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Everything posted by Ginseng
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Yes that is what I have in mind for the video in general. I will most likely simplify everything to that sort of template after everyone has contributed information. Btw you should totally represent Tsubaki since I never go to events LOL.
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I believe "Her gatlings are the same as CS1, except she gains the ability to reverse beat 2B -> 5B once a string. 5CC -> 6B combos on hit." implies what you just said. Oh well if that wasn't understandable it's okay! Just go ahead and look for errors and update me on that, I'll change it when I get the chance to do so. I don't think the guide really needs to be re-written from the ground up. If everyone else feels differently about it, then we can do a whole new one.
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Her gatlings are the same as CS1, except she gains the ability to reverse beat 2B -> 5B once a string. 5CC -> 6B combos on hit. Not sure if 6BB cancels to 5C anymore, going to have to check up on that. I think we should not put absolutely everything. Just list basic details such as special properties, and how useful it is compared to the rest of her normals. For example: 5B - Tsubaki's best-ranged normal. Pokes far, and is charge/jump-cancellable on hit and block. Safe on block. Does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire. I don't think we should go into stuff like damage values or frame data, that's for frame data. That's already done for us. If you have any other issues or concerns, please feel free to continue posting! Don't forget, I am also available by AIM/Skype if you wish to request my info.
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If you don't feel like doing the whole guide, go ahead and just list changes that need to be done. I actually asked for this to be done in general discussion, but nobody really did it . Also do the same for the combo thread, I think I covered most of the combos for that thread on the most part though. If not, then just make some statements telling me to make certain changes, and I'll check up on them. Regarding mods, doesn't have to have any rush, it's okay. Regarding the tutorial video, SpiritJuice intends to have it released 1-2 months after CS2 release, so we're really in no rush, but we should get as much of the template done asap, so we can really focus on the more detailed stuff. Like the things that we need to have the game for. Okay? EDIT: Like said, if you guys have templates or statements you guys would like to type up. Go for it, it's perfectly acceptable to type something random for the sake of contribution. It's okay if it's incorrect or anything, that's the point of this thread. We are to collaborate onto coming out with an acceptable product that can be catered towards those that wish to know a little about Tsubaki.
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Do it, I'm lazy! Well, tbh a tutorial video shouldn't be overloading on material. It should be an introduction for players to start Tsubaki, and if they are truly serious, then they will start going into forums, etc. If they truly want to be serious Tsubaki players, they will look up other sources. The video should not have all the nitpicky details like framedata, etc. In a way, it's kind of like starting a new game. You play to have fun, then if you want to take it seriously, then you look up all the nitpicky details about the game you would want to know. You just go from mashing a game, to actually looking up indepth data. I admit the guide is actually lazily done, and honestly, the way I am now, I don't really put a lot of effort into BB. I appreciate the effort you guys put into promoting discussion and critiquing. Basically, another point I would bring up, that has been brought up on the staff forums, would any of you guys like to be a moderator of these forums? EDIT: If you guys want to talk to me on AIM/skype on something about Tsubaki-related material, etc. Go ahead and shoot me a PM and I'll respond with my AIM or skype sn.
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I was actually going to copy paste my guide on the most part, but I want more simplified versions of my crappy guide. Well, we probably don't want to list all of that frame data...that's wayyyy too overwhelming for something like a tutorial video. If you guys wish to have certain statements in the template, or want to write some stuff for it, feel free to post a sample!
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Yea, I kinda didn't notice the project until I got PMed about it a few hours ago hahahaha. I only really check the Tsubaki section :D You guys don't have to be very organized when posting in here, in the end, I will format everything so that it is legible and practical to use! Just post whatever you guys can contribute and I will handle all the editing stuff!
