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[CSE-CP] Tsubaki Yayoi Simple Questions and Answers thread! Version 3!


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Posted

5A/2A > 5B is a frame trap as well and you have a lot more option off 5B than you do 2C so I'd mostly go with that. If you'd like to use 2C in pressure for jc pressure continuation, try 5A > 5C > 2C for a tight string.

2C CH on air hit or grounded?

Off grounded you can probably go 2C CH > dash 5C > 2C > 214D > 2CC > IAD etc etc on air hit you can go for full IAD with no charge 2C CH > dash 5C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B if you're interested in more corner carry, you can extend the combo like this 2C CH > dash 5C > 2CC > 236D > dash 2CC > IAD j.CC > 5C > 2C > air combo ender. That should provide full corner carry which can be worth the charge use in many situations.

I don't have the game in front but if memory serves all of that above should work just fine.

As for frame traps, I posted a full list of them somewhere but I forget where.

Just remember 5B(B) > 6B, 5C© > 6B, 5A/2A > 5B as the most common frame traps along with delayed j.CC. That's enough to work with to begin with then get used to delaying normals, especially 5C© which on CH can lead to good damage.

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Posted

Bat is right about the frametraps, though I haven't really done 5A / 2A > 2C. The reasons you outlined make it worthwhile, but I'll experiment with it. :)

For follow up questions are there any charge level combos that are worth using after a 2C counter hit (midscreen or corner) and does Tsubaki have any other worth while frametraps apart from delaying the second hit of normal chain gatlings?

Thanks in advanced.

Midscreen, you can also do this:

2C CH > 5B > 5CC > 623C > j.214B(w) > sjc j.C > jc j.C > j.236D > j.214B > 6C > 236C > 214B > 22B

In the corner, you can do:

2C CH AA > 5C > 2CC > 623C > j.236A(W) > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

2C CH > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

2C CH > 5CC > 22D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

If memory serves correctly, they should work!

Posted

Also remember that 2C CH> 3CC> RC is pretty good too.

End with 22B, just remember to avoid repeating 22Xs. If you're going to be able to follow up, use 22C first and then use 22B for your final hit. Otherwise Just use 22B.

Posted (edited)

I forgot about that Errol!

Off grounded you can probably go 2C CH > dash 5C > 2C > 214D > 2CC > IAD

2C CH AA > 5C > 2CC > 623C > j.236A(W) > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

2C CH > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

2C CH > 5CC > 22D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

Just double checked. With Bat's combo, the combo drops at 2CC after the IAD j.CC, so you'll need to go for an air ender, or 214D > 5C > 2CC > Special ender.

My combo drops at 236C because 2CC was used, so instead, use 2C CH AA > 5C > 2C > 623C > Rest of combo.

VVVV No problem Bat!

Edited by Kiba
Posted

Thanks for all the responses guys, lots of stuff for me to work on ^.^

  • 1 month later...
Posted
I'm having trouble with this FC 3C combo. I cannot get the first j.CC right so they tech when I do the 5C. Any suggestions on how to do this?

delay jc as much as possible, jcc as much as possible, it's that simple.

Posted (edited)

Delay the first j.C, eh? I've been trying to do it as quickly as possible and delaying the second one.

Yay I did it. Its still hard...

Is there a simpler FC 3C combo I could do instead? Sorry I should have posted in the Combo thread.

Edited by ThunderboltZ28
Posted

Is there a simpler FC 3C combo I could do instead? Sorry I should have posted in the Combo thread.

Dw about it. If you want a simpler combo, try this one:

FC 3C > 2B > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [2651, 27 heat gain]

The 6C route is in no way an easy combo anyway.

Posted (edited)

Ah, alright. Thank you.

One more thing. So 5C has become a faster move in CSX, but I still don't use it outside of combos. How can I use 5C in pressure more effectively to get a CH?

Edited by ThunderboltZ28
  • 2 weeks later...
Posted (edited)

What ways do you guys catch late tech/tech rolls out of the corner? I've been trying to use 5C since it has good starting proration (5C catch > 2CC > IAD or Mugen), but what other ways are there?

Edited by Zeromus_X
Posted
What ways to you guys catch late tech/tech rolls out of the corner? I've been trying to use 5C since it has good starting proration (5C catch > 2CC > IAD or Mugen), but what other ways are there?

The opponent should generally never try to tech roll out off the corner on you, since rekkas to 22X will put you in just the position for them to not be able to roll through you and there's not really any advantage to trying against Tsubaki in that position. If you suspect they want to try something stupid and want to catch them, though, 5C is good because as you say it's got pretty good proration and it's very fast. Really, though, it shouldn't come up much...

Posted

I catch tech rolls/late techs with 2B, simply because it's easier, and if it whiffs I won't be punished. You can get a full IAD combo from it.

Posted

Just got Extend for PSP so I'm gonna study up on things again in preparation of having it for console soon.

What's the timing like on Tsubaki's j.BB > falling j.C > 5C combo(s)? Doesn't seem all that difficult, but knowing when to do what would help me get this down easier.

Posted

The timing isn't too bad actually. Imo, the most difficult part is when you have to dash 5C > 9j.BB since the timing for the dash is a bit tight and the j.BB will whiff on certain characters if you don't get it.

Honestly, the hardest part about the loop is knowing who it works on and the circumstances of when or why it can/can't work since sometimes strange things happen and then suddenly it's whiffing when you don't expect it to.

Posted

I laid out who it works on in the combo discussion thread. go find my post. The hardest part is the timing of the attacks in the air. once you've got dash 5c down you've got it down. The reason dash 5C drops in the first place is because timing was off in the air.

Posted

I think it's this post?

http://www.dustloop.com/forums/showthread.php?12871-Tsubaki-Yayoi-Combo-Discussion-3-5-%28Extend-Version%29&p=1323926&viewfull=1#post1323926

I had forgotten that the j.BB was slightly delayed since I didn't have problems with that so thanks for bringing it up Errol. I couldn't consistently get the dash itself when I first started learning it which is why I remember it as being the hardest part for me.

Posted

If you look around in the combo discussion I believe I posted easier versions of the combo for a little less damage/heat that you should be able to learn in no time, so you can use those as a basis.

Posted

Whats a good option after hitting my opponent with a gold burst, with and without charges??

Posted
Whats a good option after hitting my opponent with a gold burst, with and without charges??

Midscreen with no stock:

(3CC > RC > 5C) > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B. The brackets signify that it doesn't have to be done. Also, I wouldn't use stock from a gold burst midscreen only because it's kinda awkward. You could do 22D > 236D > IAD Combo though.

In Corner with no stock, you would use the same above combo, but with stock there are a few variations, like:

5C > 2C > 623C > j.236A (w) > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

5C > 2CC > 22D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

I'm unsure if these can be slightly optimised, but those are just some ideas to give you some thought. Hope it helps.

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