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Ginseng

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Everything posted by Ginseng

  1. No, Norcal is poverty . I'll be heading down to socal this weekend though, so I'll get some play hopefully.
  2. That was 3 charges btw :o.... The most damage you can get off of that, would probably be based on D special starters. This will probably mean you'll get the most damage from a 214D punish, or anything of that sort.
  3. Nah, matchup threads at this point in time aren't a good idea, considering only a maximum of 5 players have played Tsubaki in the US lol.
  4. Unfortunately that's not worth the 100 meter lol :/ Yea I remember in the loke tests they experimented with the Install super a bit, and cancelling into it from normals.
  5. 12/12/09 is a saturday.
  6. Thank you..JERK
  7. I should make an FAQ thread for questions like that.
  8. None lol. She's fully clothed.
  9. Very nice read, thanks a lot for the post! Also, mind PMing me your AIM contact? Soniti, and several others have been recommending me to contact you regarding this stuff. I have a lot of things I would like to discuss about!
  10. Hey Crimson, what do you feel about her air throw as an anti-air option? And is her 2CC air-unblockable? Actually mind PMing me your aim while you're on? haha
  11. This thread will be used for combo discussion only. Anything from this thread that is considered viable and practical will be put into the Combo thread/collection. Impractical combos for professional/super competitive play will not be placed, but they can be discussed for funsies, trolling, etc. (AKA spamming charge moves over and over or something )
  12. Sorry if I haven't been able to add much to conversation or guide/threads. I'm aware of the information from Japanese bbs and other sources, but I would like confirmations from US players that have actually played the game before posting the information. That being said, I personally feel her main tools for keepout will be based on IB/punishes or dead angles. EDIT: koogy uploaded the Tsubaki and Tsubaki vs Noel themes on youtube http://www.youtube.com/watch?v=lHEaHZl7hHc <- Tsubaki theme http://www.youtube.com/watch?v=0cu6rIiv6Ig <- Tsubaki vs Noel theme
  13. Here is the discussion from the previous version of the thread:
  14. This thread is for general discussion on anything related to Tsubaki. This includes storyline, combos, gameplay tactics, etc. The combo thread and the starter's guide will be locked to prevent clutter. Also feel free to post any updates you feel the guides and combo thread will need. Of course I will still need to verify it with those that have played the game, but this prevents the need for me checking three threads for updates.
  15. 7. Level 5 Combos These combos will use 5 charge gauge/meter. These combos are generally for fun and not worth the meter, with the exception of the one combo in this section, which can be used to win a match given certain circumstances. a) Midscreen Combos b) Corner Combos Throw > 214214D > 22D > 214D > 623D > j.214D > 6CC > hjc j.C > dj. CC > j.214D > 2C > 236236D [6600-7000]
  16. 6. Level 4 Combos These combos will use 4 charge gauge/meter. However, most of these combos will generally be for fun only. It normally isn't worth the charge meter to do these types of combos. a) Midscreen Combos 623D > j.236D > j.214D > 22D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000+] b) Corner Combos 623D > j.214D > 214D > 22D > 6CC (the other way, since you cross under) > hjc j.C > jc dj.CC > j.236A > j.214C Any normal starter > 5BB > 5CC > 22D > 214214D (lvl 3 install) > 623D > j.214D > 6C > jc j.CC > j.214D > 236236D (100 meter required) 22D > 6C > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [5300+]
  17. 5. Level 3 Combos These combos will use 3 charge gauge/meter. a) Midscreen Combos 5BB > 5CC > (22D > 6C)x3 > 22C 236D (anti-air hit) > 5B > hjc j.B j.C > dj.CC > j.214D > 5C > 2CC > hjc j.C > dj.CC > j.214D > 2C > 236236C 22D > 6CC > hjc j.C > jc(neutral jump) dj. C > j.236D > delay j.214D > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C b) Corner Combos 22D > 6CC > hjc j.C > dj j.CC > j.214D > 5C > 2CC > hjc j.C > dj j.CC > j.214D > 2C > 236236C [50 meter required] 22D > 214D > 6CC > hjc j.C > dj. j.CC > j.236A > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4600-4800 somewhere around there] throw > 214D > 6CC > hjc j.C > dj j.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.214D > 2C > 236236C [50 meter required]
