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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

There's nothing wrong with DPing 3 times in less than 10 seconds, there's only something wrong with being predictable about how you DP. And it's all weighted by how much you get out of the DP and how much you get out of being punished for DP'ing. And when you have 2 charges, you get 2800 damage, and pressure, instead of being pressured. If you have 50 heat, it's not a waste of heat to spend it just to get pressure, assuming your DP is blocked. Tsubaki's DP of course has the problem that it isn't a guaranteed block, you can still IAD air throw etc it seems.

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Posted

If Tsubaki can use Mugen and then followup with the blade super, she'll have a very costly unblockable setup, making 22D useful, but kinda impractical.

Sorry I know I drastically changed the subject but it was on my mind.

Posted
If Tsubaki can use Mugen and then followup with the blade super, she'll have a very costly unblockable setup.

Sorry I know I drastically changed the subject but it was on my mind.

How is this an unblockable? charged 22D is barrierable

Posted

Thought it was unblockable, it just guard crushes if normally blocked. I was misinformed.

The usefulness of 22D has slipped then. May as well save yourself the stress and swag by going for CT.

Posted

it's not only barrierable, it doesn't drain any barrier like a crush trigger. During Mugen of course.. Outside of mugen it is just plus on block.

Shit is totally useless.

Posted
Yeah, you can occasionally do some dirty stuff to Hakumen players who like to push D when they hear the voice sample for shield rush. ;) 236B > 22D is humorous.

Same thing, I think some Hakumen players are just lab mouses; they block too much and love to press some D (the ultimate defense hein? I will break it with 22D)

This is what I love to do as all Tsubaki players.

- Give up my 22A/B/C ender (after a 214A/B/C on standing opponents) for a 22D max charged. Now they tend to jump or mash cr AAA

- Do 5/2A > 5BB > 5CC > 214A > 22D, I don't know why but people love to punish my 214A as soon as possible since it is only -7 on block. So I end up with a Counter and a good combo.

apart from the old mixups we have with unblockable, I think we found many ways to set it up.

Something I hate the most about BB is that some good combos are character specific, I generally use combos that work on everyone or least 95% of the cast.

for example 5C > 6CC > 214D doesn't work on everyone (Jin, Carl....). without charge I usually do 5C > 6CC > jC > djBCC > j236C > j214C; about 3170 damage

With a charge I prefer to do (midscreen of course), 5C > 6CC > straight jC > diagonal jBC > j236D > j214B (wiffs) > 2B > 2C (another C can be added if close enough) > CCB, CAB or CBB for changing the side. 3517 or ~3650 damage (if another C added). This combo works on everyone except Tager and It is easy to do. It is flashy and beautiful to watch.

another one is 5C > 6CC > sjBC wait a bit > djBC > j236D > j214B(w) > 6C (or 66 > 2B > 2C) > CCB, CAB or CBB. ~3560 damage.

Personnaly I prefer the first one, can you test these combos and tell me what you think about.

Posted (edited)

I personally wouldn't use any of those combos from a 5C CH. I would do either:

5C CH > 6C© > Mugen > 623D > j.236D > j.214D > IAD combo

or

5C CH > 6C© > 214D > IAD combo.

You're right in that 6CC does not work on everyone, so instead, use 5C CH > 6C > 214D

Edited by Kiba
Posted (edited)
I personally wouldn't use any of those combos from a 5C CH. I would do either:

5C CH > 6C© > Mugen > 623D > j.236D > j.214D > IAD combo or 5C CH > 6C© > 214D > IAD combo.

You're right in that 6CC does not work on everyone, so instead, use 5C CH > 6C > 214D

with 50% heat gauge, I usually do the first combo you mentionned.

You're right but sometimes it is easier for me to do 5C > 6CC. and I think it is not that great since 6C has P2 90. BTW how much do you get after the whole combo 5C CH > 6C > 214D ....... ? I can't test it right now.

Edited by FatalCounter
Posted

It does 3673 with a ground ender. I'm not too familiar with the P1/P2 business, but wouldn't that still apply in the 6CC combo?

