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Stray Inu

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About Stray Inu

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    Man I do not even.

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    StrayInu

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    VA
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    Man. What. No.
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    StrayInu
  1. I shall give you a few moments to reflect upon your life and appreciate all that has happened. Then I will erase your life from this world.

  2. I always knew that one day you would find me. I didn't think I could run forever. I am ready to die.

  3. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    That was actually a mistake in the translation, sadly enough. It was that each character now had A B and A C move that was AUB, at the least.
  4. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    Playing Tsubaki is the same as being in an abusive relationship. What is wrong with those of us sticking around. What terrible problems must we have.
  5. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    I imagine some were hoping for real improvements to make her not be ass. Arc did not deliver, so they are done hoping. Bang still has massive damage and whatnot in the corner, good mixup and pressure, etc. I love Tsubaki and will fail with her until the bitter end. Fail.
  6. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    I have no hope of Tsubaki being good in CS2. All of the reasons mentioned are essentially why. If her hitboxes or.gatlings were better people at the loketests would have noticed. All the list says to me is that Arc has no fuckig clue what to do with her and instead of being smart and improving more normals and her basic gameplay they are just making random changes in hopes of hitting gold. That list does not look like gold to me. That list looks like Shit. I still say 5D giving instant part of bar and recovering faster than 2D, and more (maybe not ALL) normals being cc-able would at least give her safer pressure that scared the opponent; block too long and Tsubaki is sitting on a bunch of meter. Fheywwill never implement this change.
  7. I just want you to know that sometimes, just sometimes, I love you.
  8. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    Hell, I'll do it Ginseng. Only took like, 5 minutes. My apologies if I missed something that was said IN the thread. Please correct any errors you see! * 5D charges faster and fastest recovery? It really varied between loketests. Not sure. * 2D starts out slow but the charge speed rapidly increases, recovers slower? CC with it felt riskier. * jD charge speed increased * Charging places Tsubaki in CH state for startup, active, and recovery frames. * 5B more strong * 6BB has more range * 2BB>5BB possible (can't input 2BB twice) * 2C is jump cancellable on guard * 2CC doesn't float much * 3C > 214D is possible. * 22C finisher seems to net around 2 stock instead of 1. * 22D wallbounces only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals. * 236A higher proration * 236D might be a level higher? * 236 > 214 doesn't combo, but 236 > 22 does. * 214A, essentially useless? * 214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible) * 623A on counter hit, untechable time decreased so cannot follow up * j236A has more startup, and can't be used in combos. * j236C has some lag when you land. * j214x all are overheads * j.214C can be charge-cancelled; E.g. j.214C > j.D > more air combo. * Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner 6C, 214C and maybe 214D work. * Air throw bounds the opponent, you can follow up pretty easily * j.CC>j236D>j214D: The light orb from j236D will hit * 5D charges faster and fastest recovery? It really varied between loketests. Not sure. * 2D starts out slow but the charge speed rapidly increases, recovers slower? CC with it felt riskier. * jD charge speed increased * Charging places Tsubaki in CH state for startup, active, and recovery frames. * 5B more strong * 6BB has more range * 2BB>5BB possible (can't input 2BB twice) * 2C is jump cancellable on guard * 2CC doesn't float much * 3C > 214D is possible. * 22C finisher seems to net around 2 stock instead of 1. * 22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals. * 236A higher proration * 236D might be a level higher? * 236 > 214 doesn't combo, but 236 > 22 does. * 214A doesn't float, essentially useless? * 214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible) * 623A on counter hit, untechable time decreased so cannot follow up * j236A has more startup, and can't be used in combos. * j236C has some lag when you land. * j214x all are overheads * j.214C can be charge-cancelled; E.g. j.214C > j.D > more air combo. * Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner 6C, 214C and maybe 214D work. * Air throw bounds the opponent, you can follow up pretty easily * j.CC>j236D>j214D: The light orb from j236D will hit * 236236C still projectile. DP probably is too. * 236236C has more invincibility
  9. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    Thanks for that! I had entirely forgotten about j.214D, though I still don't like having to use charge in her mixup, but hell Tsubaki will take what she can get. She's still rife with problems though :8/: I mean, things like JCable 2C are nice and all, but meh. I just want 5D instant 1/3 to 1/2 bar that is faster than 2D is now to allow some nice cc pressure At... at least... she probably isn't going to be WORSE?
  10. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    And a simple blind joke begins the derailment. Really though, I don't recall any of Tsubaki's normals or gatlings being changed in any meaningful way, so she'll still probably be trash (I will still play her forever).
  11. Stray Inu

    [CS1] Tsubaki Yayoi - General Discussion 2.0

    So it will be STELLAR in Tsubaki mirrors? To be honest I'm afraid that Tsubaki will still be rather weak when everything is said and done. Even if she charges faster, even if she can (somewhat) safely knock off a primer, she'll still have trouble getting in, keeping her pressure up, and being forced to go for gimmicky 22D resets for everything.
  12. Stray Inu

    [CS1] Tsubaki vs Tager

    It's invulnerable for 2F after the super flash where as Tager's is only invulnerable for the first frame. I think, for the D version, at least. Something like that. Basically what Dusk said. You got really, really fucking lucky.
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