  18. 4. Level 2 Combos These combos will use 2 charge gauge/meter. a) Midscreen Combos 5BB > 2BB > 5CC > 236A > 214A > (22D > 6C)x2 > 22C or 236236C 5BB > 5CC > 22D > 6C > 214D > delay 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [3200-3300] j.C > 5BB > 5CC > 22D > 6C > 214D > delay 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [3700-3800] 22D > 6C > 214D > delay 2CC > 5CC (first hit whiffs) > sjc. j.B j.C > jc dj.CC > j.236A > j.214C [4130] 22D > 6C > 214214D > 623D > j.214D > 2366D (to do the dash before it) > dash 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 236D > dash 5C > 2CC > 5CC > 22D > 6CC > hjc. j.C > jc dj.CC > j.236A > j.214C [4400] 214D > 2CC > 22D > 6CC > hjc > j.C > j.CC > 236A > 214C [4310] throw > 22D > 6C > 214D > delay 2CC > 5CC (first hit whiffs) > sjc. j.B j.C > jc dj.CC > j.236A > j.214C [3700-3800] b) Corner Combos 5BB > 5CC > 623D > j.214D > 6CC > hjc j.C > jc j.CC > j.236A > j.214C 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] 22D > 6CC > hjc j.C > jc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000+] 22D > 214214D > 623D > j.214D > 214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [5000] 22D > 6C > 214214D > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [5300+] 214D > 214214D > 623D > j.214D > 22D > 6CC > hjc j.C > dj.CC [5831] throw > 214D/22D > 6CC > hjc j.C > dj.CC > j.214D > 5C > 2CC > hjc j.C > dj.CC > j.236A > j.214C
  19. 3. Level 1 Combos These combos will use 1 charge gauge/meter. a) Midscreen Combos 5A/2A > 5BB > 5CC > 22D > 6C > jc j.CC > j.236A > j.214C (allows air dash afterwards) 5BB > 5CC > 22D > 6C > jc j.B j.C > jc dj.CC > j.236A > j.214C 5BB > 5CC > 22D > 6CC > hjc j.C > dj. CC > j.236A > j.214C [2970] 5BB > 5CC > 236A > 22C > RC > dash 2B > 236236C (100 meter required) CH 5B > 6C > 214D > 5C(w)C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 5C > 6C > 214D > 5C(w)C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 2C (ground hit) > dash 5C > 2CC > 5CC > 22D > 6CC > hjc j.C > dj. CC > j.236A > j.214C FC 6C > 214214D > 236D > 214D > 22D > dash 2CC > 5C(w)C > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3700] j.C > 5BB > 5CC > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3500] 236D > 5BB > 5CC > 236A > 214A > 22[C](lvl2) CH 236D > 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C anti-air 236D > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C 22[D](lvl3) > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3281] j.214D > 236C > 22C(lvl2) j.214D > 236C > RC > 2CC > jc j.C > jc dj.CC > j.236A > j.214C (50 meter required) throw > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3164] throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3700-3800] air throw (height specific) > j.214D > 236C > RC > j.B j.C > jc dj.CC > j.236A > j.214C b) Corner Combos CH 5C > 6CC > hjc j.C > jc dj.CC > j.214D > land 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4100-4300] j.CC > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C Fatal Counter 6C > 214214D > 623D > j.214D > 214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000] <- Lenient in terms of distance away from corner, just can't be exactly midscreen or around there. CH j.214C > 3CC > hjc j.B j.C > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3500-3600] CH j.214C > 6CC > hjc j.C > hjc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C <-has to be right at the corner, can RC CH j.214C to get a bit more leniency on timing. throw > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C (50 meter required) [3800-4000] throw > 22D > 6C > j.C > j.236B > j.214B > charge for a bit (tap it) > j.C > 236236C air throw (height specific) > j.214D > 6CC > hjc j.C > dj.CC > j.236A > j.214C
  20. 2. Level 0 Combos These combos will use 0 charge gauge/meter. a) Midscreen Combos 5BB > 2BB > 5CC > 236A > 214A > 22C (lvl 2) [1961] 5BB > 5CC > 214A > 22[C] (wallbounces) > 6C > 623A > j.236A > j.214C [2000-2100] 5BB > 2BB > 5CC > 236236C(50 meter required) [2400-2500] CH 5B > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C dash 5C > 2CC > 5CC > 236A > 214A > 22[C] [2492] CH 5C > 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C [2800-3000] anti-air 2CC > hjc j.BB > jc dj.CC > j.236A > j.214C CH anti-air 2C > dash 5B > 2CC > hjc. j.C > jc dj.CC > j.236A > j.214C [2200-2300] 3CC > jc j.B j.C > jc dj.CC > j.236A > j.214C 3C > jc falling j.C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [2200-2400] 6A > 5CC > 236A > 214A > 22C(lvl2) [1604] 6BB > 5C > 236A > 214A > 22[C] (lvl2) [1800 - 1900ish] 236x > RC > 5BB > 2BB > 5CC > 236A > 214A > 22[C] Anti-air 236X > RC > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C 214x > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C 214B > dash 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 22x > 5B or 