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NickExtreme1

[CS1-CSE] Tsubaki Self-Improvement and Critique Thread

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I don't have much to comment on with the 1st match. Thunderbolt you're a little too honest when blocking at times. It may help you get out of 6B pressure resets if you IB it, that way you make it unsafe and you can poke Tsubaki out of whatever she's going to do next. You did it once, but it worked because Airk was a little further away, whereas if he was upclose you may have had difficulty dealing with it. IB'ing would help you to punish consistently.

You may also want to avoid using 22A for combo enders because it has the most recovery, and you won't have enough time to charge or go after your opponent. Instead, just do 5BB > 2BB > 5CC > (214A) > 22B. 22B has the most untechable time out of the 3.

Airk, 236C is bad, especially without meter or charge, which was mostly the case. With your match against the Carl, at 58s, you could've confirmed into something better. You could've done j.CC > 5C > 22D > Stuff. Didn't really understand round 2, the player was getting way too many CHs on you. I think you could also incorporate more 5A pressure and (kara) throws.

With your 6A FC combo, why did you opt for the air combo here? You could've done 6A > 5CC > 6CC > 236C > 214A > 22B instead. If you're more confident, you could do ... > 236A > 214A > Dash 5C > 2C > ender.

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Most of that unfortunately just comes down to execution - I'm still not in the habit of going from j.C© into 5C. Counterhits are generally failed DPs, or failed anti-airs. =/

I'll try to work with your suggestions. I sometimes remember to do jab pressure, but it's not really a well ingrained habit yet.

Random 236Cs are because Thunderbolt charges too much and punishes kinda poorly, so I was definitely getting sloppy/lazy there. =/

Thanks for taking the time to take a look and comment.

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Called it.

Too honest?

As in, you respect me too much.

And whats recovery?

It's how long you're stuck doing nothing after doing the move. 22A gives less time to charge afterwards than 22B as a result.

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DP, block, hit some buttons/escape.

Tsubaki's 2 most common pressure restart points are after 6B (it's +1) and after a charge cancel (varies, most charge cancels that make your frame advantage better are -2, 5CC>Charge Cancel is +0). After those, you can DP to try to beat out them dashing in a restarting pressure, block and just respect it, push some buttons yourself if you think they're going to bait a DP by just sitting there and blocking (or you can press buttons after instant blocking one of her pressure restarters), or just try to get out of the situation by jumping out, airdashing, whatever to make some space.

So it's like, DP, sit there, or other, each with a varying level of risk and reward. Blocking I guess carries the smallest amount of risk, but the reward is basically nothing since you have to do one of the other two to get out of Tsubaki's pressure. DPing can get blocked, or they can jump and get in your DP's blindspot and smack you in the face with whatever they want. If they try to dash up jab/throw/5B/whatever though, you get to either reset everything to neutral without charge, or you gain the offensive with 2 charges. If you try to jab out, they can always delay followups to pressure restarters to CH you (6B into 6BB, 5CC into 6B instead of charge cancel, you can also do stuff like do 5C then delay the hell out of 5CC to sort of feint going for a charge cancel and option select 6B/6C after it), but the reward is good since now you're on offense. If you try to escape, then some of the same stuff that beats jabbing can hit you out of jump startup. It's easier to escape, so there's less risk, but your reward is going back to neutral instead of getting offense going.

And just on the subject of 22X enders, I'll just reiterate that you should never be using anything other than 22B. It's got the most untechable time, so it's the only version of 22X that will give you enough time to do stuff like 6A/3CC followup for oki.

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Yeah; I'm not sure I understand why this seems so difficult - you used to DP the crap out of me when you were playing Mu.

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Pretty much what TGR said.

The game is pretty much about knowing what your opponents options are, and knowing what options of yours beat their options, and employing your options to beat their options. Whether offense or defense, it's really bad if you are predictable to the point that your opponent knows what you are going to do. If you know someone is resetting after 6b a lot, just DP them, or iB>2a them.

Also part of what makes 5a pressure good is that you can't see the reset points and throws are a lot harder to see than her overhead too. It pretty much forces the opponent to act on reads, and that is a lot better than tsubaki's overhead which can be seen and disrespected.

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