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
Ginseng replied to Spirit Juice's topic in Archive
I started the thread for the CS2 Tsubaki sections. Here is the thread: http://www.dustloop.com/forums/showthread.php?11426-CS2-Tsubaki-Tutorial-Video I'll be filling out the sections as the weeks go by. Despite her changes, her playstyle still remains the same as CS1. -
3) Strategy Mixups Tsubaki’s high-low mixup is weak since her overhead (6A) is slow, so conditioning is critical. Her primary mix-up options are: 2A >Anything 5B/5BB > 2B/6A 2B >2BB/6A 2B poke > 5B (due to new gatling change in CS2) Pressure 22C breaks a guard primer 6B is +1 on block, can be used for ticks or extending pressure. Can charge cancel after some moves, though it is riskier than the other options, and can also use j.CC to catch those who are blocking low after j.C. Kara throw (6C > B *while holding C*) to keep opponents on guard. Remember that you cannot follow up a throw outside the corner unless you have at least one charge. 22D when fully charged, is unblockable even when barrier guarding. It is hard to tell 22D apart from 22C visually, so you can condition your opponent into blocking 22C and then trick them by going for a 22D unblockable reset instead. Can use short dashes to keep up (jab) pressure Okizeme 6A in a corner. She has quite a few options after it making it quite useful, and almost every corner combo can end with it. 22D fully charged. This is the most obvious one and beats a bunch of things, including wake-up blocking, quick tech and roll tech (if spaced correctly so they can't roll behind you). It can be hit by 5 frame 5As if not spaced well. 5B. If used immediately after 6A recovers, it will stuff everything (including holding up back) that isn't invincible. 2B. If they don't emergency tech the 6A, 2B will pick them up and reset the combo. If they do then it's a decent low but can be avoided by jumping. Forward throw. Beats blocking. Misc. tips/tricks [*]Back throw and front throw do the same damage and share the same kind of properties but you recover from using a back throw quicker than front, allowing you to do character specific follow up mid-screen with no charge as well as activate Mugen and go for a follow up after a back throw anywhere on the screen. [*]Some of Tsubaki’s normals can be “charge-cancelled”, this is used to cancel the recovery of some of her moves.
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2) Combos If it looks too cluttered Ginseng or if it's in the wrong place please, feel free to edit it. * = Combo works as is with 2A/5A starter added in ^ = Combo does not work when enemy is hit while crouched Basic combos 0 charge Anywhere 5BB 2BB 5CC > 22C * Corner 5BB 2BB 5CC > 22C > 6C > 236B 214B 22B * 1 charge Anywhere 236D > 5BB > 5C > 623C > j.214A > dash 2CC > 236B > 214B > 22B [3049 damage, 24 meter gain] Corner 5BB > 5CC > 623C > j.214A > 2C > jc j.C > j.C > j.214D > 5©C whiff > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3732 damage, 44 meter gain]* 236D > 5BB > 5C > 623C > j.214A > dash 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3371 damage, 31 meter gain] 2 charge Anywhere 5BB > 5CC > 623C > j.214A > dash 2C > hjc j.C > j.214D > 236D > 5B > 2CC > 236C > 214C > 22C [3609 damage, 37 meter gain] * Corner 5B > 5CC > 22D > 6CC > jc j.C > j.C > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [4408 damage, 48 meter gain]* 5B > 5CC > 623C > j.214A > 214D > 6CC > jc j.C > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [4526 damage, 48 meter gain]* 2CC > 22D > 6CC > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3786 damage, 41 meter gain] Advanced combos 0 charge Anywhere 5BB > 5CC > 623C > j.214A > dash 2CC > 236B > 214B > 22B [2751 damage, 23 meter gain]* 5BB > 5CC > 623C > j.214A > dash 2C > hjc j.C > j.CC > j.236A > j.214C [2864 damage, 23 meter gain]* 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [2481 damage, 23 meter gain] Corner 5BB > 5CC > 623C > j.214A > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3073 damage, 30 meter gain]* 5BB > 5CC > 22B > dash 2B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [2681 damage, 32 meter gain]* 2CC > IAD j.CC > 5B > 2CC > 22C> 5C > 2C > 236B > 214B > 22B [2734 damage, 30 meter gain] 1 charge Anywhere 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3395 damage, 33 meter gain]*^ 5BB> 5CC > 623C > j.214A > dash 2CC > 236D > dash 2CC > 236B > 214B > 22B [3287 damage, 31 meter gain]* 2CC > 236D > dash 2CC >IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3015 damage, 31 meter gain] 214D > walk forward 5C > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3707 damage, 28 meter gain] Corner 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3590 damage, 40 meter gain]*^ 2CC >IAD j.CC > 5B > 2CC >214D > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3100 damage, 38 meter gain] 214D > walk forward 5C > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [3981 damage, 36 meter gain] 2 charge Anywhere 5B > 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236D > dash 2C > 236B > 214B > 22B [3638 damage, 39 meter gain] *^ Corner Counter hit and Fatal Counter combos 0 charge Anywhere 2C CH > dash 5C > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [2824 damage, 28 meter gain] (replace 5C with 5B if 2C CH starts out low] Corner 2C CH > 5C > 2CC > IAD j.CC > 5B > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3030 damage, 35 meter gain] (replace 5C with 5B if 2C CH starts out low] 1 charge Anywhere CH 2C-C > 236D > dash 2CC > > IAD j.CC > 5B > 2CC > 236C > 214C > 22C [3036 damage, 31 meter gain](full screen carry) Corner 2C CH > 5C > 2CC > jc j.C > j.C > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3357 damage, 40 meter gain](replace 5C with 5B if 2C CH starts out low] 2 charge Corner 2C CH > 5C > 2CC > 214D > 6CC > j.214D > 5CC > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [3895 damage, 46 meter gain](replace 5C with 5B if 2C CH starts out