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Kiba

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  1. Information If you'd like to contribute, please feel free to do so! Just link the video along with the time that Valkenhayn appears in the video (using the '&t=xxx' format if necessary), and I'll update this post with that video. Discussions are welcome Dates are in written in MM/DD/YYYY format, by Tournament date. If no tournament date is present, upload date will be used. Notable Players - Uma no Hone - - Misc Videos Strategy/Tutorial Videos: Combo Videos: Valkenhayn Combos - By Hima Compilation Matches [02/13/16] 『HOWLING MOON II』 Suya (VK) [02/13/16] 『HOWLING MOON II』 Uma No Hone (VK) [02/07/16] Hima (VK) Match Analysis [12/13/15] Boku Zen (VK) vs Doctor (LI) / Tsubaki / Chimepi (HK) / Monster Hunter Cross Ojisan (HI) | Part 2 with Monster Hunter Cross Ojisan (HI) + Training Mode [12/??/15] Hima (VK) vs Nu-13 / Azrael
  2. General Overview: Valkenhayn is a relatively tricky character to use, as he relies on the player being constantly cognizant of his/her wolf meter. At times, you may find yourself opting for combos that use less wolf meter in order to reserve a good amount of it for extended oki/pressure/mix-up, etc. Acting recklessly during wolf mode may cause you to fully deplete said meter, thus putting you in a rather unpleasant situation. If such an occasion arises (ideally it shouldn't be happening) playing the spacing/poking game until you've fully regenerated your meter is a solid option in most cases, as you're essentially stalling for time. Note: You will notice that combos which start with wolf mode will indicate which segment is performed in human mode with an h[ ], likewise, you will also notice that combos which start with human mode will indicate which segment is performed in wolf mode with an w[ ]. Transitions from human mode to wolf mode and vice-versa are excluded from this rule and will not be put into parenthesis. Please PM me if any confusion arises as I will be updating this thread on a daily basis. Screen Positioning Explanation: Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner. Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter. Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry. Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you. Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here. General Screen Positioning: Notations j - Jump dj - Double Jump sj - Super Jump AD - Airdash IAD - Instant Air Dash jc - Jump Cancel sjc - Super Jump Cancel CH - Counter Hit FC - Fatal Counter RC - Rapid Cancel OD(LvL?) - Overdrive Level 6C(1) - First Hit Of 6C Only tk - Tiger Knee (In Valkenhayn's case the input is 2147) w[ ] - Wolf Sequence h[ ] - Human Sequence CT - Crush Trigger (CS: ) - Character Specific Combo (CO) - Only Works On Crouching Opponent (AH) - Only Works On Aerial Hit xNRepeat ??? - N amount of times DMG - Damage HG - Heat Gain % [x%] - Heat Required Overdrive Explained Press A+B+C+D while standing or airborne to activate overdrive. Overdrive costs an entire burst gauge and places Valkenhayn in a temporarily powered up state. Overdrive lasts longer the less life you have remaining. Combos in this thread that use overdrive will list the required level of overdrive which will range from 1-10. The duration of overdrive for Valkenhayn is calculated by the following table: Please note that cancelling a move into overdrive splits it's duration in half. Overdrive Levels: Health (%) 100-90 = Level 1 Health (%) 089-80 = Level 2 Health (%) 079-70 = Level 3 Health (%) 069-60 = Level 4 Health (%) 059-50 = Level 5 Health (%) 049-40 = Level 6 Health (%) 039-30 = Level 7 Health (%) 029-20 = Level 8 Health (%) 019-10 = Level 9 Health (%) 009-0 = Level 10 Basic Combo Theory N/A OD Combos Midscreen: N/A Corner: N/A Wolf Gauge Usage N/A
  3. 2/5 Athena Nipponbashi Abareddo (RE) vs Valkenhayn Suya (VK) vs Sodeika (CA) Suya (VK) vs Maohara (IN) Suya (VK) vs Celica Suya (VK) vs Teruri (PL)
  4. 2/5 Central Hachiouji Jirou (AM) vs Sugiyama (VK)
  5. 11/27 a-cho Suya (VK) vs Zexo (AZ) 12/23 Athena Nipponbashi Hakumen vs Valkenhayn Tager vs Valk 1/3 Athena Nipponbashi Suya (VK) vs Murishin (AZ) Suya (VK) vs Tenchi (IZ) Itou Sae (CA) vs Suya (VK) 1/9 Athena Nipponbashi Hazama vs Valkenhayn Nine vs Valkenhayn Frosty Faustings Dogura (AZ) vs Jona (VK)
  6. Kiba

    [CF] Valkenhayn Combo Thread

    Made a CH combo google doc: https://docs.google.com/document/d/1qweAJb0yinGF2RhrpMY0kZlCJfiuNJpfXc6zghnyITw/edit In addition, the strategy guide has been updated for the most part. Still need to fix up the oki section.
