea because of fighting people I have been fighting with everyday for years. Not like I always go for this though, but if I see someone not neutral tech the first time, on my next knockdown I do go for no charge 2A. That kind of thing.
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The thing is that you are in fact hoping that they will go for neutral tech, or at least I am. I want to be able to mix my opponent up with confidence that they will actually stay there for a split second instead of just getting the hell out of Tsubaki's awful pressure. This is just in my eyes, but I don't really care that much about the extra damage you get from the blue pickup (though the extra carry is nice), all I want is to keep the opponent psychologically from exercising their defensive options. I would gladly sacrifice a bit of guaranteed damage for that mental advantage and a chance at getting a tiny bit more damage added to my combo. Like I love command grabbing people with 5D's perfect timing, but people learn quickly and just roll, jump, or backdash out of it since they know that the timing is perfect as well. The 5D into 2A roll catch works fine, but you don't get the added bonus of being able to meaty and catch jump-outs on wakeup, so you are only discouraging one of their defensive options instead of two. Hell, I still don't know what to use to counter backdashing. I'm still working on things because nobody neutral techs against Tsubaki if they know the matchup unless they have a godly backdash (I hate Azrael and Celica) or are confident that you won't bait their DP.
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Oh but it isn't about actually catching the roll, it is about conditioning them not to roll by showing that if they delay their tech long enough to reach the end of the emergency tech window, they will get blue combo'd. You can't do that conditioning if you 5D after every air combo ender. See, you can catch forward rolls if you do j.214A > 5D > 2A for example, and you'll go into a short combo. If they try to backwards roll, you will not get anything and backwards rolling is one of Tsubaki's banes. If you just do j.214A > 2A, regardless of what they were trying to do by delaying their tech, you will pick them up if they don't immediately neutral tech and still be able to meaty them on wakeup. You can start using 5D to time things once they actually sit the fuck down unless your opponent doesn't know the matchup. The second 2A after a j.214A > 2A will hit people out of jump startup which discourages just upback barriering out of everything which is the first thing that people do to me after any knockdown.
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As long as they neutral tech. Doing the B or C version leaves them farther away if they delay tech in order to roll so you can't threaten them as hard. This is because there is a slightly bounce that only happens if they don't neutral tech within the emergency tech window. The A version is the only one you can use consistently in order to properly threaten catching rolls and achieve a meaty at the same time which makes the command grab extra extra scary. Don't use 5D, though as that will make it so that you can't blue beat combo them if you go for 2A and they want to roll. That is all part of the conditioning.
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Another good example is off of a simple 5BB5CC confirm if you adjust the combo to be shorter. 5BB5CC > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214A only does 2.8k, but if you pickup with 2A into a blue combo, you tack on an extra 500 damage. 5BB5CC > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214A > 2A5C2CC > sj.C > dj.CC > j.214B deals 3.3k. If you used j.214B first instead of j.214A, 2A will definitely whiff on most characters due to the distance and I think the combo timer expiring (?). I think it makes sense now why I see it used so much in all the match videos I have watched. I also tried it out and j.214A without charge cancelling gives you a large enough window to both dash and 2A and still pick the opponent up before they can roll. j.214B does not allow this. Dashing in after ending with j.214A and hitting 2A twice will both meaty and catch opponents trying to delay their tech in order to roll. If you delay the first 2A, you will catch forward rolls reliably. The second 2A, if you time the first one to catch delayed tech, will meaty the opponent if they neutral tech instead of delaying. You can use the fact that the second 2A meaties to set up a basis of fear of the second 2A and go for a grab, command grab, etc. after the first 2A whiffs. j.214A also leaves you are the exact maximum range of Tsubaki's command grab, so if you don't dash in before 2A, you can just whiff 2A after j.214A and then do command grab. You can also just do meaty command grab after j.214A and if the opponent neutral techs, they will get grabbed unless they jump or backdash on wakeup. I think that charge cancelling it sets up perfect timing for meaty command grab as well, but I am still testing. This is some really powerful stuff and it is all because of j.214A's consistent midscreen knockdown spacing.
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2CC > j.CC > j.214A The opponent ends up right in your face and you can just immediately 2A and they will get picked up before they can roll regardless of what your air spacing was beforehand due to j.214A's properties. They have to neutral tech or they will get picked up by 2A. Also, the pickup route is fairly stable on most characters. You just go 2A5C2C > etc. If you do 2CC > j.CC > j.214B, the opponent will end up farther away from you and the timing for the 2A pickup is actually tighter and the combo may need to be adjusted for certain characters because they are farther away. You may need to do 2A5B > sj.B > etc. instead. j.214A without the charge cancel allows you to call rolls without the opponent even getting a change to roll and confirm into a nice combo extension if you had only done a short combo. j.214B leaves the opponent at varying spacing depending on your relative height to the opponent during the air combo and 2A sometimes doesn't reach and is inconsistent in pickup combos.
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Actually figured out why to use j.214A. If you end a combo such as a short AA combo, j.214A leaves you at decent spacing for 2A to pick people up that delay their tech in order to roll. If you end with j.214B, some characters are knocked actually farther away than j.214A which makes it so that you have to dash up in order to pick up delay tech since you now need to delay tech in order to roll after j.214X. j.214A just stabilizes the pickup and encourages neutral tech more than j.214B. This only really matters if you don't go for a 5D or 2D after an air ender because you will not hit the opponent before they are allowed to roll if they delay tech if you opt to charge, you will only be able to catch forward rolls.
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Misleading visual cue stuff is my reasoning sort of. It's like doing 2D makes people think they won't get command grabbed. I truly don't know why.