-
Posts
597 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Ginseng
-
My only knowledge of the matchup is vs a 1 hour Makoto with no combos from TaoFTW. lolol
-
Discuss the matchup here. All I know is she's a hitconfirm character into huge damage. Oh and I guess she has gimmicks including that parry cancel thingy. And apparently she can do 2C or 3C into super into 4k from what I hear lolol. And a crazy fast 5A.
-
That would make more sense actually. I generally do my 22Ds pretty far, because it's a lot safer. Unfortunately the opportunity to land a fatal 6C is very rare and unrewarding when you actually do get to land it.(Requiring charge and meter)
-
Well, it's a gimmick in the end. Then again, if Veteru can win WCW2 with crossup-DP, maybe we can win with crossup D dive....Who the hell are we kidding? Tsubaki sucks :/
-
You saw nothing! But yea you can do 22B vs 6D, but DP A can also beat it out on reaction. Well pretty much every normal can beat 6D on reaction.
-
Last night I was testing on Bang because I hate his guts with a deep passion. If you can, please confirm on all characters.
-
j.236D lifts you up a bit after you shoot the fireball, so they have even more time to recover/hit you while you're in counterhit state. And the fireball is WAY slower than Jin's 236D, so you can't even think about imitating his IAD j.236D fake crossup. Basically, a very, very bad idea :X lol charge cancel in the air for pressure, you're a funny guy. Also no matter what you do after the charge, you're forced into landing recovery since you did a j.D. And that means you can't combo . Non-D version dives do not combo on counterhit unless you're in the corner, or if you use 50 meter. So in a way it's a good thing because you're going to be doing 214x RC anyways, but the problem is if they block, you still have landing recovery. It's really a very very high risk and very low reward sort of gimmick. But I guess that's Tsubaki for you. Also guys, make sure to test these gimmicks in real matches (NOT NETPLAY). Netplayers (even good players in lag)fall to everything so they're generally not a reliable source for experimentation.
-
Well, all I can really say is do what it takes to not get predictable, unfortunately most of those options lose to IB DP anyways. Tsubaki is probably blocking at least 60-70% of the time in this matchup imo.
-
Moved to general discussion, I assume you're talking about 236D into some sort of reset/pressure? It works sometimes, but like a lot of things Tsubaki has, it's a gimmick :/
-
Doesn't that only work on certain characters?.. Also Stensatsu, I tested some of the combos today and some of them didn't seem to work, are they character specific or did you test on all characters already?
-
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Ginseng replied to NickExtreme1's topic in Archive
I play against Aginor's mu a lot, so I have some idea of how Mu should be played. Her normals are better than Tsubaki's though lol Jumping is a way to get in. That's all I can really say, and it's one of the only ways to really avoid some very dangerous pokes like Hakumen's 4c, ragna 5b, etc. And by jumping in, I mean not mashing buttons while doing it. EDIT: I'm available now at PSN if people want to play. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Ginseng replied to NickExtreme1's topic in Archive
When you were mu: - Should set up steins instead of running towards them, especially after a DP. Makoto should be coming to you, not the other way around. - That super after your burst in the first round was questionable and didn't really do anything at all except lose meter. - Space yourself more with backdashes, etc. When you were Tsubaki: - Don't rush down so much, use charge to amplify your combos. It's not that rushdown is bad, but there's a lot of disadvantages in doing so, especially vs better players. - Don't do random 236D without a purpose, hitting that projectile + D attack was very, very questionable. - Work on your spacing and judging your range. You're whiffing a lot of stuff. - Don't do 236C without meter for RC or the follow-up. It's unsafe on HIT. - 236C is guaranteed after DP D > j.214D. - Jumping a lot is mandatory with Tsubaki, one of the main ways to get in, especially vs the higher tiers. -
Not an answer you would want to hear, but you're pretty much forced to charge cancel and block the reversal if it comes, and momentum is in their favor now. You could DP and possibly lose to his 2A or whatever normal he would throw out. I guess if you're at 5B max range(you normally should be), you can try to throw out another 5B and get a counter hit. However, this would completely fail against a lot of the cast like the Bang and Litchi.
-
This can be taken two ways: With proper spacing, you can get past all that stuff. But if the Arakune has proper spacing, going in like that won't work, and he gets a free combo on you.
-
Bah I did enough updating already, let me troll people online or something.
-
No dash, corner only, just lazy about it. I prefer 623A CH > 214A > 22C though, it grants you charge, and it leaves you on the ground.
-
First off, 2BB > 6CC doesn't combo, I'm assuming you mean 2BB > 5CC. Secondly, this goes along the line of 22D resets, so it isn't anything new. :o
-
Updated the compilation thread with most of your combos.
-
10. Troll Combos Here you will see all the lol troll combos you can do! a) Midscreen Combos 22D x n b) Corner Combos TK 214D (2147D) x n (623D > j.214D) x n
-
You can't. Too many active frames. Accept it and block.
-
9. Fatal Counter Combos Here you will see combos for landing Tsubaki's Fatal counters (6C mainly) a) Level 0 Charge Midscreen Combos FC 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C Corner Combos b) Level 1 Charge Midscreen Combos FC 6C > 214214D > 236D > 214D > 22D > dash 2CC > 5C(w)C > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3700] Corner Combos FC 6c > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3930] c) Level 2 Charge Midscreen Combos 22D > 6C > 214214D > 623D > j.214D > dash 236D > dash 2CC > 5CC > hjc j.B j.C > dj. CC > j.236A > j.214C Corner Combos FC 6C > 214214D > 22D > 623D > j.214D > 236D > 214D > 2CC > 5c(w)c > hjc j.C > dj. C > j.236A > j.214C [4800+, works on everyone, kinda works far from corner, as long it carries by the end it's okay.] FC 6C > 214214D > 623D > j.214D > 236D >214D > 22D > 2CC > 5c(w)c > hjc j.B j.C > dj. CC > j.236A > j.214C [4928, doesn't work on Bang, Carl, Noel, mu, lambda, litchi, same comment as above] d) Level 3 Charge Midscreen Combos Corner Combos e) Level 4 Charge Midscreen Combos Corner Combos f) Level 5 Charge Midscreen Combos Corner Combos
-
I'll add some of these to the combo compilation. Probably add a few sections, thanks for the work guys.
-
Yea, her fatal counter sucks lolol. If you get to actually use it, just use a 22D or 214D instead lolol
-
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Ginseng replied to NickExtreme1's topic in Archive
I punished your troll with a Yukikaze. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Ginseng replied to NickExtreme1's topic in Archive
Alright ggs guys this is what I have to say: Shaffler: - Stop mashing normals when you're out of blockstun or hit stun. Bad habit to have especially when your normals lose to almost everyone up close. - Don't rely too much on DPs, Tsubaki's DP is terrible. Use very sparingly. - Stop depending on jumping up to charge, when you do that, you can get anti-aired easily, and you will get cornered. McMoney: - Same as Shaffler, don't depend on mashing out normals and dps out of pressure, what you really need to work on is blocking. - Don't always jump up to charge, then dive down. It gets predictable, and it's easy stopped by quick anti-airs. - Don't spam throw all the time, this may be netplay, but when it matters, those throws are going to end your pressure or you're going to get DPed by ragna. Those are the things that caught my attention the most, so work on minimizing those!