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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

Notes:

Hitting someone airborn with 5BB is a pain since you have to superjump to get an air combo off of it consistently now

2CC feels like CS1 2CC. Move's pretty butt. I like the new 2C though. The untech time on it is crazy.

I can definitely see why Japanese players don't do stuff like IAD combos on crouch confirms. Shit's hard.

236C>5A>5C is super inconsistent. I don't understand it at all.

Also Challenge 30 is ridiculous

Posted
Notes:

Hitting someone airborn with 5BB is a pain since you have to superjump to get an air combo off of it consistently now

2CC feels like CS1 2CC. Move's pretty butt. I like the new 2C though. The untech time on it is crazy.

I can definitely see why Japanese players don't do stuff like IAD combos on crouch confirms. Shit's hard.

236C>5A>5C is super inconsistent. I don't understand it at all.

Also Challenge 30 is ridiculous

it's depressing not being able to get IAD combos. timing is a bitch now. same opinion, sorta

5bb air hit ugh. since they nerfed 5bb, I've been dropping air confirms I used to hit, (reduced untech time), and even getting weird no comboing on 5bb>2b. Which makes sense, it's so shit now that if 2b is slow by 1 frame it won't combo.

new pushback mechanics murder any sustained pressure. 5bb whiffs are lol. I'm even having certain things I would *NEVER* except to whiff whiff. Like 5cc(hit)>22d (whiff). W.T.F.

and you have to be careful about using 236B, because that shit is distance specific. at "max" range you need 236a.. Except for if it's a max range crouch confirm and then it might not have enough reach..

Posted (edited)
other things I noticed:

1. you can charge cancel j236a that doesn't hit. Just hold the D button. it will charge cnacel when the air recovery ends. You have to be relatively high to do this.

2. You can always hold the d button, and it will make you charge at the first frame possible to charge.

3. dp whiff combos feel as hard if not harder than CS2 dp whiff combos. hitting with something is easy, hitting with 2c after that something is not as easy. this would be why people use 5a, but even that is not easy.

4. 236C combo continuation is just, I don't have the feel for it. I can't get one down.

5. fuck 2cc, so annoying now.

6. 6b ch > 5a is a 1 frame link, 6b ch > 2a will not work

7. if they're near the ground when you use j214d, you can't follow up with 6c, gotta use 2b.

8. jump loop is dead, j.bb doesn't hit valkenhyne

anyway it's a lot of work. all the combos I wanted to use feel like they will take practice.

It's true for the OD cancel. Try to delay it a little bit on 5CC, it won't work.

Also the pushback on 5CC is kinda huge. 5CC > OD > Mugen > [4]6D will (almost?) never work, even in corner.

Edited by Zouf
Posted
Notes:

Hitting someone airborn with 5BB is a pain since you have to superjump to get an air combo off of it consistently now

2CC feels like CS1 2CC. Move's pretty butt. I like the new 2C though. The untech time on it is crazy.

I can definitely see why Japanese players don't do stuff like IAD combos on crouch confirms. Shit's hard.

236C>5A>5C is super inconsistent. I don't understand it at all.

Also Challenge 30 is ridiculous

I found the trick with 236c > 5a is to delay between 5c > 2cc before so the opponent is lower otherwise 5a > 5c > 2c > 236b tends to whiff

IAD is awkward and I find doing 5c > 2cc > IAD is almost impossible compared to just 2cc > IAD

I don't think it will be as bad as it feels now once we get used to the delays need between 5c > 2cc

Posted

Alternatively, you can do:

etc > 5C > 2CC > 236C > 5A > 5C > 2C > 236A > 214B > 22B

Posted (edited)

Thanks still missing a few things but it should be all good.

Edit: I may forget about the DP whiff > 5C > 2C combos. I really underestimated it's difficulty. 5A > 2C is much easier but it's less damage, by like 300. Y'all know me I like my max damage. Whatever works though..

Edited by Kiba
Posted
Thanks still missing a few things but it should be all good.

Edit: I may forget about the DP whiff > 5C > 2C combos. I really underestimated it's difficulty. 5A > 2C is much easier but it's less damage, by like 300. Y'all know me I like my max damage. Whatever works though..

