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Everything posted by Ginseng
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Discuss the Tsubaki vs Litchi matchup here.
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Discuss the Tsubaki vs Carl matchup here. Things to watch out for: Being pincered by Carl and his doll. The nirvana projectile. The doll rushdown super. Corner traps. Unblockable reset. Things you can use: Dead angles to get out of pincer-based pressure. Dives to get out of corner situations (unless he reads it and claps you in the air)
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Discuss the Tsubaki vs Tager matchup here. Things to watch out for: 5C 2C 6A (beats your DPs and catches your backdash if magnetized), also has super armor now. 360s/720s Gadget finger into mixup in his favor. Sledge (beats your DPs) If you get magnetized, you usually have to block and accept it. Things you can use: You have more time to charge. 2C if he jumps in on you. 5B pokes with charge cancel/jumping. Use j.D to bait out spark bolts. Dead angles if you can't get out of magnetized pressure. Combo into 236236C to get him away from you.
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Discuss the Tsubaki vs Arakune matchup here. Things to watch out for: Curse and huge damage off of it. If he gets fever mode, it's not even worth attacking. 5C anti-air. Air throw, leads to fever mode if they know what they're doing. BUGS Things you can use: Since his curse cloud has no hitstun anymore, don't be afraid to go through it just to get in. Anti-air 2C If he has cloud and bug bell set up, feel free to charge. Use 236X or 214X to get in if you must.
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Discuss the Tsubaki vs Rachel matchup here. Things to watch out for: Lobelia, pumpkin, frog zoning. Rachel's corner game. Rachel's 2C/cat chair. Things you can use:
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Discuss the Tsubaki vs Makoto matchup here.
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Discuss the Tsubaki vs Noel matchup here. Things to look out for: Noel's drives that lead to high damage. 6B or 3C into high damage combos. 5B and 5C having much longer range and dumber hitboxes than before. Drive attacks that lead to high damage. Her air vs air options will beat Tsubaki clean on the most part. Her corner combos hurt, so you may want to burst or get out of corner pressure. Legitimate mashing out of pressure after IB or whatever. Things you can use: Ground spacing Sparingly use of 5B, some use of 2C IB DP out of SOME strings. Drive baiting and punishing with 236D or anything with a further punish range.
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Discuss the Tsubaki vs Ragna matchup here. Things to watch out for: 5B INFERNO DIVIDAH! 6A j.C, j.B crossup TK Gauntlet hades for overhead Pretty good normals that may leave you blocking for awhile. 2B to 6B gatling Things you can use: 5B Patience and blocking.
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Discuss the Tsubaki vs Jin matchup here. Things to watch out for: Some combos may not work on Jin due to his hitbox. Pay attention to your combos accordingly in this match-up
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Discuss the Tsubaki vs Valkenhayn matchup here.
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Discuss the Tsubaki vs Platinum matchup here.
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Is that 6CC or 6C? I think this is an important thing to note since 6CC can't be special-cancelled.
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Hey, 2C is quite an important move. Even more important now that it is JUMP-cancellable :D EDIT: How do you feel about the 2CC > 236B timing on her 0 charge BnB? The one with the j.214A whiff dash 2CC link?
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Closing this thread to start a CS2 version.
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Example of basic combo: 5BB 2BB 5CC > 236A 214A 22C or w/e Basically combos that do not really require jump-cancels, dashing, j.214A whiff cancelling, etc. Basically combos that you can just kind of mash out without worrying about dropping it at all. Advanced would use techniques such as instant air dashing, TIMED jump-cancels (not the freebie easy ones). Also Batousai, can you come up with combos for 2C COUNTERHIT, as well as combos starting with 6A and 2B? Thanks in advance! PS, I'll be updating combo compilation thread today with Batousai's summarized combos.
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.....Well here are a few words and comments from me. Great job on the combos! Really nice job on figuring out what are the bread and butters people should work on. I'll let pktazn do the work because I'm lazy! Regarding listing them as basic or advanced, I say list the normal air combo stuff in basics, while leaving IAD combos and 22C > dash 5C 2C > etc combos in advanced. Regarding a rating system...this is totally not necessary -.-. Difficulty is hard to relate to because it's all subjective, and frankly, it just looks really stupid imo :/
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Think of this like a research paper. You have the abstract, which is basically a summary of the entire research paper. Then you have the summary, which is several times larger than the abstract and goes into all the specific little details and analysis on the subject at hand. What we are working on is the "abstract" of Tsubaki's gameplan/playstyle. We do all the nitty-gritty details in the guides, discussion, matchup threads, combos, etc. To make a video with all that detail would make the length easily be 10+ minutes, and that is really not the point of a tutorial video.
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If you want to expand it, go for it. I'm just posting things I see based on my own experiences when I played CS1. CS2 will obviously be able to use all these tricks as well, except they are much more solid. Tsubaki does not need to rely on silly gimmicks to win in CS2. I don't think we should list EVERY normal. That's way too much clutter. Just put in key normals, key moves, key tricks that Tsubaki players will definitely use.
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By the way, if you guys don't know already, we are NOT making the video. We are just supplying a template with possible information for SpiritJuice to choose from. He himself will decide what should be put in the video. I did not specifically ask for a punish combo because it's not the biggest point of the tutorial. Early-level punish combos can just be regular combos in this case. Especially since in CS2, Tsubaki's damage output has increased tremendously outside of CH, so I personally feel there isn't much of a need for a 5C punish combo in a beginner-level tutorial video.
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I say 5B and and some of her D specials. Don't worry about counterhit combos, those are slightly more advanced. Cover 5B combos that can be done from a jab, ignore the 5B combos that can't be done from a jab. Do an anti-air combo and throw combo as well.
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We don't know how long the videos will be exactly, but the videos will cover how to play the characters on the most part. Any very-specific information will be completely left out on the most part. Video length will depend on how much content each character is given. The videos are meant to be tutorials, not complete strategy guides on how to play the character. It is supposed to lead players into our character-specific forums for more in-depth information if they decide to use those characters.
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Okay, let's get back on topic. Let's brainstorm for the video shall we? Also if you wish to contribute certain parts, make sure to make note of which part of the template you're inputting on.
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Yea, I adjusted the changes based on my knowledge rather than completely depending on it. When I made the CS2 guide, I just copy pasted CS1 for the template hahaha. Tsubaki has problems vs air-heavy characters like Arakune and Tao. In those matchups, it really depends on whether she can hit them on block. If she can get them in blockstun, things get easier. 236A should never be an option to use after a throw break, it's too risky and slow on startup to really be worth using. Kara throw is good, but not something to completely depend on.
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Thanks Airk, made all the necessary updates, if it's still unsatisfactory to you, let me know! Copied Airk's guide update post to General Discussion, since it kind of belongs there as well. Leaving it here in order to have more options to brainstorm, etc. I would consider Tsubaki a close-ranged, rush-down fighter, who uses a few key tools in order to initiate that. 5B pokes allow her opponents to block, while opening up other options to get in or to initiate pressure. Charging at max range allows opponents to make decisions on what they do about that. With the way she is, opponents can really get punished for letting her charge, as any hit in CS2 has the potential to do serious damage. If any one wants to make any sample templates or w/e, that would be great!