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


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Posted

I've talked about this before, but Tsubaki's 2CC IAD combos are incredibly, incredibly hard for me. If I land a high 2CC, how can I prevent myself from IADing under the opponent? The cancellable frames on 2CC seem very tight and I'm not able to wait until they fall down a little or anything like that. But I never see pros drop this at whatever height they land 2CC, so what am I missing?

Posted

Slow down. If you hit them high in the air, you can't do the IAD combo. You have to land it at the right height, which there is a good amount of leeway as to what that is.

Posted
I've talked about this before, but Tsubaki's 2CC IAD combos are incredibly, incredibly hard for me. If I land a high 2CC, how can I prevent myself from IADing under the opponent? The cancellable frames on 2CC seem very tight and I'm not able to wait until they fall down a little or anything like that. But I never see pros drop this at whatever height they land 2CC, so what am I missing?

If the initial 2C is a CH, you can, I believe, do 2C > 5C > 2CC > IAD to help adjust the height. Otherwise, if you hit them too high, you can delay a little, but if they're really up there you'll have to do a different combo.

Posted

LOL Errol, I'm the semi-scrubby Tsubaki who was playing you earlier. Your Tsubaki/Makoto are both damn good, thanks for the games and your advice.

Airk, thanks. Won't that be more difficult in CP? (Cause you can't wait to see the height after pressing 2C or you'll miss the second link.)

Posted
LOL Errol, I'm the semi-scrubby Tsubaki who was playing you earlier. Your Tsubaki/Makoto are both damn good, thanks for the games and your advice.

Airk, thanks. Won't that be more difficult in CP? (Cause you can't wait to see the height after pressing 2C or you'll miss the second link.)

Probably. CP is going to make hitconfirms in general much harder.

Posted

I actually think general confirms will be easier in BBCP. She still gets extended combos even after confirms of 4 normals, whereas in EX, you only got extended combos off like 5A>5CC, 5CC or 6BB.

Posted
Including CH 5B -> 6C hitconfirm?

ALL hitconfirms; There's less hitstop, so you have less time to react to the counterhit. Heck, it'll even be harder to confirm whether you're in range for 5BB.

Reptar is right in a way, but that's not really what I'm talking about when I say hitconfirms. It's nice and all to be able to go into longer combos, but that's not -really- a hitconfirm. A hitconfirm is going into a combo at all. For example, the 5C (or 5B) CH > 6C stuff. You have less time to react. That's not really debatable. The fact that you can "autopilot" some stuff and go into a better combo anyway is nice, but in Extend you could still do that and go into -some- sort of combo, so you were still hitconfirming.

Posted

Yeah. that's not hitconfirming being easier, that's just hitconfirming not mattering. although perhaps the ways you need to hitconfirm are easier making up for it. no need to ever confirm into jump loop after all.

  • 1 month later...
Posted

what is the difference between tsubaki projectiles... both ground and air seem to have a spikier version?

Posted (edited)

Tsubaki's C ground projectile ( [4]6C ) has slower startup and recovery, & and travels about 3/4 of the screen. The D version ( [4]6D ) travels full screen, has a bigger hitbox, & has faster startup and recovery. [4]6D can also be combined with 236D to create a ground aura that's advantageous on block.

As for the air version, the only real difference is that the j.236D has a slightly bigger hitbox than j.236A. Remember she has the standard version and the alternative version which requires one charge.

Edited by Kiba
  • 1 month later...
Posted

Hey everyone, i got blazblue 3 days ago and even tho i started off playing Ragna i went into training mode and i liked playing as Tsubaki, she felt like a rekka character that can deal alot of damage but i do find difficulty getting in on my opponent with her, however its only been 3 days and i do want to get better as Tsubaki, what should be my beginner combos?,how do i play her effectively as a beginner? and what should i practice in training mode with her ?

Posted (edited)
Hey everyone, i got blazblue 3 days ago and even tho i started off playing Ragna i went into training mode and i liked playing as Tsubaki, she felt like a rekka character that can deal alot of damage but i do find difficulty getting in on my opponent with her, however its only been 3 days and i do want to get better as Tsubaki, what should be my beginner combos?,how do i play her effectively as a beginner? and what should i practice in training mode with her ?

