Jump to content

Archived

This topic is now archived and is closed to further replies.

Kiba

[CP1.1] Tsubaki Video Thread (Updated 9/28/14)

Recommended Posts

What was that 5B whiff after the 3CC > RC into 5A in that fight with the Mu-12? Was that some kind of burst baiting tactic?

Share this post


Link to post
Share on other sites

What was that 5B whiff after the 3CC > RC into 5A in that fight with the Mu-12? Was that some kind of burst baiting tactic?

,It really just looks like he whiffed it to get the timing for the 5A at the right height, since even after 5A prorates, Mu was still at low enough health to get killed

Share this post


Link to post
Share on other sites
*posting a tutorial vid, i hope it's ok =D*
*is it ok to embed youtube vids? or should it be pasted as links only?*
Hi everyone! i'm one of the players/organizers from the blazblue scene in the philippines (on our 4th year now and counting). recently an e-sports organization picked up on fighting games and blazblue is one of its main highlights/most attended on its monthlies. We also host gaming booths in anime conventions. Since anime conventions usually only have "for fun" or casual players that just mash buttons, I decided to make tutorial vids of me learning various characters in a way for a person new to the fgc scene would learn from. Hopefully this proj series can help new players in learning the game =D (tips, suggestions are welcome). We usually get new players from conventions and that's why I'm doing this. Hopefully with this series, more new players will stick around and develop their skill instead of quitting cos "it's too hard"
 
here's the one i made for Tsubaki in BBCP1.1 (overview and starter's combo)
 
 

Share this post


Link to post
Share on other sites

Hey man nice to see you. Either way of linking the videos is fine, no worries. It's a good attempt, making these things can be tough, although there some things to note:

 

-I think where you explained the inputs: that '2' is down '6' if forward, a better way to illustrate them would be to have a diagram to show the inputs, so similar to what I did for the Valkenhayn combo movie here: https://www.youtube.com/watch?v=VAT8B1x_cQU

 

-As a pro you listed that Tsubaki has a very good pressure game. Outside of 5A/2A and the occasional 6B she has a lot of gaps and she can be very easily disrespected. I'd say Terumi's / Rachel's pressure game is good. The good thing about her pressure is that it's flexible, charge cancelling gives you a lot of leniancy.

 

-For a con you listed that she has no good anti air game, but she does in fact have 2C. It may not be one of the best anti airs but it does do its job. Someone who doesn't have a good anti air game is probably Bang.

 

-The 236x series is risky to use as an approach without charge because all of them are unsafe on block, even the D version (which you said was very safe on block).

 

-8:35 You said 6A wasn't an overhead but it is. You also said her 6B is an overhead but it's actually a low

 

-6A and 6C are unfortunately not frame traps. The gaps are quite big when using a gatling into these normals.

 

-Another thing you could've mentioned about mugen is how it gives 110% bonus proration the first time a D special hits.

 

I wouldn't have talked about the DP dive whiff route because it's character specific, and I'll just focus on the more basic things for now. I think for a really good character overview one needs to have really good understanding on the character they're explaining. When you went through her attacks I think doing it in the normals (including throw and CT) - specials - distortions -  astral would be a really good structure. You missed a few things and at times you found yourself going back and forth. There are some points there which seem a little shaky or incorrect but I think the Tsubaki wiki is a good place to get a real basic understanding of the character.

 

I didn't fully watch the second video, but if you want to save yourself a lot of time you could make a combo tutorial showing just the notations and going through set combos (again like the Valk video I posted above). If the purpose of your vid was to go through an explanation as to how to approach the combos then disregard what I've said (I think explaining them can be beneficial). I dunno if you did this eventually, but on a crouching opponent you can slightly extend your combos by using 6BB (you can do 6BB > 214B midscreen if it allows)

Share this post


Link to post
Share on other sites

For the combo part I think what was mainly missing other than the crouching stuff that Kiba mentioned was more book charge using combos other than the 236D side swap one. Doesn't have to be anything complicated, just stuff like the Throw > 22[D] > Dash > 6CC > 236C > 214B > 22B and the corner 5BB > 5CC >22D > 6CC > 236C > 214B > 22B (or the slightly more advanced one with the 6C > j.D > j.C > 5C part). Basically just some examples of how she can use book charges to increase damage.

