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Ginseng

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Everything posted by Ginseng

  1. That was some of the ugliest Tekken play I've seen from all of us hahahaha.
  2. Here are some notes from a bad player such as me. https://docs.google.com/document/d/1wN3wu5IwEcQ9b-Zo4LalYq1IaPe8Obx5d5WGRK0dpOc/edit I think dash B will mainly connect if the combo isn't scaled that much yet.
  3. I would have to disagree with most of the CP claims, but it's probably because I barely played CS2 and Extend (less than 1 hour each haha). I do agree with the harder to confirm 5B or 5BB into air combos though. Tsubaki's combos aren't that hard to do once you consider the reduced hitstop, and how you have to delay/time the 2CC portions of instant air-dash combos. The other combos actually just require speed in my opinion. What is important here is not trying to greed for damage if you are dropping the combo a lot, and go back to the basics (like CS1 combos). Regarding the 5BB change, I personally did not notice it that much, but it is definitely a lot more visible especially due to the barrier pushback changes. This means that players will have to start getting used to using 5BB at point-blank ranges, or use 5CC a lot more. 5B should remain as a tool for poking, jump-cancel, or a gatling cancel into moves that help Tsubaki approach her opponent better. No longer is 5B a reliable tool to use as combo filler. Now, to add on to barrier-pushback. It is probably going to be hard for Tsubaki to keep opponents blocking, yet alone holding up-back. So players should try to find pressure-strings that abuse the increased blockstun, drain the barrier, or at least enable ways to keep pressure with the use of jump-cancels, rapid-cancels, etc. This is especially important in the corner. I may experiment more uses of the crush trigger mechanic if I get to play again. Command throw is great against players who react to Tsubaki's mixup and throws all the time. I think that is all that I have to say for now. Regarding execution, just practice and try to adjust the timing of your button presses and remember the lack of hitstop. Less hitstop means you have to press things quite a bit faster than you're used to, but it also means there is going to be less of a delay between fillers within the combo. This is important when addressing the corner combos that end in 5A 5C xx 236B 214B 22B. I managed to get that combo down within 10-20 minutes at most and I didn't time anything at all, other than a slightly delayed 5A.
  4. Ah looking at it again, you guys are right! My mistake! Not like I have credibility anyways hahaha.
  5. Pretty sure it jumped up from 90 to 93 in the video on the "whiff". But maybe it's just a prerequisite of having one of the hits in a "multi-hitting" move in order to be roman-cancelled.
  6. I paid close attention to check this, because you shouldn't be able to RC on whiff in this game. It was actually blocked on both hits of 3CC. It only looked like it whiffed. The barrier loss and meter gain on the Bullet player proves this.
  7. It's like why would I watch Americans for Starcraft Brood War when I can watch Koreans! Also not to be nitpicky but I think this has gotten kind of hand.
  8. Sending munsu 5 times? Reminds me of this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=90341
  9. Most of the time, Kuresu goes for the crush trigger route. However, you have to take into account that he almost never uses 5BB in the combo itself.
  10. Perhaps I should crash the skype party. jk
  11. Hello! Lol wth Izayoi? Sure why not. I guess I will play whoever I like based on videos.
  12. I just do throw > 5B 5C 236B~D > 236A~D in the corner. The SMP combos have many variations, so people can have different combos for SMP and still lead to similar results. It's all dependant on the user.
  13. You can do as many skull-removing supers as you like. Supers are the only exception to the "only one skull-removing move per combo". You don't need charged 2C to do the SMP loop. But usually you want a D trap in there since it sets up more hits.
  14. Has anyone else been dropping 5C > 236A~D randomly during a combo post-throw?
  15. Combos aren't too bad, but it takes time getting used to obviously. But the thing that will get you the most as a Naoto player is dealing with mashy players and auto-combos during the first week. Especially against superior normals of Mitsuru and others like her.
  16. Ehhh that was back in CS1 though. I didn't do much of it during CS2 and none of it in extend lol. :D Oh I'm actually on MSN and skype for once if people want to talk.
  17. Regarding the guide, you guys might want to make a disclaimer saying that I don't work on it anymore, etc. Like make it clear that you two edited it. Off-topic: Seems like people have been creating a lot of new threads lately! I have never seen that much use of moderator power in these forums since...ever!
  18. Someone make a new combo compilation thread. I'm not doing it. :o
  19. Streetwise cancelled, NCI is the only kof tournament for this saturday. Southtown's qualifier is on sunday.
  20. Oh btw guys don't expect any more info from me, I have no plans on going to southtown for BB anytime soon lolol.
  21. Dec 10th: Streetwise tournament in Fremont featuring capcom games + kof. Announced several months ago. NCI last minute kof tournament as main game. Southtown arcade tryouts for 5v5 norcal vs socal team for SCR. (I think).
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