  7. Kiba

    [CF] Valkenhayn Combo Thread

    I will need to organise this sometime. In the meantime, please take a look at the Valk combo doc I made: https://docs.google.com/document/d/19fyZrbvmPTVDZNu6w8yQX4glL4JWseLwc4vT6GygU8c/edit
  8. 8/19 Taito Akihabara Uma no Hone (VK) vs Blair (KO)
  9. 7/23 [Howling Moon] Uma no Hone (VK) Matches
  10. 7/11 Athena Nipponbashi Tenchi (IN) vs Suya (VK) FT5 Poropiccho (HK) vs Suya (VK) FT5 Sodeika (CR) vs Suya (VK) FT5
  11. Man I've missed so much. 6/18 Central Hachiouji Sugiyama (VK) VS Shino (CE) FT5 Giketomato (AR) VS Sugiyama (VK) FT5
  12. Information If you'd like to contribute, please feel free to do so! Just link the video along with the time that Tsubaki appears in the video (using the '&t=xxx' format if necessary), and I'll update this post with that video. Discussions are welcome Dates are in written in MM/DD/YY format, by Tournament date. If no tournament date is present, upload date will be used. Notable Players Konan - - Misc Videos Strategy/Tutorial Videos: Combo Videos: Tsubaki Combos | Part 2 - By Kinpika Compilation Matches [04/16/16] Konan (TS) vs The World [Shinjuku Sportsland 2on2] [04/11/16] Wara (TS) vs The World [Athena Nipponbashi 3on3] [03/19/16] Konan (TS) vs The World [Shinjuku Sportsland Tournament] [03/05/16] Tsubaki vs The World [Athena Nipponbashi - J Anson Festival 2on2] [03/05/16] Wara (TS) vs The World [Sasashima Lesiureland] [01/24/16] Fussha (TS) vs Rasu (HZ), Max (AZ) [01/17/16] Wara (TS) VS Ikegami (BA),Sasaki (RE),Inu (PL) [12/12/15] Tsubaki vs Ragna / Rikutoe (VK) / Koteru (PT) / Onawa (AR) [11/28/15] Tsubaki vs Naoto / Goroa (HI) / Nikki (HK) / Yuuna (TG) / Hakumen / Onawa (AR) Match Videos Vs. [04/06/16] Konan (TS) vs Jirou (AM) [11/27/15] Spinoza (TS) vs Ibukichi (AM) [11/27/15] Spinoza (TS) vs Inagi (AM) Vs. [12/23/15] Kitsune (AR) vs Konan (TS) Vs. [02/06/16] Tsubaki vs Azrael [12/07/15] Akashi (AZ) vs Usagi (TS) Vs. [04/06/16] Konan (TS) vs Dora (BA) Vs. Vs. [04/23/16] Konan (TS) vs Itou Sae (CA) / REVIVED | Konan (TS) vs Itou Sae (CA) Vs. [12/14/15] Tsubaki vs Shikkoku (CE) Vs. [11/27/15] Spinoza (TS) vs Hikaru (HK) Vs. [12/07/15] J Anson (HZ) vs Tsubaki [11/25/15] Hasegawa (HZ) vs Kagetsu (TS) Vs. Hibiki [12/25/15] Tatsuya (HI) vs Usagi (TS) FT5 Vs. [12/07/15] Tsubaki vs Izayoi Vs. [03/17/16] Usagi (TS) vs Jin Vs. Vs. [12/28/15] Wara (TS) vs Kasugai (KO) [12/25/15] Tetsuwo (TS) vs Blair (KO) Vs. Vs. [04/06/16] Konan (TS) vs RYO (LI) Vs. Vs. [03/10/16] Usagi (TS) vs Elive (MU) Vs. Naoto [04/16/16] Konan (TS) vs Naoto [12/02/15] Kagetsu (TS) vs Kaqn (NA) Vs. Vs. Nine [04/06/16] Konan (TS) vs Higuni (NI) [03/19/16] Konan (TS) vs Fumi (NI) [12/04/15] Kuresu (TS) vs TORI (NI) Vs. Vs. [11/25/15] Kagetsu (TS) vs Aru (PT) Vs. [02/06/16] Tsubaki vs Rachel Vs. [12/24/15] Tsubaki vs Gouda (RG) [12/23/15] Pika (RG) vs Tetsuwo (TS) [12/07/15] Tsubaki vs Ragna Vs. [02/06/16] Tsubaki vs Relius [12/28/15] Kuresu (TS) vs Mabukapu (RE) [12/19/15] Higuni (TS) vs Makinosuke (RE) Vs. [12/25/25] Tetsuwo (TS) vs Barrell (TG) Vs. [04/06/16] Konan (TS) vs Mikun (TA) [12/04/15] Kuresu (TS) vs Wataru (TK) [12/02/15] Kagetsu (TS) vs Mikkun (TK) Vs. Vs. Vs. [12/04/15] Nao (VK) vs Kuresu (TS)
  13. General Notations Used sj - Super Jump dj - Double Jump ad - Air Dash IAD - Instant Air Dash jc - Jump Cancel sjc - Super Jump Cancel jcc - Jump Cancel Cancel (Tap 8 then input your next attack as normal) CH - Counter Hit FC - Fatal Counter RC - Rapid Cancel CT - Crush Trigger OD - Overdrive tk - Tiger Knee [ ] - Hold Input { } - Delay (w) - Whiff (N) - Can be omitted from the combo. [???] xN - Repeat ??? N amount of times. DM - Damage [HG] - Heat Gain % [x%] - Heat Required [x Charge] - Number of charges / stock / install gauge Required Basic Combo Theory This is just a general guide as to what you can do from certain confirms, so obviously there is room for flexibility. Amend it to your preference! You may notice that some combos are not filled out in the following posts, and that is because most of the confirms lead into the same thing so I kinda wanted to avoid repetition. Hope this helps. Notes: - j.214B enders have the best corner carry and even work in heavily prorated combos, but j.214A can be used to make it easier to catch rolls - As a normality I'm using j.214B enders for most of these combos so if you're using j.214A it'll deal slightly less damage. - It really doesn't matter whether you use 236A or 236B. 236B deals slightly more damage (miniscule) but 236A is reliable for prorated combos - Sometimes 623C > j.236A(w) can be substituted for 623C > j.214X(w). The advantage of 623C > j.214A(w) is that it minimises the difficulty of the j.