Posted
with 50% heat gauge, I usually do the first combo you mentionned.

You're right but sometimes it is easier for me to do 5C > 6CC. and I think it is not that great since 6C has P2 90. BTW how much do you get after the whole combo 5C CH > 6C > 214D ....... ? I can't test it right now.

3.6k with ground ender 3.8k with air ender, does more damage depending on how many hits of 6c you allow

Posted

generally speaking I think mugen is a tool for combos : 1. only 1 charge, 2. many charges (4/5), 3. midscreen.

5c>6cc>22d is a great starter for a corner combo.

Posted

Thx guys, ~3,6 is good for the ground ender.

Errol, why do you do 5c>6cc>22d in the corner given that you can't max charge 22D. 22D P2 is lower than 214D P2. NVM, what is your BnB and How much do you get after that?

In the corner, I usually do 5C> 6CC>214D>2CC>AID...ground ender and this give me ~3,9k

or this one when I don't want to take any risk 5C>6CC>jC>djCC>j214D>5C(w)C>2CC>22C>(66 needed only for small characters) 5C>2C>CAB or CBB ~3,9 too.

I think Mugen combos in BBCP can be used for doing the maximum death combo, since you can decide, if necessary, to block your opponent burst with your overdrive. This can be called "You gonna die after this and you can't do anything about it" lol.

Posted
Thx guys, ~3,6 is good for the ground ender.

Errol, why do you do 5c>6cc>22d in the corner given that you can't max charge 22D. 22D P2 is lower than 214D P2.

You can charge after 22d and still combo maybe?

Posted

Moved the posts since they getting off that topic.

You can use 22D, charge and then still be able to combo you are correct. However, from a 5C CH in the corner, you can get 4.1k.

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

If you are having trouble with the j.D > j.C, it may be preferable to stick with your original combo FatalCounter.

Posted (edited)
You can charge after 22d and still combo maybe?

You are right but you get what? 0.5 charge max, and I think you are sacrifying a lot of damage though. If only I was at home, I would have test all this.

I only have some trouble after the jD > jC, I can't do it consistenly especially online. Something I prefer to do is just pressing 5B > 5CC (but does not work on small characters) instead of the dash 5C, and the damage is affected. I hate missing a combo and when it is a BnB, I feel like I am a Scrub and you can hear something like "I am so bad". lol.

Edited by FatalCounter
Posted

If your having problems with the j.d > j.c just drop it

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

You get a much more reliable combo at the expense of a charge

Posted
If your having problems with the j.d > j.c just drop it
7

This could be a solution but you get almost the same damage I get with the 2 BnB I posted before ~3,9k or less. The jD>jC is interesting becuse you get 1 charge during the combo.

Anyway, Thanks guys and MERRY CHRISTMAS TO EVERYONE OVERHERE!!!

Posted

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

j.236B? Really? I've never heard of whiffing anything other than j.236A in this sort of combo.

Posted

Nah it's not a typo. You can use any version but I listed j.236B because its more consistent using it on a grounded opponent. I've had situations where the j.236A would hit when it's supposed to whiff.

Posted
Errol, why do you do 5c>6cc>22d in the corner given that you can't max charge 22D. 22D P2 is lower than 214D P2. NVM, what is your BnB and How much do you get after that?

22d gives a LOT of charge and lets you convert into a 3cc combo.

5c>6cc>22d>5d>3cc>rc>5c>2cc>623C>whiff>J214D>JD>JC>5C>2CC>JC>JCC>J214D>6C>236236C>5557

Without 3c it's worse than just doing dp whiff straight off.

5c>6cc>22d>5d(.9 charge)>623C>J214D> etc ground ender is 3900 I think. dp whiff straight off is 4.1k I believe

Nah it's not a typo. You can use any version but I listed j.236B because its more consistent using it on a grounded opponent. I've had situations where the j.236A would hit when it's supposed to whiff.

I think you're just not delaying long enough. j.236A is consistent.

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