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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

Wow, team Low Tier Power.  I hope they make it through round 1, that's not a friendly first match. x.x

 

Also, Tsubaki now officially higher tier than Tao according to ArcRevo qualifications. ;P

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Posted

Wow, team Low Tier Power. I hope they make it through round 1, that's not a friendly first match. x.x

Also, Tsubaki now officially higher tier than Tao according to ArcRevo qualifications. ;P

It's more kinda a mix between low and mid tier

Although nu has an even match up against both character in neutral. Hopefully konan can weave some magic.

Last point I just thought all the furry player just move on to a better furry with twin tail xD

Posted

You mean the damage that every other character gets normally that we only get off of a few specific confirms in the corner? I want there to be a reason for my opponent to pay attention to the install gauge. The only people who actually care about me charging or look into my head based on the resources I have available are other Tsubakis.

Yup, that's the cruel reality. And I don't see how that's a bad thing, I mean, do you really want to give your opponent a reason to come after you? If my opponent is letting me get free charges because they don't think I'm a threat, I'd take them without question and show them just how much trouble I can give them.

Posted

But they don't see it as "Oh, she's charging. I better stop her before she gets too powerful." It is more like "Oh she's doing something that makes her vulnerable which also has a bit of recovery. I can get a counterhit and more damage off of a confirm if I hit her now."

 

This comes from both my own observations and asking people that have fought me.

Posted

Actually I would prefer if my opponent was charging at me because that is half of tsubaki games trying To get in. If charging was as strong as cs2 there is a real threat because most of your d move where a lot more useful even stronger. Now is they don't even care what happens lol, and chzchan is right, it's more of a "hey look free punish" thing and dispite this it's actually quite true where charging is less useful and even more is a weakness to her game, she only needs one charge to be effective damag wise but at the same time outside of neutral she still lacks.

Posted

Damn I actually kind of liked chez ben. It gave me a good laugh.

 

I use the D normals to bait people in if they are super duper cautious, but it really doesn't work unless you are in their head and it only really works if the character I am fighting has to commit to their actions when they go in. So characters like not Hazama and not Bang.

 

Another unrelated thing, but I was going through some Bullet matchup videos and Kiba used 236A to get a combo out of a max range 6A where 5CC would have whiffed. I thought about doing it with 5B for the same purpose, but I didn't think about it for 6A until I saw it done.

Posted

Well that was iphone auto correct trying to type a post a for me I had to fix a lot of things. Maybe it's time to bring out the order sol within tsubaki like you always have access to one stock per combo but if you want a longer combo you would need to charge for a an expansion on combo, anyway time for p4u.

By the way you mean 236a or 214b

Posted

Well that was iphone auto correct trying to type a post a for me I had to fix a lot of things. Maybe it's time to bring out the order sol within tsubaki like you always have access to one stock per combo but if you want a longer combo you would need to charge for a an expansion on combo, anyway time for p4u.

By the way you mean 236a or 214b

 

I saw him use 236A. I guess 214B could work too maybe? I should try it out soon because not having 5CC connect to 5C after 6A landing is the worst thing ever.

 

Okay well I tried it. 214B does not connect, but 236B does. I also found out by looking at the damage that 236B was used in the video I watched. So if you are unsure that 5C or 5CC will be able to land due to 6A spacing, 236B is your best choice if you don't have charges of course.

 

Another thing. If you delay a grab after a successfully landed j.CC, it can still be a purple grab, but it will start its own combo instead of getting the starting proration from the j.CC. I just found that strange. Why does that happen?

 

Also a small update on the gimmick. I found a chargless midscreen-to-corner version of it so long as you land 6A at midscreen.

 

6A > 5CC > 6BB > 214B > 5C > 2C > 236B > 214B > 22B(w) > 6C®

 

Unlike the other chargless versions, this one does a pretty good amount of damage for being a gimmick reset starting combo at 2371. If you have 25 heat and 1 charge, and you are confident that they will fall for the gimmick you are looking at turning a simple midscreen 6A confirm into 2371 + 5374 (7745) damage and an optional air knockdown ender in the corner. It gives 6A much more value in my eyes now.

 

Another one you can use from midscreen so long as it is a crouching confirm.

 

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

Posted

Oh yeah there's another gimmick I have been testing recordings of in the training room recently. I'm not exactly sure if it is worth using, but it sorta kinda works and is confusing as hell.

