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chzchan

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About chzchan

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    Information Junkie

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    Irvine, CA
  • PSN
    Tsubakus

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  1. chzchan

    [CF] Tsubaki Video Thread

    This place has been pretty dead for various reasons, but I haven't stopped coming up with BBCF Tsubaki tech. I have, in fact, made her completely broken. There's so much I want to share, but I am saving some things for the series of tutorial videos I will be releasing in the future.
  2. chzchan

    [CF] Tsubaki Video Thread

    Incoming tons of CF footage of Tsubaki once Jyosua uploads the stream archives. You get to see my awful play along with some great showing from SoCal's strongest Tsubaki, Diospyros.
  3. chzchan

    [CF] Tsubaki Video Thread

    Konan was just crazy against Uma no Hone.
  4. Neat. Thanks for making this as I still have trouble with getting these consistently. I have yet to see the route used in CF so I wonder if it still applies.
  5. That'd be cool, but I doubt it will happen. There have been a handful of get-togethers at Round 1 and some of the people in the BB community down here in SoCal wanted to make them a weekly thing just to show support but that didn't happen. Schedules don't always line up, some people aren't motivated enough to go because of distance, money, or probably the biggest problem, the amount of time they have to sit in traffic to get there. I would really enjoy it if it happened, but I do predict that people will easily burn out at $1.50 per game even if that game is CF.
  6. [8/6/2015] Usagi (TS) VS Mazu (AZ) FT5 I rarely see footage of this player but they pulled off some pretty cool stuff.
  7. [8/10/2015] Wara (TS) vs Air (LI) FT5 God dammit Wara. You OD just like I do. I even looked at how he was managing the specific timings of the ODs based on round time and it was also just like how I try to do so. Most of them are failed, but he also doesn't care because he gets dem stocks in the background. A ton of them were just neutral OD > DP which was really funny. Once he starts using OD as a pressure tool to stay in off of any blocked hit at the beginning of the first round and get a couple stocks out of +4 on block charge cancelling, then he'll be playing like I do. Best OD and ODR examples: Making Litchi's meaty low out of stance whiff. Any of Litchi's moves out of stance have a ton of recovery so it was smart on his part to OD on wakeup here upon seeing her go into stance while he was knocked down. If she would have cancelled the stance, he wouldn't have been able to punish but he would have been able to just get out of oki for free while generating charge and running away since that also takes a bit of time or maybe even start pressure. Making the gatling 4B out of Litchi's staffed 6A whiff. 4B also has a billion frames of recovery so it is a very good place to ODR if you actually block Litchi's staffed 6A and your opponent is autopiloting the confirm they didn't get instead of taking advantage of the fact that the move is only -2 on block for having such a large horizontal range. Making ANY standing overhead whiff. In this case it was just Litchi's staffless 6A raw, but there are no standard standing overheads in this game that have low recovery so if you actually think "I may be able to block this" you can just choose not to block it and OD right through it into a punish which they can't stop even if they have meter. You don't even need to think that. You can just OD at random during gaps in blockstrings and it sometimes just works. Superior gambling tech. What Wara did here after the 5A confirm with his back to the corner is something that I love to do. Starting with 5A into sideswap 22[D] > 6C > 22|B| is the absolute best since it is such a great knockdown and momentum shift out of the situation he just got himself out of and it is so so easy to do. Mashing out of overheads or smacking people out of IB'd pressure reset points that the opponent thinks are safe are where I always go for this out of 5A if I have a charge because I will get that charge back in full plus some more depending on how many normals I use before going into 236C and still be able to catch rolls and meaty on the opponent's wakeup thanks to how godlike non-followup 22|B| ender is in the corner. He even tacks on a 421D just for kicks since he knew he would get another charge by the time OD ended. He is a savage.
  8. Spent a bit of time today making this short video to showcase gimmicky j.D > j.X overhead. You'd be able to confirm out of it at and near the corner using j.214D > X back in CP1.1 but thanks to both the new j.214D and buffed 2A, you can turn that "instant" overhead into damage and, more importantly, corner carry from anywhere on the screen. It really isn't fast at all with j.B being minimum 26f startup and j.C at a whopping 29f, but both have much much more range than 6A and you can't be grabbed out of either. You can also decide to back off if you feel a DP coming by just air dashing backward or air barriering or something. The routes that you get off of it in the corner are amazing for charge generation. You can swap out paths depending on how much damage you want to sacrifice for charge or if you just want a specific ender. The routes shown here are the following: Midscreen: [1 Charge] j.C > j.214D > 2A5C2C > 214B > 2C > 623C > j.236{A}(w) > 5C2CC > sj.C > sj.CC > j.214B [2623 DM][] Cancelling into 5D will get you 0.5 though, but I don't ever like to include that at the end since it changes your oki options. Corner: [1 Charge] j.C > j.214D > 2A5C2C > 214B > 5C2CC > j.CC > j.236A > j.D > j.B > j.BB > j.214B [2667 DM][0.5 Charges] Same as above will get you 1 charge but you get 0.5 in the combo. This means that you actually don't spend any charges by the end of the combo. [1 Charge] j.C > j.214D > 2A5C2C > 236C > 5A5C2C > 214B > 2{C} > 22B [2319 DM][0.5 Charge] Ground ender which also gets you a guaranteed 0.5 charges at the end by cancelling into 5D. With the end spacing you can go for more if you really want to. [1 Charge] j.C > j.214D > 2A5C2C > 236B > 214B > 5A5C2C > 214B > 2{C} > 22B [2353 DM][0.5 Charge] Just a different variation of the above combo which I think is a bit harder. Same ender and all that. [1 Charge] j.C > j.214D > 2A5C2C > 214B > 2{C} > 236A > 214B > 22|B| > 5D > 6BB > 22|B| [2400 DM][0.75 Charge] Gets you by far the most charge with 0.75 guaranteed. You can easily hold D for longer just to top off at 1 or go further if you have that much respect. Haha I can't put brackets around B anymore to show to hold it since it gets read as code. Welp.