5BB > hjc j.B j.C > jc dj. CC > j.236A > j.214C CH 623A > dash 5B > 623C > j.236A > j.214C [1450ish] CH 623A > 214A > 22[C] (lvl 2) [1300ish, better for charging] throw > 236A > 214A > 22C (lvl 2) throw > 214B > 22[A] (full) > 6C > 623C > j.236A > j.214C [1900-2000, allows you to dash or double jump if you charge a bit] throw > 214B > 5BB > hjc j.B j.C > jc dj.CC > j.236A > j.214C [2100] throw > 214B > dash 5B > 2CC > sjc j.C > jc dj.CC > j.236A > j.214C [2257] b) Corner Combos 5BB > 2BB > 5CC > 236A > 214A > 5B > 623C > j.236A > j.214C (allows air dash afterwards) CH 623A > 2CC > jc j.C > dj.C > j.236A > j.214C [around 1700] CH j.214C > 3CC > hjc j.B j.C > jc dj.CC > j.236A > j.214C [2700-2800] CH j.214C (land hit only) > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3200-3300]<- has to be RIGHT at the corner. throw > 214B > 5B > 2CC > hjc j.C > dj. CC > j.236A > j.214C [2257]
  21. ================================================================ The Tsubaki Yayoi Combo Compilation Version 3.0 ================================================================ Updates: 11/15/10: Added couple level 1 charge combos. Was too lazy to remember or record damage values, you guys can do it or find better variations :D 8/5/10: Edited couple of the fatal counter and mugen combos due to reconfirmed hitbox testing. 8/3/10: Added Fatal counter section, troll combo section, updated Tsubaki install section. Thanks to Stensatsu for coming up with some of the FC combos. Added description on whiffing normals on first post. 7/15/10: Bolded/colored some key combos that should be used. Added couple fool-around lvl 4 combos. 7/13/10: Added a CH 22x combo at lvl 0, added a few mission mode combos at lvl 3, added some Tsubaki Install(mugen) combos. 6/10/10: Added a few lvl 0 charge combos, added combos after CH DP A. 5/16/10: Updated level 2 charge combos (Midscreen section). The combos do a bit more damage, fairly easy to learn. 1/24/10: Version 1 of the combo compilation complete. Updates will happen in the future regarding other combos, damage values, and possibly video links. Credits to: ryokoalways, Felicia, Soniti, kidviper, CrimsonDisaster, SonGohanX, kro_, Stensatsu - for posting combos, giving general input on the combos and options, and confirming combos found elsewhere such as the Japanese BBCS wiki. Japanese Tsubaki wiki - Japanese BBCS wiki (used as one of the sources for this thread, though combos are not posted until double checked by local players.) Before reading this guide…. I would like those that do not know much about Tsubaki to go through the guide here. (Work in progress) Also, main BnB combos that you will/should use will be in bold and dark red Due to the nature of Tsubaki's charge properties, not all combos will be added here. This is because it is very easy to make up your own combos by using D specials and other moves whenever you want. Save that for combo videos. Mainly BnBs and other practical combos will be added here. Also very important: those who wish to add to the guide or combo thread, please post in the general discussion thread here Table of Contents: General tips regarding Tsubaki's CombosBeginner Level combosa) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge Intermediate Level combosa) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge Expert Combosa) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge 1. General tips regarding Tsubaki's Combos Tsubaki's Drive can be a complicated matter to work with. As a Tsubaki player, you have to make time to charge when you can, and make sure not to waste charge stupidly. So here are some tips for any aspiring Tsubaki players. Do not waste all your charge on every opportunity you have.Make sure you try to maximize the most damage possible per charge.6BB after 5CC only combos on crouching opponents.If you want to maximize damage, make use of charge during key specials to extend your combos and damage potential.In general, midscreen combos should be limited to a maximum of 1 level of charge, while corner combos should be limited to a max of 2. By general consensus, this is where you'll get the most damage per charge. (You do have the option to do whatever you want though.)Moves such as 22D and j.214D can extend your combo, so if you plan to use them, make sure not to prorate the combo too much before using them.If 5B CH hits too far, you can cc it with 2D, then dash up 5B. It will still combo.CH 5B also leads into 6C, so you can do 6CC into an air combo.When you see (w) after a move in a combo, it means whiff the normal. Tsubaki's normals are unique in the fact you can whiff the first part of a move, and still do the second part.