low) Throw Combos 0 charge Anywhere Air throw > dash 5C > 2CC > 236B > 214B > 22B [2527 damage, 19 meter gain](dash 5C can be replaced by 2B for consistency/easier difficulty) Air Throw > 6CC > hjc j.B j.C > j.CC > j.236A > j.214C [2970 damage, 24 meter gain] Corner Air throw > 5C > 2CC > 22C > 5C > 2C > jc j.C > j.CC > j.236A > j.214C [2949 damage, 29 meter gain] Throw > 6CC > hjc j.B j.C > jc j.CC > j.236A > j.214C [2411 damage, 23 meter gain] 1 charge Anywhere Throw > 236D > dash 5B > 2CC > 236B > 214B > 22B [2176 damage, 20 meter gain] Air throw > dash 5C > 2CC > 236D > dash 5C > 2CC > 236B > 214B > 22B [3135 damage, 30 meter gain] (adds little damage/meter but carries further) Corner Throw/Air throw > 6CC > jc j.C > j.214D > 5CC (whiff first hit) > 2CC > 22C > dash 5C > 2C > 236C > 214B > 22B 2 charge Anywhere Throw > 236D > dash 5C > 2C > 214D > 5C > 2CC > 236B > 214B > 22B [2688 damage, 29 meter gain] Air throw > 6CC > hjc j.214D > 236D > 5B > 2CC > 236b > 214B > 22B [3486 damage, 33 meter gain](full screen carry) Character specific combos (if needed)
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1) Introduction a) Character breakdown of play style, strengths, and weaknesses Offensive playstyle reinforced by fast movement speed and normals with little range. Ability to stay in on the opponent with quick normals, charge cancelling, and a very good kara-throw. When left alone, can use her Drive to build up charge stock which can lead to more options and damage. Strengths: Fast movement, ability to improve damage with charge, reliable damage wherever on the stage, corner carries easily Weaknesses: Lack of air-to-air options, loses if unable to get in on the opponent, short range b) Breakdown of normals 5B - Her longest range poke that is reliable in getting in quick damage. Unable to combo into normals at max range 2C - Her best anti-air move, also jump-cancellable c) Breakdown of special moves Drive Tsubakis drive is Install. Any press of a D normal will cause her to charge her install meter. Holding the button will cause charging to accelerate at a specific rate. Tsubaki will be in CH state during charging. 5D Gives about 0.5 stock of charge on tap. When held down, charges up to 1.5 stock, then stops. The best way to charge in matches. 2D Charges the slowest at first, then accelerates quickly over time. No recovery (?) j.D Balance of charging speed and recovery, also decreases her falling speed. Charging longer causes more landing recovery. Charging slows down after 1 stock is charged. In terms of recovery: 2D > 5D > j.D In terms of charging speed: 5D > j.D > 2D Special Moves All D versions of specials require one charge. A version has a blue aura. B version has a green aura. C version has a red aura. C specials except j.236C, j.214C and 623C removes one primer. All specials can be cancelled to D specials on block or whiff with the exception of 22x and j.214x. Cannot cancel to non-D specials. Sanctum Aequum (236A/B/C/D) Charges forward with shield in front, each version charges forward a bit more, C moves the farthest, D about 2/3 of the screen. D-version goes through the opponent creating a ghetto crossover. Safe on block if spaced properly. C-version can combo into normals on hit. Can chained into the 214x and 22x series on hit. Sanctum Veritas (214A/B/C/D) Tsubaki goes forward while swinging her sword upwards. Button strength determines startup frames and distance traveled, but D version is faster than C version. Launches on CH. D version launches on initial hit. All versions have some head/upper-body invincibility, D-version has it until the hit. Sanctum Decus (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. B-version's hitbox can break or reflect projectiles. C and D versions are + on block. D version causes the opponent to do a floor slide. Can be comboed after in the corner, or by using charge during midscreen. D version is unblockable when fully charged. [*]Lvl 1 charge immediate release [*]Lvl 2 charge causes max untechable time. D-version is unblockable even when barrier-guarded. Benedictus Rex (623A/B/C/D) Tsubaki's DP. All versions are projectile-based except for D version. A version has some startup invincibility, B has it in the middle once it gets off the ground, D has it until the hit. Aequum Eleison (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. Lux Aeterna (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. On hit and block, Tsubaki bounces a bit away from the opponent Distortion and Astral Confutatis Maledictus (236236C/D) Damage based on amount of charge. C-version does the super without using charge and has invincibility until the first hitting frame. Can be used as a reversal-super. D-version does not have invincibility and uses all remaining charge. If used during mugen (214214D), it will use the amount of charge stock that Tsubaki has on mugen activation. On hit, super knocks opponent away from you, allowing you time to charge. Can be comboed into from 6C. Macto Maledictus (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. Requim Aeternam (632146C) Tsubakis Astral heat, can be comboed from 22x, j.214D, and other various methods. Has many frames of invincibility. d) Changes from CS1 to CS2 [*]Most normals received a proration improvement, and/or untech time increase, leading to better combos off random hits. [*]Most normals now safer on block [*]6B is significantly improved, giving frame advantage and good pressure. [*]3C is no longer cancellable except with Rapid Cancel, no longer a relatively safe, staple move. [*]Charging is much faster and safer. 2D is completely safe, 5D picks up a stock of charge in very little time. [*]236A/B/C are now significantly safer and can be plus on block if spaced correctly. [*]236C can be used as a combo starter. [*]214X moves have gained some head/body invulnerability. [*]22C is now plus on block. [*]236236C now has significant, frame one, startup invincibility, making it a possible reversal.