{B} > j.C{C} combos and doesn't cause a side switch if you want to maintain the same side. Spacing is very important for Tsubaki's combos: - It's very important to recognize when 623C will whiff when the confirms are from a far enough range and opt to go for the 236A > 214B > 22B route. - Charge combos involving 236D may not work on a standing opponent if you are not lose enough. - 236B / 236C may not connect unless you are close enough, so you may need to use 236A instead. Midscreen Confirms 5A (It's generally not worth using charge combos here and these combos are the best you can do on crouching opponents) ----> 5BB > 5CC > 236A > 214B > 22 [1672 Damage] Also the Standard BnB which can be done from any confirm. ----> 5BB > 5CC > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214X [2376 Damage] CHARGE EXCEPTION ----> 5CC > 236D > 5C > 2C > 214B > 5C > 2C > j.C > dj.CC > j.214X [2876 Damage] Normal confirms such as 5BB / 2BB / 6A / 5CC / j.C (You get it) ----> 5CC > 623C > j.236A(w) > 5C > 2C > j.{B} > j.C{C} > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B ----> 5CC > 623C > j.236A(w) > 5C > 2C > j.{B} > j.C{C} > 2CC > sj.C > dj.CC > j.214B ----> 5CC > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B ----> [1 Charge] 5CC > 236D > Dash 5C > 2C > 214B > (5C > 2C > 623C > j.236A(w) > ) 5C > 2CC > j.C > dj.CC > j.214B ----> [1 Charge] 5CC > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214D > Dash 2A > 5C > 2CC > j.C > dj.CC > j.214B ----> [1 Charge] 5CC > 623C > j.236A(w) > 5C > 2C > 214D > jump cancel {j.C} > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B ----> [2 Charge] 5CC > 421D > 236D > Dash 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214B – 6CC > IAD j.CC can be substituted for > 6CC > 214B > 5C > 2CC > air ender for side switch On Crouching Opponents (These are also your 6A starter confirms) ----> 5CC > 6BB > 214B > 5C > 2C > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214B ----> [1 Charge] 5CC > 6BB > 214D > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B ----> [1 Charge + 25%] 5CC > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > (j.236A) > j.214A [3981 / 4002 DM] Any Air confirm (2C AA, hitting aerial opponents with 5C, etc) ----> [1 Charge] (j.B > ) j.C > dj.CC > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214X ----> [1 Charge] if you start with j.A you have to use - j.A > j.C (or j.A > j.B > dj.C) > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214X. Anymore hits before the j.214D will not allow the full combo to work. Forward Throw ----> Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3050 DM] ----> {214B} > 5C > 2CC > j.C > dj.CC > j.214B [2784 DM] ----> [1 Charge] 214D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3249 DM] ----> [1 Charge] 22[D] > Dash 6C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3456 DM] Back Throw ----> 214B > dash 5C > 2CC > j.BC > dj.CC > j.214B [2816 DM] ----> [1 Charge] 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3341 DM] Air Throw ----> 6C( C ) > 214B > 5C > 2CC > j.C > dj.CC > j.214X [3322 / 3173 DM] - 6CC > 214B causes a side switch ----> 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214X [3537 DM] - 6CC > 214B causes a side switch ----> [25%] 6C > CT > 5C > 2CC > j.C > dj.CC > j.214X [3763 DM] ----> [1 Charge] Air Throw > 6C > 22[D] > IAD j.C > 5C > 2CC > j.C > dj.CC > j.214B [3554 DM] ----> [1 Charge] Air Throw > 6CC > 236D > Dash 5C > 2CC > j.C > dj.CC > j.214B [3600 DM] Corner Confirms Normal confirms such as 5BB / 2BB / 6A / 5CC / j.C (You get it) ----> 5CC > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A ----> 5CC > 236A > 214B > {22} > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [specific timing on {22} ----> 5CC > 623C > j.236A(w) > 5C > 2C > (j.{B} > j.C{C} > 2C >) 214B > 2C oki. You have a variety of options from this such as ------------------> 2C > jump cancel j.C for safe jump which can be followed into - ----------------------------------> 2C > j.CC / j.C > 2B / jump > IAD j.CC / empty jump 2B, throw or command grab ------------------> 2C > {421A} / 421D ----> [1 Charge] 5CC > 236B > 214B > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A ----> [1 Charge] 5CC > 236D > {22} > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [specific timing on {22} Throw ----> 22 > 5D (tap) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3001 DM] ----> 22 > 6CC > 214B > 5C > 2C > j.CC > j.214A [3037 DM] ----> [1 Charge] 22[D] > 6CC > 214B > 2CC > j.C > dj.CC > j.214B [3515 DM] ----> [1 Charge + 25%] Throw > CT > 6C > 22[D] > 5C > 2CC > j.C > dj.CC > j.214A [4075 DM]
  14. 2/22 Athena Nipponbashi Shikkoku (CE) vs Suya (VK)