  9. He was really trying to not get 360'd. Just right off the bat he was expecting one hard but didn't get one. I wonder what he was trying to accomplish with that delayed j.214C there since I don't think you can get anything off of it on CH. Maybe it was j.214B? I think you can get a 2A on CH. While trying to avoid yet another grab that never came out after doing a delayed and low to the ground j.CC, Konan got enough respect for a full on empty jump into grab which was successful. He immediately did a j.A which whiffed into a j.C near enough to the ground for j.C's active frames to not come out. Was he trying to avoid getting a knockdown on Tager by ending the air corner combo with j.7CC? I guess it makes sense kind of. He'd still stay away while Tager's back is to the wall and he is decently spaced. Still unsure. He attempted a reset off of a Tager specific combo that had an S starter since he knew he wouldn't get that much out of it if he went for an ender. It was a decent idea thanks to Tager's larger crouching hurtbox but it failed because Barrel mashed 5A. Konan not delaying 421D enough to get it to work as protection after a knockdown. He did it much too early and needed to wait until Barrel touched the ground after 2C and neutral teched for this technique to work. If Barrel had delayed tech or attempted to roll, he would have been picked up into an already heavily protated blue beat combo which is the downside of using 421D after a 2C knockdown. This would only happen because of the distance you are from your opponent as well as Tager's gigantic hitbox. An interesting combo filler string near the corner of 22D > 5B5C2C > etc. instead of 5C2CC. I wonder if it actually does more damage or if it is a spacing/timing thing in the combo. While trying to space himself properly from Barrel by using 5B > 22B in pressure, Konan misjudges distance and forgets that 5D extends Tsubaki's hurtbox forward slightly. This gets him smacked in the face by the very very tip of Tager's 5D. See here that following up a blocked DP with j.236D is NOT SAFE AT ALL, especially against Tager since Tager can use his projectile guard point move Sledge to get right under the projectile without fear and smack you on your descent. See, he really didn't even need to protect himself against the projectile with guard point since he reacted so early, but it is the lack of fear here in this case that makes it all the more risky to use against Tager compared to other characters. Not that the j.214D followup to the DP is any better because that gives him a free 360B if he doesn't barrier it. Using whiffed 5As to time a command grab meaty after a knockdown is pretty handy once you see the opponent's neutral tech animation start up. Konan really likes to use normals to time things. I remember he used j.A to time j.C when used in a safejump and also a couple other things like the height of j.B when used after a jump cancel. By dashing and immediately super jumping instead of air dashing, Konan maintains his air option while pursuing his airborne opponent after they had backward air teched. This allows him to get a more stable combo off of the random counter hit that he lands. I'm not sure if he messed up his juggle combo here or earnestly tried to go for the air grab tech trap. He does the same thing again after a successful 6A mixup so it has to be intentional. Another strange ass air ender that doesn't end in knockdown and also involves j.7C. This time he whiffs a j.214A and Barrel techs forward. I don't know about this stuff man. The I guess sort of new 2C > 22B > 5D ender which Konan has been using since forever apparently. Using this ender after 2C sacrifices oki and the safejump setup you get from using 2C close to the ground and creates space while also getting you a ton of charge. Since 22B here is used as a standalone special and not as a followup, it gets Tsubaki a guaranteed 0.5 charges from tapping 5D afterward and this makes a huge difference. He was able to get nearly 1.25 charges in the time it took Tager to finish his quick getup. Too bad Konan was too OCD about getting exactly 3 charges that he held 5D a bit too long which led to a Spark Bolt to the face. Too bad he lost, but he took way way too many risks and got scooped by 360s on his wakeup. As a player, he gets so SOOOO much respect which helps him out a lot when he is applying pressure and whatnot because Tsubaki NEEDS that respect in order to work at all but it only goes so far and Tager is also a goddamn monster.
  10. I thought someone coined that a while ago so I just started using it as well. What should it be called then?
  11. 2B has a P1 value of 90 and 2BB has a P2 value of 85. On top of that both moves have very low base damage at around the same as Tsubaki's 5A and 2A. Both of them combined turn them into Tsubaki's worst non-jab normal combo starter. Because they start off prorated so badly it is hard to get much more damage. If you really want to increase the damage, you can try to confirm from 2B straight into 5C to avoid 2BB's awfully prorating hit. You can also do the Konan loop here but haha have fun getting that down consistently.
  12. I actually kind of miss how voices sounded back in CS and wish there was an option to swap individual voices across versions and languages.
  13. chzchan