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Hey everyone. As some of you may already know, there is currently a CS2 tutorial section being spearheaded by SpiritJuice. You may view the thread here: http://www.dustloop.com/forums/showthread.php?11073-Community-Project-BBCS2-Character-Tutorial-Videos-UPDATED-MAY-2ND Anyways the thread has stated what we need, but this thread will also be filled of all the potential information we will collect. It will be split up in the same format as listed in the thread. I will begin editing the following posts and so forth over the course of this week. You guys can feel free to post whatever is needed, including the super obvious stuff! Thanks in advance and let's all contribute to the best of our ability! -Ginseng
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I would like to add on that their venue itself has been reorganized in the front and we have already said we are expecting approximately 70 people, 100 at most. With the extra room, we can provide a bigger area for the minor compared to the NCI in August. Also to those that play Starcraft 2 or any of the dota clones, you can also play on their computers for a fee between your matches if you feel like it. Or you can bash the locals in said games.
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4. Expert Level Combos These combos are generally the best combos but they require a lot more execution from you. Even if they are labeled "expert", players should still encourage themselves to try these combos! a) 0 Charge 1. Midscreen (5A/2A) 5BB 5CC > 623C > j.214A whiff > dash 2C > hjc j.C > jc dj.CC > j.236A j.214C (5A/2A) 5BB 5CC > 623C > j.214A whiff > dash 2CC > 236B 214B 22B 6A > 5CC > 6B > 623C > j.214A whiff > dash 2CC > 236B 214B 22B 6A > 5CC > 6B > 623C > j.214A whiff > dash 2C > hjc j.C > jc dj.CC > j.236A j.214C 2B > 5BB > 5CC > 623C > j.214A whiff > dash 2CC > 236B 214B 22B 2B > 5BB > 5CC > 623C > j.214A whiff > dash 2C > hjc j.C > jc dj.CC > j.236A j.214C 2. Corner (5A/2A) 5BB 5CC > 623C > j.214A whiff > 2C > hjc j.C > jc dj.CC > j.236A j.214C (5A/2A) 5BB 5CC > 623C > j.214A whiff > 2CC > 236B 214B 22B 5BB > 5CC > 623C j.214A (w) > 2CC > 236C > 2C > 22C > dash 5C 2C > 236C 214B 22B 6A > 5CC > 6B > 623C > j.214A whiff > 2C > hjc j.C > jc dj.CC > j.236A j.214C 6A > 5CC > 6B > 623C > j.214A whiff > 2CC > 236B 214B 22B 2B > 5BB > 5CC > 623C > j.214A whiff > 2C > hjc j.C > jc dj.CC > j.236A j.214C 2B > 5BB > 5CC > 623C > j.214A whiff > 2CC > 236B 214B 22B 5B > 5CC > 623C > J.214A(w) > 2CC (max height) > 236C > 5C > 2CC > 22C > 5C 2C > 236B 214B 22B CH 5C > 5D > Dash 5B > 5CC > 623C > J.214A(w) > 2CC (Max height) > 236C > 5C > 2CC > 22C > 5C 2C > 236B 214B 22B b) 1 Charge 1. Midscreen (5A/2A) > 5BB > 5CC > 623C > j.214A whiff > dash 2CC > 236D > dash 2CC > 236B 214B 22B 5B > 5CC > 623C j.214A(w) > 214D > 2CC > IAD j.CC (delay) > 5B > 2CC > 236B 214B 22C 5B > 5CC > 623C j.214A(w) > 2CC > sjc j.C > j.236D > j.214C > 6C > 236B 214B 22B 5B > 5CC > 623C j.214A(w) > (Slight Delay) 236D > 2CC > IAD j.CC(delay) > 5B > 2CC > 236B 214B 22B 6A > 5CC > 6B > 623C > j.214A whiff > dash 2CC > 236D > dash 2CC > 236B 214B 22B 2B > 5BB > 5CC > 623C > j.214A whiff > dash 2CC > 236D > dash 2CC > 236B 214B 22B 236D > 5BB > 5CC > 623C > j.214A whiff > dash 2CC > 236B 214B 22B CH 5C > Tap 5D > Dash 5B > 5CC > 623C j.214A(w) > 214D > 2CC > IAD j.CC (delay) > 