Hi. I'm gonna answer these questions a little briefly because there's too much to say and I'm not gonna bombard you. Tsubaki's damage output is actually quite low on average without charge/stock, so you'll have to grow accustomed to charging in neutral to maximise your damage output and neutral options.

Beginner midscreen combos:

  • 5BB > (2BB) > 5CC > 214A > 22B - This is your main BnB. You could end the combo by using 236A > 214A > 22A, but the former is better because you have more time to charge.
  • 6A > 5CC > 6BB > 236C > 214C > 22B
  • Throw > 236C > 214B > 22B


    Beginner corner combos:

    • 5BB > (2BB) > 5CC > 22C > 6C > 236C > 214B > 22B
    • 6A > 5CC > 6BB > 22C > 6C > 236C > 214B > 22B
    • 5BB > 5CC > 22D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B
    • 22D > 6CC > 236C > 5C > 2CC > 236B > 214B > 22B
    • Throw > 6CC > 236C > 5C > 2C > 236C > 214B > 22B

    If you want to view other beginner combos please take a look at the Tsubaki Tutorial here. The combos really start from 4:51.

    If you want to play an effective beginner Tsubaki:

    Don't spend too much time charging: Remember Tsubaki is vulnerable while charging and open to counter hits so you should only be charging is you're full screen away or if you've knocked someone down. It's easy to do this against Tager too. You are going to have to learn to balance charging with your rushdown but as pointed out with Tager it depends on the matchup. If you're playing against Lambda you'll need to focus on getting in rather than charging since Lambda has full screen options to disrupt your charging.

    Do not waste all your charge on every opportunity you have

    Be aware that unless you're ending with j.214D, Tsubaki's ground enders (the 236B > 214B > 22B), are much more conveniant to end with than ending with j.214A/B/C. Not only does it leave you in a better position to continue your assault but you'll be in a more conveniant position to charge. The air enders leave you with very little options, but they're easier to learn atm. Charging and then following with j.214C is a typical way to try and remedy this but your opponent can react to this by anti airing you, or simply blocking it, and it's unsafe.

    I have also listed other common/bad habits here which you may want to consider.

    Make sure you're aware of her main tools:

      [*]Basic Pokes: 5B

      [*]Anti - Air: 2C

      [*]Air to Air Pokes: j.B, j.C (More range but slower)

      [*]High Attacks: 6A, all your aerial attacks.

      [*]Low Attacks: 2B, 2BB, 3C, 6B, 6BB

      [*]Neutral Tools: 5B, j.214C, 5C, 236C, 236D, 3C (236C and 3C are punishable on block so do not abuse them. 236C can be made safer by following up with 214D/22D, and 3C can even be punished on whiff)

      What you should practice in training mode is really simple. Combos, getting used to Tsubaki's normals etc.

Edited by Kiba
Posted

  • Basic Pokes: 3C
  • Anti - Air: 3CC
  • Air to Air Pokes: 3CC(airborne from 23f)
  • High Attacks: 3CCrc>jC
  • Low Attacks: 3C
  • Neutral Tools: 3C

Posted

Konan, Kazu@Ginga.

For players outside of JPN: Kiba. Of course there won't be any videos of him until after the 24th and I'm not even sure if he's importing.

Posted

You can start now. The game plan remains the same. Pressure to cancel D charge to pressure. 2C anti air (even tho it got nerfed in CP, it's still good), and learning to charge is extremely important for Tsubaki (as it's unsafe and leads to counter hit).

Tsubaki doesn't possess difficult combos, so it's fairly easy to re-learn them.

Posted
You can start now. The game plan remains the same. Pressure to cancel D charge to pressure. 2C anti air (even tho it got nerfed in CP, it's still good), and learning to charge is extremely important for Tsubaki (as it's unsafe and leads to counter hit).

Tsubaki doesn't possess difficult combos, so it's fairly easy to re-learn them.

2C anti air

623C anti air

Posted

they added a bunch of good anti airs in CP and buffed others. I really don't think you can call 2c anything other than average in CP. Besides that, 623C sees more use as an anti-air in CP than 2c does.

ah and yeah 3cc. :)

Posted (edited)

Do we know if the recover of j.236D has been reduced? It's extremely easy to punish it in CSEX, but in those CP videos, almost nobody ever punishes it.

edit : i meant the j.236D as a follow up of the DP

Edited by Zouf
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