  15. If you'd like to contribute, please feel free to do so! Just link the video along with the time that Valkenhayn appears in the video (using the '&t=xxx' format if necessary), and I'll update this post with that video. If a suitable title for the video is available please list it.Discussions are welcome but please keep it brief as I would like to avoid deviation from this thread.Dates are in written in MM/DD/YYYY format, by Tournament date. If no tournament date is present, upload date will be used.If you want to help link videos you can use this video generator if you like! Click here!If a Nico Video is presented and you do not have a Nico account, use this director.If you want to watch videos from 1.0 it is here. Notice: I apologise for the layout of the video thread. The loss of the tables makes it look a little untidy but I hope it's not too inconvenient. The video thread is divided into 3 posts: - Notable Player Matches - Character Specific Matches - Combo Videos and Misc Notable Players SuyaSoujiUma no Hone Suya vs [05/04/15] Yoshiki (NU) [05/04/15] BTK (KG) [03/15/15] Hakumen [03/15/15] Kogatan (RG) [03/15/15] Litchi | Set 2 [02/26/15] Nu-13 [02/26/15] Relius [02/26/15] N-O (RG) [02/22/15] Matoi (KO) [02/22/15] N-O (RC) [02/22/15] Amane [02/22/15] Air (LI) [02/22/15] Galileo (LI) | Part 2 [02/01/15] Kouya (NO) [01/25/15] Matoi (KO) [01/25/15] Fenrich (JI) [01/24/15] Tager [01/24/15] Tetsu Yarou (NU) [01/24/15] Valkenhayn [01/24/15] Ako (AZ) [01/24/15] Kagura [01/24/15] Platinum [01/24/15] Taokaka [01/19/15] Kikuchiyo (LI) [01/19/15] Maigo (JI) [01/19/15] Izayoi [01/19/15] Carl [01/19/15] Bang [01/19/15] Zagi (AR) [01/19/15] Valkenhayn [01/19/15] Air (LI) [01/19/15] Matoi (KO) [01/05/15] Suya (VK) [01/05/15] Tokuwara (LI) | Set 2 | Set 3 [12/14/14] Tsubaki [12/14/14] Tetsu Yarou (NU) [12/14/14] Nu-13 [12/14/14] Jin [12/14/14] Tsubaki [12/14/14] Rachel [12/14/14] Puromete (LI) [12/08/14] Matoi (KO) [12/08/14] Nu-13 [12/08/14] Kikuchiyo (LI) [12/05/14] Yutta (RG) [11/25/15] Kinji (TK) [11/25/15] Nu-13 - To 43:35 [11/25/15] Arakune - To end. [10/30/14] Tager [10/30/14] Dogura (HZ) | Set 2 [10/30/14] Jin | Set 2 [10/30/14] Bang [10/30/14] Ragna | Set 2 [10/30/14] Denchu (BA) [10/16/14] Tokuwara (LI) [10/16/14] Fenrich (JI) [10/16/14] Iwashi (RG) | Set 2 Souji vs [05/04/15] Fenrich (JI) [05/04/15] Konan (TS) [12/30/14] Isa (VK) [12/20/14] RYO (RG) [12/20/14] Fumi (LI) [12/20/14] Konan (TS) [12/16/14] Hara (RG) [10/18/14] Konan (TS) [10/18/14] Barell (TG) [10/18/14] ZEL (TG) [10/18/14] Tiku (TG) [10/18/14] Mabukapu (RE) | Set 2 [10/18/14] Mu [10/18/14] Kokonoe [10/18/14] Hima (VK) Uma no Hone vs [05/04/15] Konan (TS) [03/13/15] Matsu (MK) [03/13/15] Fumi (LI) [03/13/15] Camelia (HK) [02/05/15] H.H (MU) [02/05/15] Jasu (VK) | Set 2 [02/05/15] Kaichou (IZ) [02/05/15] Kaichou (IZ) FT10 [02/01/15] Kitsune (RC) [02/01/15] Aoi Saki (TK) [10/18/14] Miya (JI) [10/18/14] Dennou (JI)
  16. Table of Contents: Introduction Mini Tsubaki 101 When to use Charge Neutral Game Okizeme Tricks and Gimmicks Bad/Common Habits Credits Adam0812 for nudging me to produce the gimmicks. BatousaiJ for 3CC trick and 1 charge mugen showcase. Surf for the 5C CH > 6C throw bait and 22D airdash setup. TGR for safe jump setup guide. Introduction Welcome to the Tsubaki strategy guide. The aim of this guide will be to help you guys get a better understanding of Tsubaki and will provide ways of improvement. The tricks and gimmicks will provide you with options on how to confuse and confound your opponent, from really basic to advanced setups. Sticking to basic play is alright but you will always want to have something in your arsenal to keep your opponents guessing. Not only will I list the tricks but I will also point out the common habits which I would highly advise against. If you wish to contribute please do so and I will consider adding that idea to the guide. What makes Tsubaki really unique to other characters is her charge which provides its usefulness in a variety of ways, including amplifying damage in combos, gimmicks, and generally helping her to get in. However, that does mean that she is GENERALLY quite weak with her Bnbs, and having no charge provides her with no support when using 623C to escape pressure. Please be sure to take a look at the: CPEX Tsubaki Wiki | Frame Data Tsubaki Basic Combos - Perfect for beginners. Tsubaki Command Grab Setups Tsubaki Corner Combo Oki Variations A little bit about myself: Hi, Im Kiba (AKA Keebs) a Valkenhayn / Kokonoe / 'Tsubaki' player. I picked up Tsubaki in CS1 because she was the only character who interested me before Valkenhayn was announced. I said I did not care if she was bad, but I was gonna use her anyway. I picked up Valkenhayn because I generally like wolves/beasts (a favoured archtype), and I love his movement. Tao can move freely without worrying about meter, but I'm more of a dog lover. For a little more insight, my name (Kiba) also means 'Fang'. I also wanted to be quite versatile with my characters options, so now I use two different characters with varied types of mobility, damage and combos, adding to the fun. Anyway, this is about Tsubaki. I am a Tsubaki veteran and I like to try my