5B > 2CC > 236B 214B 22C 2. Corner (5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2C > j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B 5A > 5B > 5CC > 22D > charge (up to 0.5 install) > 6CC > 623C > j.236A(w) > j.214D > tap D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236C 214B 22B (or super) 5A > 5B > 5CC > 623C j.214A(w) > dash 2CC > 623C j.214B(w) > 623C > j.236A(w) > j.214D > tap D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236C 214B 22B* 5B > 5CC > 623C j.214A(w) > 2CC > 22D > Charge > 2B > 2CC > 22C > dash 5C 2C > 236C 214B 22B 5B > 5CC > 623C j.214A(w) > 623C j.236A(w) > j.214D > 5C/5C(w)C > 2CC > 22C > 5C 2C > 236C 214B 22B 5B/5BB 5CC > 623C j.214A(w) > 2CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > dash 5C 2C > 236C 214B 22B 5BB 5CC > 623C j.214A(w) > 623C > j.236A(w) > j.214D > 5CC 2CC > 22C > dash 5C 2C > 236B 214B 22B 6A > 5CC > 6B > 623C > j.214A whiff > 2C > hjc. j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B 2CC(air-hit or not) > 22D > Charge(can up to ~0.7 install) > 6CC > 623C > j.236A(w) > j.214D > tap D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236C 214B 22B CH 5C > 6CC > 623C > j.214D > 5C(w)C > 2CC > IAD j.CC(delay) > 5B > 2CC > 22C > 5C 2C > 236B 214B 22B throw > 6CC > 623C > j.236A(w) > j.214D > Tap 5D > 623C j.214A(w) > 2CC > 22C > 5C 2C > 236B 214B 22B c) 2 Charge 1. Midscreen (5A/2A) 5BB > 5CC > 623C > j.214A whiff > 2C > hjc j.C > j.214D > 236D > dash 5B 2C > 236B 214B 22B 5B > 5CC > 623C > j.236D > j.214C (w) > 6C > 214D > 2CC >(Slight delay) 623C(w) j.214A > Dash 2CC > 236B > 214B > 22B 5B > 5CC > 623C j.214A(w) > 2CC > hjc j.C > j.236D > j.214C > 6C > 214D > 5C > 2CC > 236B 214B 22B 5B > 5CC > 623C j.214A(w) > Dash 2CC > Slight delay 623C > j.214A(w) > hjc j.C > j.236D > j.214C > 6C > 214D > 5C > 2C > 236B 214B 22B 5B > 5CC > 623C j.214A(w) > 2CC > 623C > j.214B > 623C j.236A(w) > j.214D > 236D > 5C > 2CC > 236B > 214B > 22B (or if in the corner 5C > 2CC > 22C > Stuff) 5B > 5CC > 623C j.214A(w) > 2CC > 22D > 5D charge (can up to 0.7 install) > 6CC > 623C > j.236A(w) > j.214D > 5CC > 2CC > 22C > 5C 2C > 236C 214B 22B *must be close enough to the corner* 2. Corner 5B > 5CC > 623C j.214A(w) > 214D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > 5C 2C > 236B 214B 22B [5A > 5B > 5CC]/[2CC > 5CC]/[6A > 5CC] > 623C j.214A(w) > 623C > j.236A > j.214D > tap D (can gain ~0.2 install) > 623C j214A(w) > 2CC > 22C > 5C 2C > 236C 214B 22B 6A > 5CC > 623C j.214A(w) > 214D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > 5C 2C > 236B 214B 22B throw > 6CC > 623C > j.236A(w) > j.214D > Tap 5D > 623C j.214A(w) > 214D > 5C 2CC > 22C > 5C 2C > 236B 214B 22B
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One of the best ways to practice is to have some sort of motivation to get better. If you have some sort of community to get better with, it will further your incentive to become a stronger player overall. Unfortunately, a lot of people don't really have that haha. Online is pretty bad to get better with, but some people have absolutely no choice :/
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Iirc there is also a 15.99 all you can eat kbbq in Fremont, as well as one around downtown mountain view. Don't remember the pricing though. There's also an all you can eat discount taiwanese hot pot around 12-14 per person. Mogo BBQ is completely overrated imo.
