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PostPosted: Wed Apr 11, 2012 2:52 pm 
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Just because she has a hard time dealing damage does not mean she CAN'T. It's just tougher for a player to do with all of the things she is lacking. She's not terrible because if you've seen any of the combo vids from DL, she can still wreck people. It's just not easy.

Basically Tsubaki demands more from a player than say Noel who is basically a semi automatic weapon. You don't need good aim with a machine gun. Just point it in the right general direction and squeeze the trigger. The gun does the rest.

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PostPosted: Wed Apr 11, 2012 5:59 pm 
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Saying Tsubaki sucks now....

People are silly :P

Tsubaki will always be awesome, mang.

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PostPosted: Wed Apr 11, 2012 9:36 pm 
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So I've been trying Tsubaki for the first time now. I like the way she plays, but I have to agree about 2 things:

I still think her damage is a bit low for the amount of work you have to put in, and it just makes it even worse that, like Chain said, pretty much everyone's attacks have higher priority even though Tsubaki's aren't really slow... you can get countered so easily because of that. I just practiced against my sister playing as Noel and it can get pretty damn frustrating, especially since I know how to play better. Feels like I have to put twice the work just to be on par, if that makes sense. I'm no prop BB player, nowhere close but I'd like to believe I have a decent feel for the mechanics.

I don't know if this is the place to say it, but anyone got any suggestions on how to get a bit better at her? Things like knowing when to charge, what abilities to use in between etc etc.

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PostPosted: Wed Apr 11, 2012 9:42 pm 
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I hate going against a good tsubaki as a hakumen main. Hakumen (to me) really seems to always be outprioritized, and tsubaki's flashy attacks are hard to respond to, since they are so chaotic.

As small advice, against Hakumen, I'd recommend tsubaki players only do full drive charges in the air (only from far screen) and for the ground do it off and on. The tsubaki players I've fought always seem to fall for Hakumen's hop-special dash mixup while drive charging.

Though obviously if you want to get good with any one player, you need to learn to adapt your character to whoever you are playing against. For example, with Hakumen against Tager, it's all about footsies and keeping a close finger on the drive button, but against lambda it's totally different. Try starting at understanding tsubaki from that perspective. What makes her unique from other characters competitively? How do I use these differences to adapt my playstyle to the strengths/weaknesses/abilities of my opponent?

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PostPosted: Fri Apr 13, 2012 2:16 am 
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Strider wrote:

I don't know if this is the place to say it, but anyone got any suggestions on how to get a bit better at her? Things like knowing when to charge, what abilities to use in between etc etc.


This is exactly the place to say this lol. Allow me to explain Tsubaki as best I can. *Ahem*

The most important thing is to learn her gatlings. Tsubaki's mixup game isn't the best, but it's not bad. She's got an ok overhead and a sort of deceptive low hitting attack with her 6B. Learn all the ways you can link into these moves. It will be key in landing hits.

Secondly, her 22x series of specials. LEARN THESE AS WELL. 22D is and unblockable at full charge and Tsubaki's best option after training her opponent to block. You can also get a nice combo off of it too. Just don't become predictable or you'll be eating a combo instead.

Also for pressure, learn how to charge cancel. Charge cancelling is basically doing something like 5B~5C then quickly tapping 2D then doing something else. This good for poking with 5B as you can do 5B~charge cancel~5B~charge cancel and mess with your opponent's head.

Now about building charges, 5D gets you one charge each time you press and hold it. 2D nets you 3 charges. 5D has more recovery than 2D making 2D the safer option when on the ground and your opponent isn't knocked down. But the best time to charge is after combos. After air combos float down to the ground with j.D or after a successful 5BB~2BB~5CC~236A~214A~22A bnb combo you can charge a little off of the knockdown. Just be wary that charging after combos causes you to lose any pressure you might have had going so choose wisely.

That's all for now. I'll post more later if you need it.

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PostPosted: Fri Apr 13, 2012 5:14 am 
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Pretty much covered this stuff with Luca earlier. Though I doubt I'm at the level atm to put it all to good use.

I'm having a bit of trouble with the 13th challenge in challenge mode. My problem is the jump dash into j.C>C>5C>2C. I think there's a little delay from the first j.C to the second, but I can't seem to get that just right. The opponent either techs out of it before I land it or I do it too early and he techs out before I can get the 5C in... It was hard enough to get the jump dash quickly to begin with but just these small basic things is giving me a headache.

And from what I've heard this isn't even the tough one, because 14 is meant to be tougher.

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PostPosted: Fri Apr 13, 2012 1:47 pm 
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Yeah those last few have those annoying dashes that take some practice. The timing is pretty strict on them. My advice is to practice that part until you can do it. Then try to do the whole combo.

And yes 14 is hard. I still haven't pulled it off myself.

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PostPosted: Fri Apr 13, 2012 8:23 pm 
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Chain Revolver wrote:
Yeah those last few have those annoying dashes that take some practice. The timing is pretty strict on them. My advice is to practice that part until you can do it. Then try to do the whole combo.

And yes 14 is hard. I still haven't pulled it off myself.

I've managed to do the jump dash cancel, but like I said, I can't combo the j.CC into the 5C, he always techs out before the 5C :/ I don't know what I could do different. Even analyzing the way the CPU does it gives no help.

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PostPosted: Fri Apr 13, 2012 8:48 pm 
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You're havingproblems with the
Blahblah > airdash > jCC > 5C > stuff?
It's like REALLY hard to get used to, that's right T_T

I don't really know much about your combos since lolCSEX
But I think you have to delay both C's just so that you land as fast as possible after the second C
Or something

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PostPosted: Fri Apr 13, 2012 9:01 pm 
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Yeah I think Zorg is right. The last j.C hit has to be as late as possible so you can land and quickly do followup.

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