best in giving my all, whether it is playing competitively or helping out the Tsubaki community here on Dustloop with pktazn. I enjoy compiling information and contributing so it is never any real trouble for me and I am always open to any advice or critique anyone can offer me. I'm also a massive perfectionist so you may see me from time to time making minor aesthetic changes in threads. I must thank the community for coming together and bringing about this information since the CS1 grim days, and I want to also give a special thanks to my fellow moderator pktazn for helping me build up this forum into a helpful and fruitful source of information. Much love and I hope we can continue to do this in future. Mini Tsubaki 101 Tsubaki hits pretty hard this time around even without charge. With charge and CT, you're just adding more salt, although charge is not particularly useful in most cases now. Tsubaki is also unique in that she can cancel specials into other specials using charge, whether it's on block, whiff or hit. So if you use 236A and the opponent blocks it, you can cancel into 22D or 214D. Remember the order: 236X > 214X > 22X: You cannot cancel the moves in reverse in order, so if you used 214B, you cannot use 236D. You also cannot cancel 22X. Blockstrings I'm gonna divide this into 3 different parts to consider, but if you want an idea on basic blockstrings please look here. Stage 1 This is the stage that most Tsubaki players will start off doing. It will be a textbook blockstring using 5BB > 2BB/6A > 5CC > 6BB. Now this will work against players who can't block, but against those who can block, you would be getting yourself nowhere, with no success in opening up your opponent. Understand that all the opponent needs to do is hold down back, and they will successfully block common 6A patterns. Stage 2 This is where you may incorporate charge cancels in your pressure. It's useful for pressure resets, and throwing your opponents offguard. You may also throw more at this stage, especially since Tsubaki has a very useful kara throw. The charge cancels will generally make your blockstrings shorter as well. This consists of using strings like, 5C > CC > Throw and using a lot of 5As. It's much more useful than the Stage 1 blockstrings because you're using a variety of options to try and open up your opponent, whereas with the above it's the same blockstring you're relying on. Incorporating charge cancels is also quite risky because it's liable to mashing. Stage 3 This is where using the charge cancels can occasionally cost you your pressure momentum because the opponent is now comfortable with how to tackle Tsubaki. In addition to this, it's difficult to open up your opponent because they can react to 6A, they can tech throws and they IB 6B and poke you out of what you're going to do next. At this stage they will realise it is not very difficult to disrespect Tsubaki's pressure and they may mash more. This is why you will need to include blockstrings from all 3 stages. You may even fall upon the textbook blockstring because you don't want the opponent mashing. At this point you may start to add a little more gimmicks in your gameplay (see tricks and gimmicks below) and stuff like TRMs (Throw reject Misses, e.g 5A > Dash 5A > Purple Throw), throw baits if you want, frame traps (delaying followup gatlings slowly) and using throws and command grabs more. I'll go through some blockstrings: Universal Blockstrings (5A) > 5B(B) > 2BB > 5CC > 6BB (This is the standard blockstring) - Sub-route 1 (High): 5B > 6A / 5BB > 6A / 5BB > 2B > 6A / 2BB > 5B > 6A - Sub-route 2 (Low): 5B > 2BB / 5B > 6B / 5BB > 6B - Sub-route 3 (63214C setups): 5BB > 63214C / Anything > 6B > 63214C - Sub-route 4 (Charge Cancel pressure): 5B(B) / 5C > Charge cancel (Dash in if necessary to continue pressure and use one of the above mixups) ----------------------------------------Sub Sub Route (Charge Cancel Pressure): 5B(B) / 5C > Charge cancel into 63214C or Throw 5A Blockstrings 5A xN (To stay in your opponents face and catch mashers. Use with dash/micro dash 5A) - Sub-route 1 (High): 5A > 6A (Use with caution you may lose to counter throws/mashing) - Sub-route 2 (Throw): 5A > throw - Sub-route 3 (Throw reject miss): 5A > Dash 5A > throw - Sub-route 4 (Command Grab): 5A > 63214C - Sub-route 5 (Throw Bait): 5A > tk.214D / tk.236D Blockstrings against Opponent's Barrier (5A) > 5B > IAD j.CC (5A) > 5B > 6C > IAD j.CC (5A) > 5B > 6B (You may lose to your opponent's mash at that range if you resume pressure) (5A) > 5B > 3C (Use with caution. It can catch those not blocking low.) 5B > IAD (crossup j.B) > 5A 6C Blockstrings 6C > 63214C 6C > CT (Pressure) 6C > 421A - The 421A can make DPs whiff except for Kagura, Litchi, Ragna and Jin's D DP (623D) (Against Mashing/Jump outs) 6C > 22D or 214D 6C > 632146B Tight