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Well...... Score attack AI is programmed to do an attack whenever the player does an attack. When Tsubaki does an attack, the cpu does an attack accordingly. This is why Jin does DPs, Hakumen spams stuff, Hazama spams stuff, and Tager spams 360s. So that being said, you can never get proper reads (not like you can read the AI anyways, it's like a "smart" mashing online scrub). The way you beat seemingly cheap computers is by abusing a certain flaw in the AI.. So I guess my answer is, somehow get him to the corner, and start mashing A attacks so it counterhits every time he gets up...and keep doing that for the entire round. Now after all that clutter, I cannot believe you would even consider beating score attack with a character that has barely any options to beat "smart" mashing.
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22D has no invincibility frames, so it will get beaten out. The only thing it has at lvl 2 is unblockable properties, even when barrier guarded. Good job on winning a tournament at an anime convention! It's better than nothing!
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You can't really afford to do that type of stuff vs Ragna, I'm pretty sure this doesn't change in CS2. The inferno divider option limits any potential frame traps or kara-throw setups. It's pretty much bait the ID or get hit.
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Also PSR is one of the worst ranking systems I've ever seen. It's such a superficial ranking, almost as superficial as the Starcraft 2 league system.
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Please continue combo discussion in here :D
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3. Intermediate Level Combos These combos will be catered towards those that are a bit more confident in their execution! Don't forget difficulty is subjective so everyone is encouraged to do these :D! a) 0 Charge 1. Midscreen 3CC > RC > 2CC > IAD j. CC > 5B 2CC > 236B 214B 22B air CH 2C > 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B air CH 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B CH 214x > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B CH 22x > 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B FC 6CC > 236C > 2A > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 2. Corner air CH 2C > 5B 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B air CH 2C > 5B 2CC > hjc j.C > jc dj.CC > j.236A j.214C air CH 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B FC 6CC > 22C > dash 5C(w)C 2CC > IAD j.CC > land > 5B 2CC > 236C > 5C > 2C > 236B 214B 22B b) 1 Charge 1. Midscreen (5A/2A) > 5B 5C 2C > 214D > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 5B > 22C > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 5B > 2C > 214D > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 5BB 5CC > 22C > 236D > dash 5B 2CC > 236B 214B 22B 5BB 5CC > 22C > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 6A > 5CC > 6B > 22C > 236D > dash 5B 2CC > 236B 214B 22B 214D > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B air hit 236D > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B air CH 2CC > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B FC 6C > 214D > 2CC > IAD > j.CC > land > 5C > 2CC > IAD > j.CC > land > 5B > 2CC > 236B 214B 22B FC 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > IAD j.CC > 5B > 2CC > 236B 214B 22B 2. Corner 214D > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B 22D > 2B/5C > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B 22D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 22D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B air hit > j.214D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 22[c] > 5C 2C > 236B 214B 22B FC 6CC > j.C > 214D > land > 5C(w)C > 2CC > IAD > j.CC > land > 5B > 2CC > 22C > 5C 2C > 236B 214B 22B c) 2 Charge 1. Midscreen air hit > j.214D > 236D > dash 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 22D > 236D > dash 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 2. Corner 22D > 6CC > jc j.214D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 22D > 6CC > jc j.214D > 5C(w)C 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B 22D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B 22D > 6CC > 623C > j.236A(w) > j.214D > 5C/(w)C > 2CC > IAD > j.CC > 5B 2CC > 22C > 5C 2C > 236B 214B 22B or Super 22[D] > tap 5D > 6CC > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B > 2CC > 236B 214B 22B 22[D] > tap 5D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B > 2CC > 22C > dash 5C 2C > 236C 214B 22B 214D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 22C > 5C 2C > 236B 214B 22B air hit > j.214D > 214D > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B c) 3 Charge 1. Midscreen 623D > J236D > J214D > 2CC > IAD j. CC > 5B 2CC > 236B 214B 22B