Share this post


Link to post
Share on other sites

Just recently got a capture card so I decided to make a video explaining one of the many gimmicks I have come up with. Pretty much a simplified explanation of what I have already posted here with video to make things easier to understand. Probably going to do a video per gimmick eventually. Looking forward to using the card when 2.0 hits to display any new tech that gets figured out. With how properties of Tsubaki's moves and whatnot are changing, I'm going to have to figure out different ways to get my dirty tricks to work.

 

6C corner gimmick reset and combos.

Share this post


Link to post
Share on other sites

Well you should congratulated on your vid.

Good display overall with the alternative routes, a blend of music added is a nice touch and I like how honest you were in the last part highlight it's weakness and it's a statement that it's a gimmick. Although I do feel you love the air ender too much.

Share this post


Link to post
Share on other sites

Ha, the only reason that the air ender is used so much is because you actually do sacrifice a good chunk of damage if you go for a slide ender. There's also the fact that 22 is a key part of most of the combos so using it again will trigger SMP and make the slide ender not work. I was originally going to do air knockback ender with j.236A > j.214A routes, but I decided that it would be better to show air knockdown ender instead. I do use the air knockback ender a lot more often, though, especially if I know my opponent will forward air tech again so I can catch them with an air grab from behind to reset them into even more damage.

For example, the chargeless CT route can be done a slightly different way so that you get the slide ender, but you deal about 500 less damage.

6C(AA) > CT > 5C2CC > 236C > 5C2C > 236B > 214B > 22 for 4442 damage. Much shorter combo for less damage.

Maybe I'll record some footage to show the destructive power of the opponent not learning from their mistakes and make that into a video. There are a lot of times when I have blown up opponents if I get just one 5A confirm in the corner even if I have barely any resources. The reset path in the corner into the 6C usually gives me enough heat to do the chargless CT route. I know it isn't good to autopilot, but I use this to help profile the opponent while getting me maximum reward.

5A5BB5CC > 236B > 214B > 22B (1594) > 6C(AA) > CT > 6BB > 22 > 5C2CC > 236C > 5A5C2CC > j.C > j.236A > j.214A (4961) > Air Grab > 6CC > 214B > 5C2CC > j.C > j.CC > j.214A (3284)

That's nearly 10k divided into a confirm and two resets. Again, if your opponent is wary or calm, don't go for this, but if you can trust that they will fall for it, abuse the hell out of this because you will just roll right over them if they fall for the entire thing.

Just figured out another less suspicious route out of a grab as well. Probably should have added this to the video, but it is too late now.

Grab > 214B > 5B > 236A > 22B > 6C

Unlike the 5A route, this one is actually j.A mash safe just like the SMP route so it is probably the safest and least suspicious route because it doesn't give any indication of it being a reset.

Also if you air grab someone while you are facing the corner, there is another route that can be taken to get to the reset.

Air Grab > 6CC > 236A > 22B > 6C

Just another thing to note if you catch someone trying to hop out. Very handy if you DP someone who has their back to the corner and you have a charge. You can go 623C > j.214D > 2B and then jump backward to catch their air tech. Another thing I have been trying out recently.

Probably the best thing about these routes out of grabs is that they will more than likely be 2.0 proof.

Share this post


Link to post
Share on other sites

I had been wanting to make this for a while, but I didn't have the time until now to do so. Here is another gimmick video. It is too bad that they changed 22B's hit attribute in 2.0, so it will not work. Just wanted to get this out before 2.0 hits.

22B pressure reset.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×