Blockstrings (safe on IB) 5A x3 5BB > 5CC 5A > 5C > 2C 6C > [1]9D Mash safe Blockstrings (safe on normal block) 5BB > 2BB > 5CC 5CC > 6B (Can lose occasionally) Frame Traps 5A > 5B 5BB (Delay 2nd hit) 2BB (Delay 2nd hit) 5BB > Delay 5C 5CC (Delay 2nd hit) 5CC > 6B 6BB (Delay 2nd hit) 6BB > Slight Delay 22B 236X > 214D Blockstrings you can get grabbed out of Anything into 6A (Mainly 5A > 6A) 5A > 2B I use a lot of charge cancels and despite the risk that it can lose to mashing, I have found much success with it mixing it with frame traps and 5A pressure. However against Tager I use very limited blockstrings because he can 360/720 most of them. It's safe (but not completely effective) to play the poking game. Here are the main strings I use: Spaced 5B > 22B/22D: Do not use when magnetised. 5B (Max range) > IAD crossup j.B > 5A: If the j.B hits you can confirm it into a combo. If not, retreat. 5A x2 > IAD backwards However it may be wise to condition Tager and keep him guessing with various mixup, although of course it's risky. IAD j.B > j.C > throw - Can omit j.C and go straight for throw, or use j.CC for another mixup. Charge cancels into throw Using jump cancel pressure Charge Cancels Note that 5B, 5BB and 5C provide you with the best advantage after a charge cancel. 5CC would be good too but normally you would be out of range and more prone to mashers as you attempt to dash in. The other normals leave you at a worse position after a charge cancel. For example, 2B is -1 on block, but 2B > charge cancel is -5. The reason why 5B/5BB/5C > Charge cancel > throw may work is because they are really fast. The aim here is to use them as early as possible because no one really expects it. If you are using a long blockstring and then you opt for the method you are more likely to face mashing, reversals and the like. You can do 5C > charge cancel and your opponent will tech the throw because they have seen it too many times and they expect it. You can easily remedy this by doing 5C > charge cancel > dash 5A > Purple throw. If done fast enough and your opponent did try to throw you during the dash 5A, you should get a throw reject miss, or even a throw counter if they decided to try and mash out of your charge cancel. You can use 5D/2D here it does not matter, and a throw is one of the many things you could do after a charge cancel. You can go for more pressure, or even a command grab. Charge cancels into 6A are extremely ballsy so be careful. Anyway here's a list: 5A > 5D = -9 2A > 5D = -9 5B > 5D = -2 2B > 5D = -5 5BB > 5D = -5 2BB > 5D = -5 5C > 5D = -2 5CC > 5D = 0 Charge Setups Whenever you charge, you sacrifice oki game and you lose all pressure/momentum you had on your opponent, but it's necessary in most cases in order to deal more damage later. Here are some setups in order to gain time/space to charge. Ending combos with a 22B knockdown. (You don't have that much time, especially if they tech in the air) After an air combo ending in j.214A/B/C. (You don't have that much time) After a 236236C/D super. During 632146B. (You can get a max of 2 charges here) After a burst. After a counter assault. In neutral. During a CT CH. (You can get 1 charge here then resume combo) In between combos where you've used max charge 22B (i.e > 6BB > Max charge 22B > 5D > 6CC > etc) j.236A corner oki Charge cancelling during pressure/blockstrings. It doesn't give much but it allows you to slowly gain charges while staying on your opponent. Punishment Game Tsubaki's punishment game is pretty good, especially with 214D > CT involved. What if a character uses a DP and you either blocked it or it whiffed? They would be free to a punish, but what exactly do you punish with? Firstly you need to assess how much time you have and you need to know how vulnerable the opponent will be. For example, with Jin's 623C, you have a lot of time to punish him with a 6C, but with someone like Litchi, you may need to react quite fast because if you're too slow the staff will strike you as it's falling down, resulting in you missing the opportunity to punish, so 3C or 5C is best here. I'll provide a list of some of Tsubaki's strongest punishes. ---Midscreen Meterless 5C > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [4110 DM] [29% HG] 3CC > 5C > 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A [4110 DM] ---Midscreen with 1 Charge + CT CH 5C > 6C(1) > 214D > CT > 6B(1) > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214X [4800 DM] ---Corner Meterless CH 5C > 6CC > 22 > 5D > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4077 DM] ---Corner with 1 Charge + CT CH 5C > 214D > jcc CT > 6CC > 22 > 5D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4900 DM] Useful Tools: Basic Pokes: 5B Anti - Air: 2C Air to Air Pokes: j.B, j.C (More range but slower) High Attacks: 6A, all your aerial attacks. Low Attacks: 