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NickExtreme1

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

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This thread is the perfect place to post your video(es) of your Tsubaki play and have them critiqued by the best and receive advice on what you should work on to take your Tsubaki play to the next level.

If you are a Tsubaki main, sub, or just play Tsubaki just for fun and want to get better with her, this is THE place to post.

I'm sure I'm going to be posting here A LOT; planning to start fresh and main Tsubaki next week :keke:

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Since this thread hasn't gone anywhere, i figure id start with a vid from my last terny

Aside from the 1 attack i left out of pretty much every combo (has been fixed), any advice is welcome. There is a bunch of vids there, just look for team cambridge

http://www.youtube.com/watch?v=KQFSwxbh1Zc

with any luck something might come of this

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Alright ggs guys this is what I have to say:

Shaffler:

- Stop mashing normals when you're out of blockstun or hit stun. Bad habit to have especially when your normals lose to almost everyone up close.

- Don't rely too much on DPs, Tsubaki's DP is terrible. Use very sparingly.

- Stop depending on jumping up to charge, when you do that, you can get anti-aired easily, and you will get cornered.

McMoney:

- Same as Shaffler, don't depend on mashing out normals and dps out of pressure, what you really need to work on is blocking.

- Don't always jump up to charge, then dive down. It gets predictable, and it's easy stopped by quick anti-airs.

- Don't spam throw all the time, this may be netplay, but when it matters, those throws are going to end your pressure or you're going to get DPed by ragna.

Those are the things that caught my attention the most, so work on minimizing those!

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I'll work on just that, thanks. And I picked up a few tricks while watching you guys, too. Might as well implement them to myself tomorrow.

How's my trolling, though? Do I get at least a B+ for choosing the Hype Dog stage every time I get the chance?

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I'll work on just that, thanks. And I picked up a few tricks while watching you guys, too. Might as well implement them to myself tomorrow.

How's my trolling, though? Do I get at least a B+ for choosing the Hype Dog stage every time I get the chance?

I punished your troll with a Yukikaze.

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K I kinda did catch myself mashing quite abit but you know your pressure was so scary though. And I did notice you were predicting my dp's as well. Just got to calm down a bit. But like shaflfer I did learn a lot. Just got to put it to practice

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I'd work on your choice of combos. 2BB > 22D is almost never a good idea, since you're getting bad damage off it. Even when you got a clean 22D, you were doing a sub par combo instead of the basic 6CC > hj.C > j.CC > 236A > 214C, or the 2 charge combo with 6C > 214D. I also saw you RC to continue mixing up, there's no point doing that when you can charge cancel. Last thing is to not get too predictable with your 22D resets. Try to use them when you actually hit the guy or just more sparingly, cause you did it almost everytime in a blockstring when you had meter.

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Thanks. Yeah 22d is so tempting... o.o l need to stop, yes. And pardon my combos. l never looked at her combos from here, in fact l got everything from random vids l watch. Maybe it's time l put training to good use.

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When you were mu:

- Should set up steins instead of running towards them, especially after a DP. Makoto should be coming to you, not the other way around.

- That super after your burst in the first round was questionable and didn't really do anything at all except lose meter.

- Space yourself more with backdashes, etc.

When you were Tsubaki:

- Don't rush down so much, use charge to amplify your combos. It's not that rushdown is bad, but there's a lot of disadvantages in doing so, especially vs better players.

- Don't do random 236D without a purpose, hitting that projectile + D attack was very, very questionable.

- Work on your spacing and judging your range. You're whiffing a lot of stuff.

- Don't do 236C without meter for RC or the follow-up. It's unsafe on HIT.

- 236C is guaranteed after DP D > j.214D.

- Jumping a lot is mandatory with Tsubaki, one of the main ways to get in, especially vs the higher tiers.

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Ah you play mu too? Thank you! I'm still used to CT Rachel, just get the hell in and STAY in, unfortunately that dosent help with everyone.

But with mu l feel like her normals are terrible, so goodness help if l get rushed. But ok, space, zone backdash. l'll try... T_T

l was really messing up with tsu, alot of things just happened by mistake. But jump? Really is that good for her?

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I play against Aginor's mu a lot, so I have some idea of how Mu should be played. Her normals are better than Tsubaki's though lol :)

Jumping is a way to get in. That's all I can really say, and it's one of the only ways to really avoid some very dangerous pokes like Hakumen's 4c, ragna 5b, etc. And by jumping in, I mean not mashing buttons while doing it.

EDIT: I'm available now at PSN if people want to play.

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Here's a vid of my third day with Tsubaki: http://www.youtube.com/watch?v=_Z7AdvnFFDM

I think I've picked up a good majority of her stuff, though I drop alot of combos. The Hazama matchup feels like one of my worst atm though, so I'd like to know what I should/shouldn't be doing here.

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I liked that video:3 sadly i didnt have the chance to play online yet. gotta collect some EU PSN ids first.

i also got this only 3 days ago, but i saw a few things you could change:

-dont do the shield rush except for the d version (and the c version in combos) its so unsafe its not even funny.

