First of all: Let me say that this was a VERY educational video and has really showed me more of BBCPEX Tsubaki's potential. The combos were well done and had very interesting setups. The guides that you placed were clearly defined and even better in execution. You showed us how to maximize and have fun with Tusbaki. She is a character that I didn't really get into until I played Izayoi. After learning more about her play style, I felt like she wasn't very good, but boy did you prove me wrong with this video. I also have a new found respect for her theme, especially the vocal version. Let me say this one more time: This was an amazing video and you are an amazing Tsubaki player, Thank You!
Daedron12 That's good, we need more Tsubaki players. Personally, I'll never let go of Carl, I've played him ever since CT. Not very good, but I love him all the same, all the puppets really. Though, Amane is just awesome.
Dude your video editing is sick. I love what you did with the songs too!!! great comcos. Been out of this gme since CSX and im getting back in now with my main, glad to see her BNB aint 1800dmg now haha
You can combo into astral from almost everything, the easiest one without charge is x > 623C > j.236A(w) > 5C > 2C > astral. Just make sure to time the j.236A whiff correctly so the 5C/2C hit as low as possible or you'll whiff right under them. I'm sure doing 623C > j.236A(w) > 5C > 2C > 214B > 2C > astral works too. With charge you can do the 236D combo into 6C(C) > Astral. or if in the corner you can do anything into 22[D] > astral.
Thats what im working on right now, getting the 5C > 2C > 236D > 6CC to connent. they always tech inches away from her. I dont really understand the timing of the j.236A whiff, what is the purpose of whiffing it? what does the timing effect?
The purpose of whiffing it is so Tsubaki lands faster after a 623C. You are unable to continue a combo after 623C if you don't do that. The timing isn't super important, but for the 236D combo you'll want to do it early so you land the quickest and the opponent is higher up, while for the astral you will want to do it later so the opponent's lower when you land. Otherwise it doesn't really matter.
Hey, I'm probably very late for the party (as people are probably playing CentralFiction), but I'm having trouble with the 1 charge corner combo at 4:52 . Particularly with the IAD, It seems like I can land it once every 10 tries. Any tips about it (am I using j.CC too late or what is the problem)? I had similar problems with the same move in Continuum shift (6CC -> IAD -> J.CC) so it seems like I really have to learn this move. Also, for some reason, the combo ender 5C -> 2C -> jc j.C -> jc j.CC I whiff the second j.CC many times even though it seems like I am pressing it as fast as I can. Does this have to do with inputting 5C -> 2C too early/late? Thank you for the answers in advance.
Hey there, for the IAD you'll want to do j.C as soon as you are able to and then slightly delay the j.CC, you have quite some leeway there. It still requires a bit of practice though, but it's very important to learn it. As for the ender make sure you're doing 2CC, not just 2C, though there are combos where this doesn't work. I'm not sure if this works in CPEX but if you do 5C > 2C you might be able to end the combo with j.BB > j.CC > j.214A instead. Hope this helps a bit
Great video, I've been wanting to learn tsubaki for a while now and the format and explanations really help! Damn if some of her combos aint hard to do though. How long did it take to get down all of these combos?
+jjj lll A couple of days, CPEX combos are some of the easiest combos she's had since CS1 imo. The only ones that I can't get down consistently is the j.BCC combo and the 1 frame link 22[B] combo, but they're not really needed though helpful in some cases.
Hi guys, a friend introduced me to this game some months ago and well, after playing it once I just HAD to buy a ps4... Well after many hours of hard practicing I'm having trouble with the combo at 3:15, would someone confirm that it's still working (idk about updates or things like that so...) Thanks a lot !
+Seba Haha, that combo is pretty hard. I wouldn't recommend doing it in matches because it's really unstable and you would lose out on a lot of damage if you dropped it. Still, if you do land it, it's a great source of damage!
+Daedron12 Yeah same conclusion I came up with, at least for now I started playing tsubaki because of ur videos btw, thanks for this guide Are you going to upload some of your matchs with Tsubaki on BBCPEX ?
Seba I'm attending a tournament next week, I'll try to get as many matches captured as possible and I'm sure I'll pop up on stream at some point as well. I'll upload those to this channel so stay tuned. :)
I find it very difficult to do air 236A into 5C, do you have any advice? I really want to learn this character, but the frame-perfect-ness in this game is really getting on my nerves.
AGCrazyRabbit The only thing I can say is to time it as late as possible. If you get a ground 236A then you did it a few frames too late, if you get nothing you did it way too late. If you get a full j.236A(without landing) you did it way too early. It's not super frame perfect actually. Based off of feeling it's about 10 frames give or take. Have you tried doing 623C> j.214A(w) instead? No real timing needed as the j.214A just has to be done as early as possible. The DP whiff routes took a long time to learn for me as well, at least in CS2. For newcomers it might take a while to get used to so definitely keep practicing :)
Number Pad Notation. 6 is forward, 4 is backwards, 2 is down, 8 is up, 5 is neutral and 1,3,7, and 9 are the diagonals. It corresponds to directional inputs.
First of all: Let me say that this was a VERY educational video and has really showed me more of BBCPEX Tsubaki's potential. The combos were well done and had very interesting setups. The guides that you placed were clearly defined and even better in execution. You showed us how to maximize and have fun with Tusbaki. She is a character that I didn't really get into until I played Izayoi. After learning more about her play style, I felt like she wasn't very good, but boy did you prove me wrong with this video.
I also have a new found respect for her theme, especially the vocal version.