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2. Beginner Level Combos These combos will be catered towards beginners and experts alike! A good place to start learning Tsubaki's combos! Don't forget, most of Tsubaki's old CS combos will still work if you're too lazy to learn them! a) 0 Charge 1. Midscreen (5A/2A) > 5BB 2BB 5CC > 236A 214A 22A AA 5B > hjc j.BC > jc dj.CC > j.236A j.214C air CH 5B > 6C > sjc (or jc) j.C > jc j.CC > j.236A j.214C 6A > 5CC 6BB > 236C 214C 22C 2B > 5BB 5CC > 236A 214A 22A <- standard low combo ground CH 2C > standard ground BnBs air CH 2C > 5B > air combo air CH 2C > 5B 2CC > air combo AA 2CC > hjc j.BB > jc dj.CC > j.236A j.214C CH 22A > 5B > air combo air throw > 6CC > hjc j.C > jc dj.CC > j.236A j.214C air throw > air dash j. CC(Delay) > 5B 2CC > 236B 214B 22B/C air throw > 2B/5C > 2CC > 236B 214B 22B 2. Corner (5A/2A) > 5BB 2BB 5CC > 22C > 6C > 236C 214B 22B (5A/2A) > 5BB 5CC > 22B > 2B 2CC > 22[C] > 5C 2C > 236B 214B 22B [2681 damage, 32 meter] 6A > 5CC > 6BB > 22C > 6C > 236C 214B 22B [2271] 2B > 5BB > 5CC > 22C > 6C > 236C 214B 22B throw > 6C > 236C > 214B > 22B throw > old 6CC air combo throw > 2B 2CC > 22[C] > 5C 2C > 236B 214B 22B throw > Dash > 2B 2CC > 22C > 5C 2C > 236B 214B 22B air throw > same is normal throw combos air throw > 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B [2824, 27 meter] b) 1 Charge 1. Midscreen (5A/2A) > 5BB 5CC > 236D > 5BB 5CC > 22C (5A/2A) > 5BB 5CC > 22B > 236D > (dash 5B or 5C) 2CC > 236B 214B 22B 5BB > 5CC > 623C > j.236D > j.214C(w) > 6CC > jc j.C > jc dj.CC > j.236A j.214C (will not work on Tager) 6A > 5CC > 236D > 5BB 5CC > 22C 2B > 5BB 5CC > 236D > 5BB 5CC > 22C air CH 2C > 5B 2CC > 236D > dash 5B air combo air CH 2C > 5B 2CC > 236D > dash 2CC > 236B 214B 22B air CH j.C > 5B > hjc j.BC > jc dj.CC > j.236A j.214C 236D > 5BB 5CC > 236A 214A 22A anti-air 236D > 5B > air combo 214D > 2CC 5CC > air combo 22D > 236C 214B 22B <- Vs Tager, Rachel, Valk throw > 236D > dash 5B air combo throw > 236D > dash 5B 2CC > 236B 214B 22B throw > 236D > dash 5B/5C (carries to corner)> 2CC > 22C > 5C 2C > 236B 214B 22B air throw > 6C > 236D > dash 5B air combo air throw > 6C > 236D > dash 5B 2CC > 236B 214B 22B air throw > 6C > 214D > 2CC 5CC > air combo air throw > 6C > 214D (Or 6CC > 214D early input) > 5C 2CC > 236B 214B 22B/C 2. Corner (5A/2A) > 5BB 5CC > 22D > 6CC > hjc j.C > jc dj.CC > j.236A j.214C (5A/2A) > 5BB 5CC > 22D > dash 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B 6A > 5CC > 6B > 22D > dash 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B 2B > 5BB 5CC > 22D > dash 5C 2CC > 22[C] > 5C 2C > 236B 214B 22B 214D > 2CC 5CC > hjc j.BC > jc dj.CC > j.236A j.214C 22D > 6CC > hjc j.C > jc dj.CC > j.236A j.214C any air combo > j.214D > 6C > (236C 214B 22B) or super throw > 6CC > hjc j.BC > jc dj.CC > j.214D > 6C > (236C 214B 22B) or super throw > 6C > 22D > hold 5D a bit > 2B 2CC > 22[C] > 5C 2C > 236B 214B 22B throw > 6C > 22D > Charge > 2B 2CC > 22C > 5C 2C > 236B 214B 22B throw > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > 22C > 5C 2C > 236B 214B 22B air throw = same as throw combos c) 2 Charge 1. Midscreen (5A/2A) > 5BB 5CC > 22D > 236D > dash 5B 2C > 236B 214B 22B anti-air 5B > hjc j.BC > jc dj.CC > j.214D > 236D > dash 5B 2C > 236B 214B 22B 6A > 5CC 6BB > 22D > 236D > dash 5B 2C > 236B 214B 22B 2B > 5BB 5CC > 22D > 236D > dash 5B 2C > 236B 214B 22B air hit > j.214D > 236D > dash 5B > air combo air hit > j.214D > 236D > dash 5B 2CC > 236B 214B 22B 2. Corner (5A/2A) > 5BB 5CC > 22D > 6CC > hjc j.C > jc dj.CC > j.214D > 5CC 2C > 236B 214B 22B 623D > j.214D > 6CC > air combo air throw > same is normal throw combos
