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Everything posted by Slayer Alucard
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Dunno, didn't try it. Would probably break 10k if it did though lawl
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Completely impractical combo, highest damage I could find w/o mugen: FC 6C > hop > 5C > 214B(1) > 623AA > f. j.2C > 5C > 5C > 623AA > f. j.2C > 5C > 2C > j.2A > f. j.2C > 2C > j.2A > IAD j.2A > j.C > 5C > 632146C - [9893] 10 stars. Combo should pretty much always wall carry since you can squeeze in 4 hops tops after FC 6C :3
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If you're IBing, go ahead and squeeze a DP inbetween for the invul frames. IB reversal really comes down to the situation with what moves you're IBing and the follow ups the blocked attacks have. DP or jab accordingly to the situations. There are times where you just stay patient and block though cause Tsubaki's DP trades often even with IB, or you're just being baited into a frame trap if the other guy picks up on your IB reversal-ing all the time. There's no reason to get out if it means less risk.
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That's because it's useless lol
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Techable 3C is a bummer, that was like one of her best normals. 6B and 2C buff sounds awesome though
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No, it puts them in that slide animation like the other j.214s on CH, so you can run forward and then 2B>2CC>air combo
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You don't need meter to combo off j.214D And that's not true. j.214x is fast, it hits more than you think provided you throw it out sporadically. I'm sure 2149D TK is usable anyways.
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That would make a lot more sense lol TK j.214D for instant overhead? =D
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I thought it said j.214x was a mid, not a high. And it would be amazing if you could jump cancel 2C. Shit takes a little too long to start up anyways as an AA.
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Yea, 236236C has invul frames on start up. It's brief but it's there.
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You troll people with Tsubaka just using her, that's how terrible she is.
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I'm positive that BS is getting fixed in later loke tests. Seriously, they're giving her more ways to get charge in exchange for no options to capitalize off them now.
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Ah, I didn't know you could special cancel 236B still, so never mind lol, that changes everything. If charge canceling gets any worse, it'll probably be borderline unusable.
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Those charge buffs look sexy, but what does 2D being more stiff mean? That charge cancels are useless now? I hope in further loketests that they fix some other things like j.214 series being overhead, 5C with a bit more range, 6B not being trash, etc. 236A start up nerf did not seem necessary considering it's unsafe in any situation, and 214 special looks worthless now. What up with the air throw nerf lawl
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Here's the thing though. Considering it's 360 only, that cuts down to mostly randoms on the Tsubaki team, since most people here are PSN whether they're bad or good. Unless you wanna put together a team of hopeless players, we don't have much members.
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Wat? There's a 3v3 happening?
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Sounds like most of the cast.
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Whenever I find myself in a fight, I tend to revert back to the "safe" combos that I know how to do well. I have an understanding of some gatlings, but I'm not very good at just picking them on the fly, especially when I'm being cornered/pressured. However, is it better to at least try and mix-up, even if I suck at it and will probably end with slaughteredbaki? I notice that the guide says to get them to block, but I have no idea how this is supposed to be a good thing: even if I'm doing combos that hit high and low, most of the time they can keep blocking and eventually I'll come to a point where I don't know what other move to use. Learning a character's gatlings is essential to playing them and is always the first thing you should get familiar with since memorizing it becomes the core of your pressure game and escape routes. If you're unfamiliar with it, your blockstrings won't be fluid and easily mashed out of, and you can utilize any mind games/gimmickys considering you're unfamiliar with the character themselves. That definitely should come before everything else. You'll memorize it after enough games while trying to use all her moves. Mix up is always a good thing. Tsubaki's options are more limited and has less payoff, but that's just part of being low tier. The reason to condition the opponent is so you can use charge cancel pressure, which is canceling a normal to 2D, and quickly stopping the charge and going back into pressure. With this, you can renew your mix ups over and over, and at this point you can add throws, jump cancels, 22D, and whatever to the mix. TL;DR I know combos but I don't know how to use all her moves freely and to their full extent, if that makes sense, and I'm not sure what/how exactly to practice to improve. Will just attempting to memorize all the gatlings help? Like I mentioned already, learning gatlings is important, so yes it is helpful. Other than that, try to be creative with what limited options you have, and never use one mix up too often like 6A all the time to avoid being predictable. The same especially goes for charge cancel pressure, because you don't want the other guy just mashing out and shifting the momentum. I'd also like to know how to get throws in my combos. This seems like it should be something easy, but I honestly just cannot get it to work. Even if they're blocking, I'm never close enough for it to land. It says in the gatlings guide that 5A can be throw-cancelled, and I can get it once a while, BUT and this is admittedly because of the above mentioned problem (and I guess this is a good place to start practicing), I find it difficult to stick 5A into combos naturally. are there other moves that can lead into a throw? Landing throws shouldn't ever be the problem considering Tsubaki is close range. You can sneak it in every time you run up after stopping on 5B, tick throw from 5A/2A, charge canceling, whatever. I don't really understand what you mean about the 5A>throw, but I'm gonna assume you mean purple throws, which are totally impractical. You don't typically use a throw in a middle of a combo unless the opponent fails at teching, you use it to start one. You don't need a move that can cancel into a throw to use throws, you can do it anytime in the form of tick throws- throwing right after block/hit stun ends. Think of it like SF4.
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Wait, when can you combo 5C from 214A? Or was that just a typo cause I have no idea what you're talking about.
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^How about just doing that without nerfing anything else in the process? Action charge is practically needed for her.
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Are you talking about the CH 5C>6C thing? Cause that has nothing to do with 5CC. 5CC is also not the reason why you need a clean 22D. adding any hit before 22D affects that. Any two charge combo needs a clean 22D as well. Anytime you're adding extra hits before 22D you'd be doing the basic 6CC air combo anyways.
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Her 5B is only one frame slower than Ragna's, and maybe slightly less range. It's fine as it is. Like I said, I have no complaints with her damage, only the way she gets charge. If they increase her charge speed or give her OS charge bursts, I'm satisfied.
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No it doesn't. I do 5BB>5CC>214A>22C wallbounce all the time