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Tsubaki changes evernote that is not translated yet if anyone is willing to help. Thank you in advance. [collapse] システム関連: コンボ時間が減少された。5BB>5CC>槍光スカ>5C>2C>B剣がつながらない。(5CCからなら可能?) 同技補正が削除、必殺技の同技補正はダメージにのみあるらしい アクティブフロウ追加、攻撃を当て続けると発動し、ダメージ上昇やODのたまる時間が短縮される。 エクシードアクセル追加、OD中に全ボタンを同時押しすることで発動、アクティブフロウ時だとダメージが二倍になり生当てで4000近く減る ODをすると時間が表示され、ODが終了するとODアイコンにカウントが表示されたまるまでの時間がわかりやすくなる。 rcODをしてもcODの時間になるらしい 通常技関連 3CCが通常ヒット時でも5Cで拾える JCC>JD>JBはできる 6CCからの低ダコンはできる、ただしコンボを少し刻むだけでできなくなる チャージキャンセル(何か>5Dによるすき消し)は存在する、通常技だと0.25回収、必殺技だと0.5回収 5Bと2Cはjcあり、6Cはなし 6A>5CC>6BからB剣がつながらない 6Bch>6BからはB剣で拾える、6BBの進む距離が短くなったかも? 6B微不利? 5D2Dは変更なし、JDのみ変更ありで高空だと高速で0.5たまり、低空でもう一度高速でたまるらしい 投げはほとんど変わらず、いつものコンボで大丈夫 必殺技関係 槍光スカコンも槍翼スカコンも存在、5Cで拾える 各種D必殺技はスカしてもガードされてても派生可能 C槍はたぶん無敵がある 特殊翼から6Cで拾えない、 D翼は硬直増加、2Bも難しいとの報告あり 必殺技は今回も生出しと派生で性能が違う模様 生D剣はjcが可能、jccCTも可能 A閃はたぶん変わりなし、C閃は裏回る、D閃5分 特殊閃は変化なし、普通に6Cで拾える 鎖はIG2回収 C焔のダメ上昇? バナナはたぶん据え置き 新必殺技、鎚 B版D版両方中段 ガード時B版5分、D版有利 B鎚はダウンがとれる、チャーキャン可能 D鎚はバウンドし、5C等で拾うことが可能 閃ガード派生D鎚をするとスカる、すかし派生で距離を開けるとあたる エクシードアクセルはかっこいい [/collapse]
  14. [8]2C Charge up and then down C.
  15. I do it all the time. I am unsure if I am thinking about doing anything practical with it, but neutral OD can really mess with people unless they are smart. If this Active Flow supposedly makes easier combos stronger then I am expecting the technical effect to be something along the lines of boosting character combo rate higher or to 100 maybe. Some characters would become immensely broken of this was done though haha.
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