Honestly mate I was thinking, WHY AM I SO BAD! But yer, it does seem hard, can't say I'll be using it online

Posted (edited)
It's true for the OD cancel. Try to delay it a little bit on 5CC, it won't work.

Also the pushback on 5CC is kinda huge. 5CC > OD > Mugen > [4]6D will (almost?) never work, even in corner.

Are you saying it does a plain OD instead of an OD cancel? Also just 5cc > 46D will almost never work, let alone with OD.. let alone with OD AND Mugen.

Yeah, that is why I found the totally new situation of being able to hit with 5cc and yet have 22d whiff. and have to be really careful using 236b for the same reason basically.

dp whiff combos have such a strict timing, it almost feels to me like you need to wait and watch them falling to press the button at a time for 2c to connect. Really really fucking hard, and I'm not sure how much easier 5a is than 5c to be honest. I also can't tell if I find j214a, or j236a to be easier..

Edited by Errol
Posted

Also DP whiff routes (both 5A and 5C) don't seem to work on Amane, either I missed it 30 times in a row or it really doesn't work on him.

Seems like 2C just phases through him, maybe if 2C had it's old active frames it would hit him ;/

Posted

amane is a known problem character. You also can't do, IIRC, 6c> jd>jC>5c on him. or maybe he's one of the chars you can't CT>5c on, etc etc.

The really subtle difference between 236C and 236B making combos drop is annoying as hell. I try to use 236B because I see that after a 236c>5a combo, 236C just won't work. but then I try to use 236C after a dp whiff combo, and it drops the combo. Try to use 236C after a throw, it drops before the 214b, use 236B, ok.

I rewatched the konan matches last night...... lot of drops in those videos make sense now. If you look at konan's accuracy rate on dp whiff combos, I dunno.

Which sucks, because dp whiff combos are necessary to get good damage without charge in the corner on some characters.

Posted

So far the things I have the most problem with is j.D > j.C continuation and a few tricky timing with 46D > 236D stuff.

The j.D > j.C has three locations where you can drop the combo and I haven't gotten down a consistent input method on j.D just yet but once again, I've only had maybe two hours fiddling with this and that.

The 46D > 236D is entirely new so it's understandable my execution on it is shoddy to say the best.

I'm starting to understand how long the charge needs to be held though so it's getting easier as I practice it.

Also, there is the new method to do IAD combos by slightly delaying the second hit of 2CC which is basically mandatory for all IAD combos now. No more mashing buttons, gotta time these inputs~!

I'm working on a list of reliable and efficient damage off common hits and scenarios and starting to grind those out all while tweaking this and that to add a bit more damage and what not.

Also, when I get bored I go nuts with the Mugen and Overdrive to see what kind of damage I can pump out and so far(9k+ is easy), I have some rather interesting ideas that I'll share in the first video I'll inevitably make =d.

I'll give it a few more days of screwing around before I start referencing videos~

Posted
amane is a known problem character. You also can't do, IIRC, 6c> jd>jC>5c on him. or maybe he's one of the chars you can't CT>5c on, etc etc.

Yeah, CT > 5C doesn't work on him, but 5CC picks him up still, though I'm gonna go ahead and say that would only work early on in the combo.

Posted
Honestly mate I was thinking, WHY AM I SO BAD! But yer, it does seem hard, can't say I'll be using it online

I figured a way to land DP whiff > 5C > 2C a little more consistently.

All this time I had been doing 623C > j.214A (w) > Dash 5C > 2C and most of the time I failed. Then I tried it without dashing, and I've gotten it to land a lot more! Try it.

Also I have some things to show too. Not sure when I'll be able to show them though.

*Gonna note in combo thread that dp whiffs > 5A/5C > 2C and CT > 5C does not work on Amane. Thanks Daedron.

Posted (edited)

This 5BB whiff is starting to get on my nerves. We even get punished for it, that's really dumb. Arcsys, why?

Our 2C is still a really solid anti air. But i can't seem to confirm it just yet, looks harder than in csex :\.

I struggle to deal more than 3k damage tbh. I don't really know the new properties of our moves and what should I do to increase the damages. And I tend to waste all my bars into stupid combos

Edited by Zouf
Posted
This 5BB whiff is starting to get on my nerves. We even get punished for it, that's really dumb. Arcsys, why?

