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


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Posted

Just try it first.

And yes, to answer to your question.

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Posted

2366x. it works 100% of the time. thats how l do it, anyway, but it always works.

l believe the term is called microdashing?

Posted

Gotta go back to neutral before doing a 236, and it's gonna have to be a clean input

Posted (edited)

let me expand out the notation

23656x

62356x

I like 2366x better.

I don't know of any way to do it while running.

KOFXIII has a trick where if you 2369x, then the fireball will always come out, not the dp. that doesn't work here and I don't know of any way to make this work.

Edited by Errol
Posted

Doesn't works... it's more like what Andru said, even with half circle u still need to go to neutral before inputing it <- don't want this, i want Tsubaki Running Hellfangs =_=, i'll try what Kiba said tonight.

Posted
Doesn't works... it's more like what Andru said, even with half circle u still need to go to neutral before inputing it

That was sort of the point of doing half circle to begin with

it also makes it so there's no way it hell you get out DP

Posted (edited)

Unless you input 6236X/2366X extremely quickly like Cor said while you're running (which is extremely difficult, or even impossible) you cannot do it. Ragna can easily dash into Hell's Fang because it requires a 214A input which is easy to do. Doing 236X while running isn't, because as Andru said you need to get into neutral before doing it.. Tsubaki can't get dashing 'hell's fang'.

The only way to dash and do it is through the ways DT, TD, Errol and I suggested, like so.

http://www.youtube.com/watch?v=PMAH0YD8Rw4&t=3m43s

Edited by Kiba
Posted

I need to go to neutral on 6[6]~236/41236 so the [6] part on dashing sequence didn't get buffered into DP motion. On 41236 case, i can 6[6]41236 but i need to slow down on 41236 or DP will comes out.

And that video is 6236x/2366x ... i'll try to get used with it =_=

Posted

Technically, you cannot do a "Running" special. The frame 6 stops being inputted, your character stops running, this can be fudged by using the dash momentum to effectively glide with your character while you input the special attack. This is the same property that one would use to do something like Dashing Karathrow or Dashing 2b. But it is effectively impossible to actually input a special while running.

Posted

2b 2cc... or 2a 5b...

I believe 2a 2cc also works.

Remember her 2a and 5a both have 100 p1, dont be afraid to do a big combo from them.

Posted

Hmmm... off the top of my head and of course imo

Pros:

- Combo flexibility and fast

- Reliable damage in general

- Charges lead to more options and damage

Cons

- Terrible air game

- Little mix-up (especially for blockstrings)

- Very short range for her moves in general

If anyone else wants to add on to that feel free.

Posted

Pros:

- Strong average damage, both chargeless and with charge

- Extremely dangerous up close between frame traps, safe normals on block, delayable gatlings, unblockable

- Dangerous mid-full screen too between 236X and 214D

- Amazing corner carry. One charge = everything ends in the corner.

- Strong corner pressure, OTG 6A for forced tech.

Cons

- Terrible air game

- Short ranged normals and 5B's huge hittable box makes it hard to win poke wars

- Sucky overhead

Posted (edited)

I been lurking for a tad and now recently picked up Tsubaki, have been going through challenge mode with her (stuck on 8), but my actual question as a Tsubaki user what do I essentially need to know?

Edited by Tiger
Posted

Alright guys, I have another question. I've noticed when I've played that I rely on 236D way too much to get in to the point where people are baiting it and punishing. How should I go about getting in without taking big risks (and wasting a charge).

Posted

Getting in is never risk free.

All you can do is get better at spacing and footsies, really.

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