Let me say this one more time: This was an amazing video and you are an amazing Tsubaki player, Thank You!
+MrRodRen Thanks bruv, glad it helped! Look forward to a CF tutorial once it's out on consoles :)
Daedron12 Really? Awesome! There's so many characters that I can't wait to try Tusbaki and Izayoi are definitely on the list! Can't wait!
MrRodRen Yeah, I wanna try out all of the new characters in CF! Naoto/Hibiki/Nine are all looking amazing, can't wait. But I'll always play Tsubaki
Daedron12 That's good, we need more Tsubaki players. Personally, I'll never let go of Carl, I've played him ever since CT. Not very good, but I love him all the same, all the puppets really. Though, Amane is just awesome.
Dude your video editing is sick. I love what you did with the songs too!!! great comcos. Been out of this gme since CSX and im getting back in now with my main, glad to see her BNB aint 1800dmg now haha
what about that astral though? ',:^)
I couldnt do the IAD combos then and i cant do em now. its whatever, lol
You can combo into astral from almost everything, the easiest one without charge is x > 623C > j.236A(w) > 5C > 2C > astral. Just make sure to time the j.236A whiff correctly so the 5C/2C hit as low as possible or you'll whiff right under them. I'm sure doing 623C > j.236A(w) > 5C > 2C > 214B > 2C > astral works too.
With charge you can do the 236D combo into 6C(C) > Astral. or if in the corner you can do anything into 22[D] > astral.
Thats what im working on right now, getting the 5C > 2C > 236D > 6CC to connent. they always tech inches away from her. I dont really understand the timing of the j.236A whiff, what is the purpose of whiffing it? what does the timing effect?
The purpose of whiffing it is so Tsubaki lands faster after a 623C. You are unable to continue a combo after 623C if you don't do that. The timing isn't super important, but for the 236D combo you'll want to do it early so you land the quickest and the opponent is higher up, while for the astral you will want to do it later so the opponent's lower when you land. Otherwise it doesn't really matter.
Hey, I'm probably very late for the party (as people are probably playing CentralFiction), but I'm having trouble with the 1 charge corner combo at 4:52 . Particularly with the IAD, It seems like I can land it once every 10 tries. Any tips about it (am I using j.CC too late or what is the problem)? I had similar problems with the same move in Continuum shift (6CC -> IAD -> J.CC) so it seems like I really have to learn this move. Also, for some reason, the combo ender 5C -> 2C -> jc j.C -> jc j.CC I whiff the second j.CC many times even though it seems like I am pressing it as fast as I can. Does this have to do with inputting 5C -> 2C too early/late? Thank you for the answers in advance.
Hey there, for the IAD you'll want to do j.C as soon as you are able to and then slightly delay the j.CC, you have quite some leeway there. It still requires a bit of practice though, but it's very important to learn it.
As for the ender make sure you're doing 2CC, not just 2C, though there are combos where this doesn't work. I'm not sure if this works in CPEX but if you do 5C > 2C you might be able to end the combo with j.BB > j.CC > j.214A instead.
Hope this helps a bit
Great video, I've been wanting to learn tsubaki for a while now and the format and explanations really help! Damn if some of her combos aint hard to do though. How long did it take to get down all of these combos?
+jjj lll A couple of days, CPEX combos are some of the easiest combos she's had since CS1 imo. The only ones that I can't get down consistently is the j.BCC combo and the 1 frame link 22[B] combo, but they're not really needed though helpful in some cases.
Hi guys, a friend introduced me to this game some months ago and well, after playing it once I just HAD to buy a ps4... Well after many hours of hard practicing I'm having trouble with the combo at 3:15, would someone confirm that it's still working (idk about updates or things like that so...) Thanks a lot !
+Seba I got it a minute after posting this, i'm so happy atm T_T
+Seba Haha, that combo is pretty hard. I wouldn't recommend doing it in matches because it's really unstable and you would lose out on a lot of damage if you dropped it. Still, if you do land it, it's a great source of damage!
+Daedron12 Yeah same conclusion I came up with, at least for now
I started playing tsubaki because of ur videos btw, thanks for this guide
Are you going to upload some of your matchs with Tsubaki on BBCPEX ?
Seba I'm attending a tournament next week, I'll try to get as many matches captured as possible and I'm sure I'll pop up on stream at some point as well. I'll upload those to this channel so stay tuned. :)
+Daedron12 I will, and good luck on your tournament ;)
I am super late and can only afford this game, what are tsubaki's launcher and what are the moves that can be jump canceled?
Yes thank you I play both iz and tsubaki it looks like her damage is the same I was worried bout that is 22d unblockable in mugen
Thank you !
I find it very difficult to do air 236A into 5C, do you have any advice? I really want to learn this character, but the frame-perfect-ness in this game is really getting on my nerves.
AGCrazyRabbit The only thing I can say is to time it as late as possible. If you get a ground 236A then you did it a few frames too late, if you get nothing you did it way too late. If you get a full j.236A(without landing) you did it way too early. It's not super frame perfect actually. Based off of feeling it's about 10 frames give or take.
Have you tried doing 623C> j.214A(w) instead? No real timing needed as the j.214A just has to be done as early as possible.
The DP whiff routes took a long time to learn for me as well, at least in CS2. For newcomers it might take a while to get used to so definitely keep practicing :)
whats that numbs mean?
Number Pad Notation. 6 is forward, 4 is backwards, 2 is down, 8 is up, 5 is neutral and 1,3,7, and 9 are the diagonals. It corresponds to directional inputs.
I can't do some of these :'(