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================================================================ [CS2] The Tsubaki Yayoi Combo Compilation 2.2 ================================================================ Updates: 10/20/2011: Added new combos to intermediate and expert sections thanks to BatousaiJ, Hajinshinobi, Kiba, LunarSelenia, and Shurikon. 10/16/2011: Added new combos to expert section thanks to Kiba. 10/8/2011: Updated intermediate and expert sections as well as a few corrections on combos thanks to dutra4ever, Hajinshinobi, Kiba, and Shurikon. 10/2/2011: Updated the expert section of combos thanks to Kiba and dutra4ever. 9/20/2011: Updates to all sections and thanks to everyone who posted in the Simple Q&A thread, combo discussion thread, and the community combo video thread. Apologizes for not listing names for credit but there was a lot and in my (this is pktazn) derpness I forgot to specifically write down who contributed what. I do know that Kiba gave some starters for IAD combos as well as some throw combos and TheGreatReptar contributed some more FC combos. However, this is a community effort so a big thank you to everyone in the Tsubaki community for helping (even if you don't know it)! 9/6/2011: Added a midscreen intermediate FC 1 charge combo. Thanks to BatousaiJ. 8/19/2011: Added a new 2 charge intermediate corner combo that involves 623C > j.236A(w) >j.214D as well as adding a tip for the combo. Thanks to Errol and Dusk Thanatos. 6/13/2011: Fixed some errors within the combo list and added Jin specific notes at the bottom of general tips. Thanks to Airk and diospyros. 5/20/2011: Added personal combo list. It is at the end of this thread. 5/13/2011: Re-did the entire combo format. Combos will be seperated by level of difficulty. 5/6/2011: Added some combos on all levels, bolded some important combos. 4/26/2011: Added combos on lvl 0, lvl 1, and lvl 3 based on new Tsubaki match vids. 4/15/2011: Updated combos, changed formatting of the notation: Now normals done in a sequence are not separated by >, and specials are not separated if it's in a sequence (like 236B 214B 22B). Added couple combos here and there, added incomplete lvl 4/lvl 5 sections. Combos added thanks to BatousaiJ's combo videos. BatousaiJ added to credits list. 3/10/2011: Updated several combos, added information on lvl 0 and lvl 1 combos. Added 2 charge combo section; incomplete. 1/26/2011: Started CS2 Combo Compilation. Only did lvl 0 and part of lvl 1 section. The rest will come in due time. Please discuss in combo discussion thread. Credits to: lol general discussion, youtube vids uploaded by Jourdal, pktazn, etc. BatousaiJ for his work on his combo videos and confirming damages and what works. 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) 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 with CS2, there are multiple variations to do her combos for very similar damage, so choose what you like! Also very important: those who wish to add to the combo thread, please post in the general discussion thread here Table of Contents: General tips regarding Tsubaki's Combos Beginner Level Combos a) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge Intermediate Level Combos a) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge Expert Level Combos a) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge Ginseng's Select List of Combos a) 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. IAD stands for instant air dash, this is done by inputting 956 or 754 on your pad/stick (The 5 denotes returning the stick or dpad to neutral position). This allows you to air dash immediately after you jump. Tsubaki's more advanced combos makes use of this notation. 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. For the 623C > j.236A(w) >j.214D corner combos 5C or 5C(w)C will be used depending on the character. Example: You only need 5C for Rachel while 5C(w)C is needed for Jin. On many combos with 2CC early in the combo, you can add a 236D > dash 2CC after the first 2CC, then continue the combo normally. This allows many of her combos to wall carry even further. You can replace any combo that has 5B > 2CC > 236B > 214B > 22B with 5B > 2CC > hjc j.C > jc dj.CC > j.236A > 214C for more damage, but it sacrifices positioning and charge time. Anything that ends with 22x in a corner situation can usually be followed up by 6C > 236236C Some combos that work on everyone else may not work on Jin due to his hitbox such as the corner combo extension 22C > sliding 5C > 2C. Be careful about your combos when it comes to going against him. Check out the Tsubaki vs Jin match-up thread for some examples.