 

This one requires a launcher which pretty much means either an AA starter, crouching confirm, or the spending of some resource. Instead of going for a full air combo after (5C) > 2CC with the j.C > j.CC > etc., if you jump and do j.C > j.236A > j.D without spending your air option, you can do something pretty fun. Just like with the corner j.236A fireball oki how your opponent is knocked toward the ground without smacking into the projectile and the projectile heads in their general direction while you are in the air. Because you are midscreen and you have still not used your air option, you can choose to air dash right over your opponent's head after holding j.D while the j.236A projectile is descending. They will have to block the projectile in the opposite direction because you crossed over them.

 

Still testing, though.

Posted

Midscreen. I would like to revise it, though. You don't need to go for the j.C, just go straight into j.236A.

 

You are essentially going for the corner oki midscreen, but you are adding on an extra portion at the end and doing an overhead side switch to make the j.236A projectile hit the opponent from behind on its way down.

 

Let me give an example. It isn't actually as complicated as I thought it would have to be. I was trying to do all this stuff with super jumps, j.A, and j.B, but I don't think that is needed.

 

6A > 5CC > 6BB > 214B > 5C > 2CC > j.236A > j.D > Air Dash > etc.

 

It does look really funny.

 

After some more testing I have made a breakthrough. I actually think this is a legit horizontal unblockable setup if they neutral tech without delay holy shit. Here's another example with followup.

 

5BB > 5CC > 236B > 214D > 5C > 2CC > j.236A > j.D > Air Dash > j.B(delay)

 

If you time the j.B correctly it will switch sides and hit your opponent at the exact moment when the projectile hits. Is that considered unblockable? I mean, this is reliant on a neutral tech, but damn do I think it is cool.

Posted

Re: Purple throws. It's because there's a short period of time AFTER you leave hit/blockstun that still gives a purple throw.

 

From the wiki:

Throwing an opponent in blockstun or hitstun (or 6 frames immediately after either) will result in a purple throw.

 

So basically, you hit with j.C©, they go reeling, you land, delay, hit throw, they recover from hitstun (no longer a combo) but it's been less than 6 frames since they did, so you get a purple throw.

Posted

That setup.

Loses to rolls, and characters can even AA you because of the gap between the opponent's neutal tech and when the orb hits.

You can even be air thrown out if it...

You can however use j.236D instead (uses charge for setups can suck). With your example combo, but then use j.7 > j.236D. The orb will catch no tech, quick getup and forward rolls. You should follow up with dash > j.C so you can follow the confirm. If they neutral tech, you get a safe jump.

Loses to back roll. This isn't something id encourage y'know, but it's something I found...

Posted

Well I already knew it lost to rolls because it only works on neutral tech, but yeah it is pretty awful. I still think it is pretty neat.

 

I'll definitely try the j.236D thing out to see how it works.

Posted

Oh man Konan just beat Tsujikawa's Kokonoe. Tsujikawa looked like he was overly afraid.

 

Sucks that he lost to the Litchi afterward, though.

Posted
 

j.7 > j.236D. 

Loses to back roll. This isn't something id encourage y'know, but it's something I found...

 

Okay I just changed it up slightly. If you delay a j.214A after the j.7 > j.236D, you can dash up to them and at most get a sort of meaty type thing maybe if they roll backwards if you are fast enough. If they forward roll, you can catch them with the standing move of your choice instead of j.C and I am pretty sure they are stuck if they neutral tech.

 

Pretty good in my opinion.

 

Actually let me add on to that. If you 6C right after landing, you can meaty backwards rolls with 6C by itself and neutral techs with the help of the descending projectile, and combo into forward rolls off of the projectile for pretty great damage. You can also start safejump out of landing as well instead of 6C. So you'd opt for a 6C if they don't have a reversal or they have less than 50 heat or something.

 

6A > 5CC > 6BB > 214B > 5C > 2CC > j.7 > j.236D > j.214A(delay) > 6C®

 

j.236D(2) > 6CC > 214B > 2CC > j.CC(delay) > 5C > 2C > 236C > 214B > 22

 

Is there really anything that Tsubaki can do to deal with backwards rolls at midscreen anyway?

Posted

Is there really anything that Tsubaki can do to deal with backwards rolls at midscreen anyway?

 

 

Yolo 3C. :P

Posted

Yolo 3C. :P

 

I do that all the time and it gets me smacked. I wish there was another way.

 

maybe buffer 236d?

 

That sorta kinda works. I guess it is worth the charge because of the payoff maybe.

Posted

I suppose the alternative would be 236a-> 22d, back when charges were free just 236d 22d and corner lol ^^,

edit: wondering if anyone can check if 5b 3cc pick after 22b charge is possible

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