  22. 6. Combos for Starters For more in-depth combos and specifics, as well as advanced/expert level combos, please go to the Tsubaki Combo Thread. Here are some basic bread and butter/beginner-level combos. a) Level 0 Combos 5BB > 2BB > 5CC > 236A > 214A > 22C 6A > 5CC > 236A > 214A > 22C 6BB > 5C > 236A > 214A > 22C Throw > 236A > 214A > 22C Throw > 214B > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C b) Level 1 Combos 5BB > 5CC > 22D > 6C > jc j.B j.C > jc dj. CC > j.236A > j.214C 5BB > 5CC > 22D > 6CC > sjc j.C > jc dj. CC > j.236A > j.214C throw > 22D > 6C > jc j.b j.c > jc dj.CC > j.236A > j.214C c) Level 2 Combos 236D > 5BB > 5CC > 22D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C corner only: 5BB > 5CC > 623D > j.214D > 6CC > hjc. j.B j.C > j.CC > j.236A > j.214C corner only: 22D > 6CC > hjc j.C > jc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C
  23. 4. Tactics a) Getting In Getting in is very tricky business for Tsubaki. Other than 5B, all her normals are very limited in range (pretty much 5a/jab range) as well as having low priority in beating attacks. Here are some methods of getting in on the opponent: Master your footsies/spacing game. Being able to do this allows you to position yourself better against your opponent.236x and j.214x RC on block are good ways of getting in if your opponent doesn't expect it.Get your opponent to BLOCK. If you can do this, you can start using jump-cancellable/charge-cancellable normals to make your way in.Be PATIENT. Getting in takes time, and don't rush things. Doing so will cause you to make more mistakes, make you take unnecessary damage, and you end up being further away from your opponent than you already are. b) Pressure and Keeping Your Momentum Okay so you got in on your opponent (preferably in jab range). Now you have to stay in your opponent's face and somehow get a hit on your opponent and make sure he doesn't escape you! Here are some ways to put pressure/keep your opponent on the ground guessing. KNOW YOUR GATLINGS (know what your normals can chain into). Knowing how to transition from one normal to all possibilities is KEY to staying on your opponent.Know what normals are punishable and know when to mix in jump-cancels, charge-cancels, and what not.6A is your overhead, 2B and 6B are your lows. Make sure to use them in your blockstrings to create high/low pressure, but don't get predictable.Mix up your blockstrings and put in some throws (preferably kara-throws).If you want to stay on your opponent and not knock them away when you land a BnB, purposely drop a combo to go for a 22D reset or whatever you want. You can also RC your 236A during a BnB and go for more pressure/resets.Tsubaki's super does 840 minimum damage. It also knocks your opponent far away so you can get 1-2 levels of charge. HOWEVER, doing it ends all pressure/momentum you had on your opponent. You have the option of using your meter for RCs, and going for a reset(which may end up doing more damage than the super) as well as keeping your opponent next to you. c) Charge Setups Tsubaki does very low damage without charge(average of 1500-2000 damage per combo) except for a few exceptions. However, whenever you charge, you make the sacrifice of not having an oki game and you lose all pressure/momentum you had on your opponent. Whether you charge or not is up to you, but do not be surprised at how little damage you do on your opponent, especially when you did 6 combos on lambda without charge. Here are the setups in order to gain time/space to charge. After a