2B, 2BB, 3C, 6B, 6BB Neutral Tools: 5B, 421A, 421D, j.236A, 5C, 3C (Do not abuse) Stronger Starters: 5C, 3C, 6C, 22D, j.236D (If you hit with the wing too) When to use Charge As stated in the combo thread, do not waste charge on every opportunity you have. Properly assessing whether to use charge in combos or even gimmicks is the key in improving Tsubaki play. Assessment of using charge includes factors such as damage difference, the possible oki rewards and positioning. As a general rule of thumb, using 1 charge in combos is generally a good idea, 22D or 214D being the best choices. Look at this example: 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3133 DM] - A pretty straightforward combo and one of her main combos in her arsenal. Now with one charge: 5BB > 5CC > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3423 DM] - This combo 300 more damage than the above combo, which is kinda standard. If the combo wih charge deals 300 - 500 more damage than the regular it's ok. Anything less? It probably would have been better to save the charge. This combo is also not universal - 236D > Dash 5C does not work on everyone (Such as Makoto). You will generally find that when you use charge, you will mainly be using one. In the corner it will be 22D, because it gives you the wallstick which allows for better followups, but midscreen you may find yourself using none at all! On the other hand there are some midscreen exceptions where you may want to use 2, and it should only be used where you've used decent confirms (5BB / 5CC / 6A) into 421D > 236D. If you are using more than 2 charges in a combo you are most likely wasting charges. Charge can also be used for different types of setups such as: Combos into 22D > 6C > 632146B oki 22D You will be using this a lot, whether it's in your corner combos or from a midscreen throw. It's a very important special which can also fatal although there's limited opportunities for that. One example is if you blocked Arakune's Reversal super, you have a lot of time to fully charge it and go for a fatal. It can also be useful when used as a frame trap as it can lead into a lot of damage on hit. Fully charged it becomes +8 but it's not so useful if you're out of range because you won't have the opportunity to properly prolong your pressure. 236D This has very limited combo use, but it really does help with corner carry for a midscreen combo. The followup can be difficult as it varies between each character, but it's worth it. If you have meter for CT though you'd probably want to opt for 214D instead. This is a good move to use in neutral to fish for hits, especially counter hits, but despite it being safe it has some pretty nasty pushback so it's normally the end of your pressure. 214D You will be using this alot when given the opportunity and you have meter for CT, because 214D > jcc CT goes into a lot of damage. You may also use this as a followup from 236X either in neutral to cover more ground or if your opponent blocks 236X and you want to cover yourself. It also provides a decent frame trap, though if your opponent blocks 214D you may be forced to cancel it into 22D as it's quite unsafe on block. 623D Only in mugen combos. j.236D Only in combos involving 623C or if you're trying to make 623C safe. The only other time you will be using this is in mugen combos. Don't use this attack in neutral. It's a waste of charge and you have j.236A instead. j.214D You will be using this quite often as well because it allows for very good corner carry too, Example 5B air hit > j.B > j.CC > j.214D > 623C > j.236A(w) > 5C > 2C > etc. Normally you can only followup with 2A, 623C or 236236C / D. Neutral Game The preferred range with Tsubaki varies with the pace of the match and is dependant on the character you are playing against, but traditionally your best takes in the places of close range and long range. Close range: This is probably the most useful place for Tsubaki to be in, and will now frustrate her opponents with proper application of her command grab. You have a variety of mixups here, including 6A, throws, and your lows. You want to make your pressure short and sweet (2A > 2A > grab for example) and you should only be using long blockstrings with frame traps if your opponent is mashy, otherwise it serves no purpose. Ending with the ground enders in the corner is the way to go to maintain your pressure advantage. When pressuring an opponent if you find that you're going to be pushed out of range you could always resort to 421A. Not only does it help for resetting pressure but it also helps to evade DPs/Reversals with the proper spacing. 