-DP during pressure also is very unsafe(also there were some little holes in your pressure)

-im not sure if that one time was on purpose, but 22D should usually lead into 6CC...i thinkXD

-hitconfirming 5B CH into 6C is cool:3

not saying that i can do all of this alreadyXD just wanted to point that out.

Also got a question of myself:

any advice on what attack to use for air to ground? im normally using j.C so i can combo into 5B on CH.

also: does any move other then 22B have projectile guard point?

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Seo:

- You don't need to be so adamant about charge cancelling after getting a hit in. You could have finished him a couple times if you didn't charge cancel.

- Good job being patient, most players can't do that, especially with Tsubaki's dive and charging moves (not a great and reliable way to approach)

- Don't always spam charge cancel to attack again, better players can interrupt that.

- I think I'll need an offline match or other matches from you to really judge you on your habits. (I say offline because that's when your online/bad habits REALLY start to show.)

Seyu: only 22B has projectile guardpoint, other B specials have projectile invincibility during specific frames.

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I liked that video:3 sadly i didnt have the chance to play online yet. gotta collect some EU PSN ids first.

i also got this only 3 days ago, but i saw a few things you could change:

-dont do the shield rush except for the d version (and the c version in combos) its so unsafe its not even funny.

-DP during pressure also is very unsafe(also there were some little holes in your pressure)

-im not sure if that one time was on purpose, but 22D should usually lead into 6CC...i thinkXD

-hitconfirming 5B CH into 6C is cool:3

not saying that i can do all of this alreadyXD just wanted to point that out.

Thanks man! I totally didn't expect that 22D to hit, so I completely choked when it did and just dashed like an idiot XD;

Seo:

- You don't need to be so adamant about charge cancelling after getting a hit in. You could have finished him a couple times if you didn't charge cancel.

- Good job being patient, most players can't do that, especially with Tsubaki's dive and charging moves (not a great and reliable way to approach)

- Don't always spam charge cancel to attack again, better players can interrupt that.

- I think I'll need an offline match or other matches from you to really judge you on your habits. (I say offline because that's when your online/bad habits REALLY start to show.

Yeah, I'm not too sure why I was charge cancelling on hit so much myself, probably me having really weird twitch reactions, heh. I can see what you mean with not always charge cancelling to attack again, I ate a FC Jayakou for that. I'll try get a couple of offline matches recorded whenever I get some friends over.

Thanks again guys =)

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Found a vid online uploaded by psn pal of mine. I didn't know, but good a time as ever to get my Tsu critiqued by great players here.

http://www.youtube.com/watch?gl=JP&hl=ja&v=PSggt5c5e5E

Still new to her, also would like to know my mistakes in this match up. I play haku too, feels bad to be on the receiving end but i don't rely on counters like that much.

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I'd really appreciate it if I got some feedback about my gamestyle. I put this video in particular because I need to learn the matchup mroe against Lambda. Most of the time I get zoned out. There are some Mu ones I'd like to show too if possible.

After watching the vid I have discovered some thing though:

-Should I be using the 5BB-2BB-5CC-CC/22D combo on block?

-I went for an astral near the end because I thought I'd get him but that obviously didn't work. Was I too far away?

-Am I predictable with dodging the projectiles with 22B?

-I messed up a combo near the wall. It wasn't supposed to be 5BB-2BB-5CC. The 5CC was supposed to be DD instead.

-Am I doing anything else wrong?

http://www.youtube.com/watch?v=3aLYxtyCQCY

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My pretty amateur opinion. Take all comments with a grain of salt.

I'd really appreciate it if I got some feedback about my gamestyle. I put this video in particular because I need to learn the matchup mroe against Lambda. Most of the time I get zoned out. There are some Mu ones I'd like to show too if possible.

After watching the vid I have discovered some thing though:

-Should I be using the 5BB-2BB-5CC-CC/22D combo on block?

-I went for an astral near the end because I thought I'd get him but that obviously didn't work. Was I too far away?

Astral only has about half a second of invulnerability (25 frames), and that starts counting at the flash, so you can't use it to just indiscriminately blow through projectiles. So yes, you were too far away.

-Am I predictable with dodging the projectiles with 22B?

I don't know about 'predictable' but it's not doing you a lot of good - you got a hit off it the first time when he tried to dash in following a Spike Chaser, but most of the time, that's abnormal behavior for Lambda, so you haven't really accomplished much by avoiding the 214D except maybe saving yourself a guard primer.

-Am I doing anything else wrong?