normal BnB ending in a 22x hit (any 22x hit for that matter).After an air combo ending in j.214C.After a 236236C super.After a burst (offensive and defensive).After a dead angle (should probably use 2D to charge due to their recovery).When the game goes in neutral (should use 2D or jump in the air to charge).If they mash out a Noel air super, you can charge while you wait for them to come down lolol.After a guard break (lol this will never happen for Tsubaki). You may also use 2D sparingly during the match to charge, since the recovery of 2D is very fast compared to the other 2 versions of charge. d) Defense (Help, I'm American and I'm bad at blocking, I also depend too much on DPs and mash 2As to get people off of me!) Okay, if you have played the game, you probably realized that Tsubaki's DP is not that great. The invincibility of her DP A wears off before the actual hit, so it trades a lot like Sagat's Tiger uppercut in SF4 (except he can combo that into bullshit f+RH into ultraaaa). So your DP will trade, but it will get them off of you. Here are other methods you can get out of pressure and bring the game back to neutral or to your advantage. Use DP D to gain more reliable invincibility, but you will lose a charge.Use a dead angle to get them off of you, make sure it doesn't get baited though.Make use of 5A/2A to get out of pressure if you see a gap in their blockstrings.Same as above, but make use of backdash and jump.Instant block and DP A/2A out.Key thing to note is, even if you do no damage with your prorated combos, you get them off of you. That's the real point of getting out of pressure. Don't expect ridiculous DP combos from Tsubaki. If you do, go play SF4 or something. e) Resets I'm pretty sure most people know what resets are, so I won't really explain what they are. However, due to Tsubaki's low damage, doing resets are kind of mandatory in order to keep momentum and keep your opponents thinking. Once you get them to stop mashing, you open the opportunity to do resets on them. Here are a couple ways to initiate resets: 22D unblockablesCharge cancel into throw or jab pressure236x RC into pressureThere are other ways to do resets, but these are the most common ways to do resets with Tsubaki. Go play around and see what you find!
  24. 3. Gatlings In this section, you will see what each move can gatling or chain into. Additional info about the move is put in parenthesis. If you see a move such as 5BB in this section, I mean the followup normal. Jump – move is jump-cancellable Cc – move is charge cancellable Special – move is special-cancellable Throw – move is throw-cancellable If the normal is in red text, the chain does not combo. a) A chains 5A (jump, cc, throw, special) -> 5A, 2A, 5B -> 6A, 2B, 6B, 5C, 2C 2A (cc, special) -> 5A, 5B, 2B -> 6A, 6B, 5C, 2C 6A (special) -> 5C j. A -> j.B b) B chains5B (jump, cc, special) -> 5BB, 5C, 3C -> 6A, 2B, 6B, 2C, 6C 5BB (jump on hit, cc, special) -> 2B, 5C -> 6A, 6B, 6C(on hit only) 2B (special, cc) -> 2BB -> 6A, 5C, 2C, 6C 2BB (special, cc) -> 5C -> 6A, 2C, 6C 6B -> 6BB 6BB –> 5C j.B (jump) -> j.BB, j.C j.BB (jump) -> none c) C chains5C (jump on hit, cc, special) -> 5CC, 2C -> 6C(on hit only) 5CC (jump on hit, cc, special) -> 2C -> 6C(on hit only) 2C -> 2CC 2CC (jump on hit, special on hit) -> 5C 6C (jump, special) -> 6CC 6CC (jump on hit, special) -> none 3C (jump, special) -> 3CC 3CC (jump, special) -> none j.C (jump, special) -> j.CC j.CC (special) -> none d) Exceptions during counterhit5B -> 6C combos on counterhit. 5C -> 6C combos on counterhit.