I don't know, and it's really awful. It's like they're saying "Haha, you pushed B too many times, sucks to be you!" Of all the changes they gave us for this revision, it's the one that makes the least sense.

Posted

Humm... Mugen might actually be better in CP than it was in Extend in both practicality in overall damage.

Now that we have the option to Overdrive to make Mugen unburstable, it feels stronger than ever.

The damage is hanging out around 5.6k for practical level 1 mugen starter at this point but I'm going to guess there are more damaging variations than that already(this is just what I've found).

Each level of Mugen increases the damage potential substantially until you hit the 4/5 then at which point you need to end with a DD to make it really worth while. 1-3 charge mugens are really scary already though and I've already figured a few option select ones that end with a 22D guard crush for possible continued damage.

I think my favorite thing so far I've cooked up is a a Mugen combo that ends with a 22D guard crush into overdrive -> for the kill. Slick stuff.

Posted
Humm... Mugen might actually be better in CP than it was in Extend in both practicality in overall damage.

;|

Posted

Not even day 1 here, I'm not about to pass judgement on how things are stacked up until I've got more time to test things out.

Posted (edited)

I'm starting to cry about the new CP version. (really, I'm not kidding...)

I try it out yesterday (day 2 for me (+some training mode)) with my friends (casual matches) and, DAMN, it's even harder to win.

It's like having a job, but 2 times the mind works.

As of right I am now:

- I can't keep up with the IAD combo. (Problems with height, stupid 2CC)

- the 2CC setups/properties are getting too weird

- I'm still confusing with the lack of buttons for some special moves (especially 623C, not 623A)

- The 5BB change is really a high class, top-tier annoyance. Range whiff or sometimes cannot connect basic BBB special ender.

- I lost lots of my gimmicks... ... Too much.

-? I get the feeling that even if you do j.236D > j.214D, on block, it's punishable? (Reason: Tager super grab me when he block 623C > j.236D > j.214D) (I didn't know it was unsafe unless i did something wrong)

- Pressure/Mix up time is still low for her, now with the all new severe push block

- Feeling that I need at least 1 charge to start rushing towards the enemy. (well not rushing, but more like attacking and rushing them into blocking)

- 22X: Guard Point at the sword --> ... ... really? (I miss the CS1 B version with all the projectile invul/guard point) ... but I like the fast charge after.

- 623C > 214x(w) > 5A --> hard as %?&* (sorry for the language)

- Right now, some zoner characters are a b$%?& (Example: Rachel 236X added foot properties, can't do 214D (More Sadness))

* Fall animation: really fast --> woaw...

* [4]6X --> I hate charge move, but what a great oki. Need to do preemptively for Beam Shield Rush

* 3CC is godlike. (Just watch out when holding 3C... also, a bizarre anti-air (trade) I did before)

+ Damage... Damage!!!

+ 6C --> Thank you, hard knockdown

+ Like the new 8 Blade Super.

+ Command Grab --> Finally, a new gimmick. (My opinion: although i rather than they put 63214A instead of C, but it's just me)

+ Except for 5BB range, all the normals are actually good for the time being

+ Tsubaki Install is definitely buffed up than CSEX --> I can finally see true potential. 22D is back (somehow)

+ 236A > 214D --> Long-range rushdown

I need to relieve my emotion about her, because (face it) they give her a really hard time and I really don't want to change character.

It's just some of my day 2 complaint, but I know there's still some hidden potential inside her. (unless they balance patch up)

Now, need to find some new gimmicks.

Edited by Level5-Chan
Posted

Yes she's definitely harder to master than she was in CS2 or Extend (didn't try CS1)

But i think she's worth it. A great Tsubaki can install fear into the opponent. And her damage potential is freaking huge (Hakumen style)

Posted

-? I get the feeling that even if you do j.236D > j.214D, on block, it's punishable? (Reason: Tager super grab me when he block 623C > j.236D > j.214D) (I didn't know it was unsafe unless i did something wrong)

I'm just confirming that it is indeed unsafe.

I forgot about the fireball oki, need to incorporate that. I'm having too much fun with Tsubaki.

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