Mostly it looks like you just need a little practice recognizing the startup of her 214D and superjumping or airdashing towards her at that point. Other than that, I'm not seeing much mixup from you - mostly you got your damage when your opponent was hitting buttons or just stopping his guard. Mix in 6A and 6B/2B (outside of 5BB>2BB). While it's okay to do the "Basic" combo on block, if you do the same thing over and over, you risk getting reversed, and perhaps more importantly, your opponent always knows just how to block. Since this is a blockstring and not a combo, it's -okay- to use those "non-comboing" gatlings - 5BB->6a when they're expecting 5BB->2BB. Run in with a 6BB or 6A combo instead of just a plain 5B. 5B is great and you can get a lot of damage off it, but you're relinquishing a chance at making your opponent guess wrong on which way to block. Similarly, while you applied some pressure with throws, you failed to followup the one successful one I saw - any throw should lead into, at the barest minimum, a 236A->214A->22C combo. There's more complicated stuff you can do too, but -something- should come after the throw. And of course, there's 22D, though in the Lambda fight, it may be hard to muster the charge.

That's my severely unpolished two cents - including a lot of theoryfighting that I'm not good enough do reliably myself, so I daresay others will offer better advice soon enough.

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My pretty amateur opinion. Take all comments with a grain of salt.

Astral only has about half a second of invulnerability (25 frames), and that starts counting at the flash, so you can't use it to just indiscriminately blow through projectiles. So yes, you were too far away.

I figured.

I don't know about 'predictable' but it's not doing you a lot of good - you got a hit off it the first time when he tried to dash in following a Spike Chaser, but most of the time, that's abnormal behavior for Lambda, so you haven't really accomplished much by avoiding the 214D except maybe saving yourself a guard primer.

Yea that's understanable I see what you mean. So I'm better off jumping and trying to air dash in like you said? Although I'd need to be wary of her 6D.

Mostly it looks like you just need a little practice recognizing the startup of her 214D and superjumping or airdashing towards her at that point. Other than that, I'm not seeing much mixup from you - mostly you got your damage when your opponent was hitting buttons or just stopping his guard. Mix in 6A and 6B/2B (outside of 5BB>2BB).

I'd like some mixups, but I don't use 6A because it can be useless. The person I was playing is quick on his feet, so the moment i used it, I would not have been surprised if he backdahed or even tried to attack me in the process. I only really use it when my opponent least expects it. I try to focus on throw cancelling instead of using 6A because of the risks it carries. I'll try the 6B startup for mixup. The only real reason I keep using 5B is because it's her fatest poke, but I will attempt to stop the whole 5BB>2BB thing, and try to mix in others like you said.

While it's okay to do the "Basic" combo on block, if you do the same thing over and over, you risk getting reversed, and perhaps more importantly, your opponent always knows just how to block. Since this is a blockstring and not a combo, it's -okay- to use those "non-comboing" gatlings - 5BB->6a when they're expecting 5BB->2BB. Run in with a 6BB or 6A combo instead of just a plain 5B. 5B is great and you can get a lot of damage off it, but you're relinquishing a chance at making your opponent guess wrong on which way to block.

Yea exactly, but I will try those others more often.

Similarly, while you applied some pressure with throws, you failed to followup the one successful one I saw - any throw should lead into, at the barest minimum, a 236A->214A->22C combo. There's more complicated stuff you can do too, but -something- should come after the throw. And of course, there's 22D, though in the Lambda fight, it may be hard to muster the charge.

That's my severely unpolished two cents - including a lot of theoryfighting that I'm not good enough do reliably myself, so I daresay others will offer better advice soon enough.

That time my input didn't come out unfortunately.

Ohter than that you have taken your time so help me so thanks alot man! I really appreciate the critique.

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I'd like some mixups, but I don't use 6A because it can be useless.

A high/low game doesn't work without highs. If you have no high pressure, you can't make your opponent block wrong. Sure, 6A isn't the best overhead in the world, and it's risky. But if you don't mix in some sort of highs, you're missing out on one of the most basic mindgames.

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That's so true.

And my bad, I should have rephrased what I said. I dvery rarely use her 6A very often. I can see what you guys mean though. Thanks.

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Again; It's a matter of conditioning. If you do 5BB->2BB->5CC every block string, they KNOW that they can just sit there and block low, or, at least, block low after the first two hits. And they will. But if suddenly after the third or fourth time, that blockstring turns into 5BB->6A, they're not going to be expecting it, and they're going to get hit. You don't think your opponent is -reacting- every time to your 2B, do you?

So yeah. Don't -start- with 6A (at least, not often - unless, say, you've conditioned your opponent that you like to run in with 6B.) 6A is not bad and without, you've got nothing except jump attacks to keep your opponent from just lowblocking all the time, so use it. The important thing is to keep your opponent guessing. Break up your blockstrings by adding tick throws at random places. Put the 6A in randomly - you can gatling to it off of any of the first four attacks in your string - 5B->6A, 5BB->6A, 5BB->2B->6A, 5BB->2BB->6A. Yeah it won't -combo-, but that's okay because you're not hitting him anyway. Observe when your opponent likes to block low - does he only do it when he's expecting the 2B? Or is it his preferred block? Etc.

To win with Tsubaki, you've really got to outplay your opponent, and that means using all the tools you've got to do what your opponent isn't expecting, and then capitalize.

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Process of conditioning with Tsubaki: Masher > stop mashing (gets hit by stuff) > realizes that mashing is better > Starts mashing again and never goes back to not mashing.

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