  25. 2. General Moveset a) Normals and command normals. In this section, there will be a list and description of all of Tsubaki’s normals. “A button” normals do not have follow-ups. Followups can be done by pressing the button again or holding it. Pressing the button again leads to immediate startup, holding it delays the move to the maximum time possible. Followups can be chained to on whiff. 5A – standard jab, hits crouching. Used as a basic jab attack. 2A – standard crouching jab. 6A – Overhead, gatlings to 5C or specials. Won't combo to 5C if too far. Bad proration. 5B – longest range poke, must use normal, gatlings to a lot of moves. Looks like a wing popping out of her arm. 5BB – followup to 5B, chains to 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far. 2B – low hit, standard filler in BnB, chains to 5C and 2C 2BB – low hit, followup to 2B, chains to 5C 6B – low hit, slower, used to mix it up with 6A overhead and 2B low. 6BB – mid hit, chains to 5C. Often misses due to lack of range, even when 6B hits. 5C – less range than 5B, good filler in blockstrings and combos; charge cancellable, special-cancellable. Not good as a poke due to the lack of range. Only really usable in 5A range. 5CC – standard filler on combos, charge cancellable. 2C – anti-air normal, upper-body invincibility, think crouching fierce from most SF characters. 2CC – followup to 2C, can lead to air combo on anti-air 2C hit. 6C – Whip-based attack, hits multiple times, special cancellable. It is a fatal counter move, and also a major part of her higher damage combos. Can be used for kara-throws. 6CC – spike move, usually used as combo filler after a successful 6C hit, launches on hit. Removes 1 guard primer on block. 3C – standard slide, doesn't go under anything though. Jump-cancellable. Literally the exact opposite of Noel's 3C. 3CC – follow-up to 3C. Jump-cancellable on hit, special cancellable on hit, and one of Tsubaki’s launchers. j. A – standard anti-air jab j. B – horizontal normal, used in air combos or rare anti-air instances. j. BB – downward poking attack, used in combos j. C – best ranged normal out of her jump attacks, hits a bit below her, combos after j.B and its followup j. CC – whip-based attack, used in combos mostly, or after j.C hit confirms. B+C - Tsubaki's standard throw, special-cancellable. One of Tsubaki's "mugen" setups. j. B+C - Tsubaki's air throw, knocks opponent down, cannot combo afterwards unless used with j.214D. b) Drives and their properties Tsubaki’s drive is Install, basically any press of a D normal will cause her to “charge” her install meter. For simplicity’s sake, we will call this the charge gauge, and it will use respective “charge stock” or level of charge for all her D-specials and supers. 5D – Charges the fastest, but slowest recovery 2D – Charges the slowest, but fastest recovery j. D – Balance of charging speed and recovery, also decreases her falling speed Some of Tsubaki’s normals can be “charge-cancelled”, this is used to cancel the recovery of some of her moves. The gatlings section will have more information on which normals can be charge cancelled. In terms of recovery: 2D > j.D > 5D In terms of charging speed: 5D > j.D > 2D c) Specials All D versions of specials require one charge. A, B, C versions all do the same damage. A version has a blue aura. B version has a green aura and can go through projectiles (dependent on which move). C version has a red aura. All C versions of specials except j.214C removes one primer. 236A/B/C/D – Charges forward with shield in front, each version charges forward a bit more, C and D move the same distance but D version is safe and stuns on hit. B version has projectile-invulnerability at startup. D-version goes through the opponent. This special can chain into 214 series or 22 series on hit. 214A/B/C/D – Tsubaki’s special launcher, each launches a different height, but startup is based on which version you’re doing, with A being the fastest. The launch can lead into 5B > air combos. Main use of this move is during combos. 214B has the longest projectile-invulnerability out of all the specials. 22A/B/C/D – A, B, and C are the same damage, and can be held down to charge the attack for more untechable time. D version wallbounces and can continue combo. B version has projectile guard point. D version is unblockable when fully charged. Counterhit 22x leads to a lesser 22D wallbounce which varies depending on distance from the wall. Lvl 1 charge – immediate release Lvl 2 charge – causes max untechable time. D-version is unblockable even when barrier-guarded. 623A/B/C/D – A version can be blocked normally, B, C, and D versions are air unblockable. Only the A and D versions have projectile invincibility (A having it only until the hit). Projectile-based, and can be cancelled to j. 236 and j. 214 series on hit. j. 236A/B/C/D – D version creates a very slow downward angled fireball which can amplify your j.214 series if you dive through them. This move is mainly used for combo filler, and can be chained to j. 214 series on hit. The A version moves you diagonally upwards a bit. B version moves you forward. C version moves you diagonally downwards a bit. j. 214A/B/C/D – D creates a floor bounce, can be combed after; C version is used as a combo ender. The CH C version and normal D version of this move causes a floating untechable knockdown which allows you to combo afterwards. d) Guard Primer Removal Moves that remove guard primer: 6CC236C214C22Cj.236Ce) Distortion Drives and Astral heats236236C/D – Damage based on amount of charge. Pretty much no invincibility, not really reliable as a reversal super due to range and lack of priority. C version uses no charges, D version uses all you have. Can be used to add that extra damage to a combo. 214214D – Tsubaki install, works like mugen but for charge meter. Gradually drains your charge meter until it reaches 0, the super will end when it does. Usually should only be used in a situation where you can actually "spam" D specials, like in a corner combo situation. 632146C – Tsubaki’s Astral heat, can be comboed from various ways(for example: 22D). f) Frame Data Go here for frame data: http://dustloop.com/guides/bbcs/frameData/tsubaki.html
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