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Everything posted by Ginseng
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236B - 1f to 12f projectile invincibility. 214B - 8 - 20 frames projectile invincibility. 22B - 9-27 frames auto-guard projectile. 22B is the most reliable if they're doing a projectile attack next to you. 214B is the best way to approach while going through a projectile. However, they can just time the projectile differently, or just do a regular normal.
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Only usable on reaction to projectiles. Not something you anticipate projectiles with. For example, vs sparkbolt, you do it on reaction, any earlier and you get hit.
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http://www.dustloop.com/forums/showthread.php?7854-The-Tsubaki-Yayoi-Guide-Version-2.0-(With-Frame-Data)&p=513296&viewfull=1#post513296
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Oh yea guys, I'm just going to trust you guys in terms of combo damage and if the combo is legit or not. I don't feel like spending the time (lazy) to check every combo you guys post haha. It's kinda similar to what I do with the video thread, you guys can run that . That stuff being said, I'll be willing to assist in moderating stuff, but you guys are the ones that can really provide information to everyone and all my current threads. I'm just kind of your editor that can give feedback. Oh also, should I put a troll combo section in the combo thread?
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I completely disagree with the 5B cc, at max range at least. It's one of Tsubaki's best REAL tools. Too bad it loses to a lot of normals. You mean it's not on it? Hm, I'll check later. Though 5B is average imo. It loses to a lot of things, like other normals. Also certain chars (like Tao) can completely crouch under it. Uhh why would you use that move out of all B specials to go through projectiles?..... Lol online.
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Her B specials are not even close to being reliable in terms of getting close/punishing your opponents projectiles. It's a gimmick in the end.
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I personally think getting the minimum damage values are more important, since you're usually tacking on a super after a combo.
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I'm proud of you guys, you all didn't post something really really stupid. No one got deleted or infractions today.
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I'll add it in a bit, too bad you pretty much never land 214D as a starter unless it's a punish.
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This should probably help. http://www.dustloop.com/forums/showthread.php?9144-CS-how-do-you-unlock-different-paths-in-story-mode&p=665338&viewfull=1#post665338
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It's fine, I still lost. It's off a 22D though, doesn't have to be counterhit. I miss IBing though haha.
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If opponents are mashing, you need to somehow train them to block in order to continue charge cancel pressure. If they keep mashing, just show them no respect, even if they have stupid normals like top 3. Do whatever you want to deal with mashing, like DPs or jump-in normals. It's up to you when you want to do it. It's a way for you to get in while pressuring and it makes your 236A safe(it's - on hit, yea..it's stupid). You can do whatever you want afterwards. Uhh it would be recorded via ghetto 12.1 megapixel digital camera and it would be NETPLAY MATCHES (lol lag Tsubaki is amazing...drop 5BB 2BB wtf lolol). I'd rather not record a netplay match since you know..there are these wonderful people that like to press buttons a lot.
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236D only covers about a bit over half a screen, so you really need to space it correctly before going all-in with it. I say all-in since you're using a charge, and you pretty much have to fish for it to reach her and not get stuffed out.
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Hooray, you increased BnB damage from 5BB by 59 points! But upped the difficulty 3-fold along with a horrible situation after the combo!
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Tsubaki's dp A will probably trade in disadvantage. 2C isn't really reliable after IB, because Ragna can do the gauntlet hades from any moment in his blockstring pretty much. That and it's a huge risk for low reward.
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Actually not really, Tager's 6A beats most of your options after you get gadget-fingered. It will suck you in while jumping, beat your backdash, beat your DP, and it will also beat your 5A unless you dash in (for some reason the 5A whiffs unless you dash in). Same deal with sledge and other stuff. It's basically yomi/mindgame heavily in Tager's favor.
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Noels don't do spring raid on wakeup or whatever, it's a part of their drive enders, so it's not really a threat compared to 5D and 2D fishing/mashing. Never go against Noel in air vs air, she'll probably win with superior jabs or throws.
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If you IB 214D~A, you can punish it or interrupt his next move. And people normally wouldn't do 214D~C on block.
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Why would people get counterhit by j.236x series? Also j.236x leaves you in CH state until you land.
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You can't cancel into specials if you whiff normals. I'm assuming you're saying hit 5B at max range then 22D.
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But we did something better instead.
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Unless his j.C is spaced correctly that is. But other than that, Jin most likely wouldn't be jumping in at you like an idiot. Well he shouldn't at least. But you know how netplay is...
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Don't worry guys, I'll do something that day for sure.
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Added brief bullet points on all the matchup threads now, I'm wondering if I should just delete the Tsubaki mirror thread... Want me to just edit an announcement over and over if I do any minor/major updates to any of the forum's information?
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Please send me PMs for any ideas regarding thread topics, what I should add to certain sections, what edits I should make, etc. When console comes out, it'll be a lot harder to find out what you guys want with all the possible clutter that can join us. EDIT: Added a few brief bullet points on vs Noel, Arakune, Taokaka, and Jin on the matchup threads, will probably do the rest in the near future.