5CC > 421A is a really good example where you can evade DPs. If they block the fireball you can opt for more pressure such as 5CC which can catch players trying to jump out or those mashing. It's super useful to take note of this. If they try to take advantage of your fireball reset from 5CC for instance remember you could always switch it up between 6B/421A/Charge cancel. Note quite a few characters can get around it with normals or reversals so try not to abuse the reset. Mid range: You will probably be trying to play the spacing game here with 5B. Other methods of getting in include air dashing in, but if you wanted to get away you would be air backdashing. Remember, this is the range where you would probably be jumping the most, whether it is to get in or away. You would not be charging at this range because it is not that difficult for your opponent to run in and punish you for it, especially if the character has strong neutral options such as Litchi and Valkenhayn. Also, 2C is still your most reliable anti air if the opponent decides to jump in on you. 2A can be used as a situational anti air such as against Jin's jump cancels into an immediate j.2C but you have to use it wisely. Long range: Your game from this range is not to pressure. It is to either charge, or use 421A which is a good tool for manipulating a player's movement or to get a bit of space whilst helping you to charge or get in. 236X > 214D is also a real good way to get in as it covers a lot of horizontal ground but it is unsafe if blocked. 421D > 236D is another great way to get in despite being a little charge heavy, but it is +6 if blocked, so you can still opt for some pressure if you wanted. It is also projectile invulnerable so it's the main tool to use against zoners provided you're not predictable with it since they can just jump and avoid it, or jump and hit you during the recovery. Okizeme Air Enders vs Ground Enders TBA
  17. This thread is for the discussion and posting of Tsubaki videos for BBCP! Please feel free to share any videos you find! Please be sure to provide the correct timestamp and the date if applicable! Latest videos will be at the top of their respective list by match date and not upload date. Matches are listed in alphabetical order, and if necessary, use ctrl + F to find what you want. In case a Nico video is present, you can use this director to watch 'em. This time around there is a section of videos dedicated to notable players so you guys can easily catch the videos of the top Tsubaki players. Hope it helps, and enjoy! If you find a problem with link whether it's incorrectly timestamped or if the video no longer works please let me know. If you want to help link videos you can use this video generator if you like! Click here! Notable PlayersKonanKuresu Konan vs[06/28/15] Kogatan (RG) [06/28/15] Chin (IZ) [06/28/15] Puromete [Koike] (LI) [06/17/15] Dogura (NU) [FT10] [05/04/15] Yoshiki (NU) [05/04/15] Uma no Hone (VK) [05/04/15] Judo (BG) [05/04/15] Souji (VK) [04/11/15] Dora (BG) [04/11/15] RYO (RE) [04/11/15] Akizuki (TG) [04/11/15] Zekuso (AZ) [03/22/15] Hage (TG) [03/21/15] Zekusu (RG) [03/21/15] Oto oto (TK) [03/21/15] Noel [03/21/15] Baru (RG) [03/21/15] Hevi (HK) [03/21/15] Carl [03/21/15] Genbu (PT) [01/11/15] Denpo (RG) [01/11/15] Ryusei (JI) [01/11/15] Kaqn (CE) [01/11/15] Miya (JI) [01/11/15] Yoshiki (NU) [12/30/14] Fumi (LI) [12/30/14] Bakuga (BG) [12/20/14] Souji (VK) [12/20/14] Ragna [12/20/14] Judo (BG) [10/18/14] Souji (VK) [10/18/14] Isa (TK) [10/18/14] Mitsurugi (HZ) [10/18/14] Mitsurugi (HZ) [10/13/14] Minami (CE) [10/13/14] H.H (MU) [10/13/14] Koichi (IZ) [10/13/14] RYO (RE) [10/13/14] Tetsuwo (JI) [10/13/14] Tetsuwo (JI) Kuresu vs[05/01/15] Chin (IZ) [02/01/15] Yoshiki (NU) [02/01/15] Koroko no Kizuato (BG) [12/12/14] Yuuto (TK) [12/12/14] XDF (JI) [12/12/14] Kiyoshi No Yoru (NU) [11/10/14] Mabukapu (RE) FT5 [11/08/14] HARA (RG) [11/08/14] Serizawa (MU) [11/08/14] Kureru (IZ) [11/08/14] Osaka (LI) [11/08/14] Kagura [11/08/14] 8C (PT) [11/07/14] Yoshiki (NU) [11/07/14] Yamashiro (TG) [11/07/14] Ryusei (JI) [11/07/14] YENGE (JI) [10/31/14] Goro (MK) [10/27/14] Goro (MK) FT5 [10/12/14] HARA (RG) [10/12/14] Nao (VK) [10/11/14] Jirou (AM) [10/11/14] Shino (NO) [10/11/14] Nao (VK) [10/11/14] HARA (RG) [10/10/14] Takenoko (KG)
  18. 2/14/16 Amipara Castle Makki@Rinhime (RC) vs Kamabu (VK) FT3 2/8/16 Central Hachiouji Koreru (IZ) vs Sugiyama (VK) 2/21 LL Kureha Shii (TK) vs Tawashi (VK) 2/18 Playspot Big One Shiro (VK) vs Chiri (CA) Shiro (VK) vs Usagi (TS) 2/15/16 Athena Nipponbashi Suya (VK) vs Tera Luna (TS) Suya (VK) vs Bullet - This gets cut off 2/13 Uma no Hone (VK) vs Tenchi (IZ) Urban Square FT5 『HOWLING MOON II』 Uma No Hone (VK) 『HOWLING MOON II』 Suya (VK)
  19. 2/4/16 Playspot Big One A92 (HK) vs Hima (VK) Hima (VK) vs Camelia (HK)
  20. Kiba

    [CF] Tsubaki Video Thread

    1/17 Wara (TS) vs The World | vs : Ikegami (Bang), Sasaki (Relius), Inu (Platinum)
  21. 1/4/16 Shino (NO) vs Sugiyama (VK)
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