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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted
S = Stagger

F = Float

SD = Slide

WB = Wallbounce

And I guess "G" means..."ground"?

Posted
Yes. If you hover over the column header, a little box pops up explaining what the notations mean in case there were others you wanted to know.

Bah, tooltips?! What is this, some sort of like, real application or something?

Fine. But that was not entirely obvious. x.x

Posted

Just wanted to say the guides have been fairly helpful in getting me back into learning Tsubaki. Haven't played BB since CEO2012, lol.

Posted

Couple of questions - What 1-2 stock combos do most of you use from a 5B and j.CC hit confirm?

I've also been having trouble connecting j.214B > 6CC after j.236D midscreen. Is there a specific timing to hit this or vids to help?

Posted (edited)

99% of the time with 1 stock I tend to just go for a chargeless combo to get up to 2 stocks, unless it will kill or I can do something with 3CC > RC.

But if I do blow the stock it's generally for the 22D > 6CC > 236C > 5C > 2C > ender route.

I would only blow 2 or more stocks if you can add a 3CC RC beforehand for the bonus proration and do the 6CC > 623C > j.236A/B(whiff) > j.214D type combos.

If they don't have a burst it's generally better to go for Mugen, try to confirm into it as soon as possible so you get the full benefits of bonus proration. you can get 4K+ easily with 1 charge mugen off of 5B so long as you don't do a full Magic-Series beforehand.

All of the above counts for j.CC starter as well except you get higher damage.

j.214B(whiff) after j.236D needs to be done as soon as possible, this is easier against some characters and harder to impossible against others like Arkakune/Tager/Hakumen.

If you're unsure if you're going to connect with it opt for the lower damaging 2B > 2CC > ender pick-up.

Edited by Daedron
Posted (edited)
Couple of questions - What 1-2 stock combos do most of you use from a 5B and j.CC hit confirm?

I've also been having trouble connecting j.214B > 6CC after j.236D midscreen. Is there a specific timing to hit this or vids to help?

From 5B:

-Midscreen = I don't use stock, I go for the standard bnb.

-Corner = 5BB > 5CC > 623C > j.214D > 6CC > 236C > 214A > 22B. Nowadays I omit the 5C > 2C after 236C so I can go for the 6A force tech. Alternatively, I use 5BB > 5CC > 623C > j.214D > j.D > j.C > 5C > 2CC > 236C > 214A > 22B. I don't use 2 stocks from a 5B starter.

From j.CC:

-Midscreen = Again no stock. Standard bnb or jump loop combo if it works on the character.

-Corner = Same 5B combo as above with one stock (j.CC > 5CC > 623C > j.214D > etc), or I may not even use any. With 2 stock I may opt for j.CC > 5C© > 22D > (3CC > RC ) > 6CC > 623C > j.236A(w) > J.214D > j.D > j.C > 5C > 2CC > 236C > 214A > 22B

With the j.214B(w) > 6CC after j.236D, it's as Daedron said that you need to input it immediately. Do not delay it otherwise the 6CC won't connect (or it'll blue beat). A video demonstration is here.

Edited by Kiba
Posted

So from what I'm gathering, I should only use stock midscreen if it's Mugen (opponent has no burst) or 3CC RC combos to go for the kill? Otherwise, it seems like she's getting most damage out of the corner and spending stock midscreen is a waste.

@Daedron - Thanks for the help on doing j.214B(whiff) combos. I'll try it when I get home.

@Kiba - If omitting 5C > 2C after 236C sets up a 6A force tech, then I'd prefer doing that. Also appreciate the vid demonstration.

The only other questions I have right now are all match up related, but I'll look through the threads first before wasting anyone's time on advice.

Posted
So from what I'm gathering, I should only use stock midscreen if it's Mugen (opponent has no burst) or 3CC RC combos to go for the kill? Otherwise, it seems like she's getting most damage out of the corner and spending stock midscreen is a waste.

Nope. It also depends on the starter.

5B/5C CH > 6CC > 214D

6A FC > 5CC > 6CC > 214D

6CC > 214D/236D

These are just other examples where I would recommend the use of stock midscreen. If you hit with 5CC or 5BB I would recommend going for the 623C > j.214B(w) > hj.C combo because those are some really good starters and I feel you should make the most out of those, otherwise, you're stuck with the regular combo.

Posted

Something I do a lot which works for me (though I don't see a lot of other people do it) is to use 1 charge for 236D for either position switch (if your back is to the corner) or mixup/reset shenanigans.

You can do: 5BB > 5CC > 236D > 5BB > 5CC > 22B to switch sides

You can do: 5BB > 5CC > 236D > 5BB > 6A or delay 2B or delay throw to mix up. Or if you have 50 meter you can do 5BB > 5CC > 236D > 5BB > 3C for a fairly nice payoff if you hit (and the 50 meter makes it safe).

Don't do this too often, because people will start DPing you, but it can be hilarious to do 5BB > 5CC > 236D > 5BB > 6A > 5CC > 6BB > 236D > 55B > 3CC > RC > 2CC >IAD etc. Makes people rage (and also does a pretty good pile of damage, which it better, considering it's two stocks, two resets and 50 meter. :P )

Posted

Hmm. Maybe straight to 6A after the 236D would be better. If they tech theyll eat the overhead. If they to avoid the mixup and not tech it combos normally. 5A > 2B for low since it doesnt combo. And if they start dping, just 5A and block after the 236D.

Thats what i usually do off my 236D resets anyway

Posted
Hmm. Maybe straight to 6A after the 236D would be better. If they tech theyll eat the overhead. If they to avoid the mixup and not tech it combos normally. 5A > 2B for low since it doesnt combo. And if they start dping, just 5A and block after the 236D.

Thats what i usually do off my 236D resets anyway

The problem with using 5A > 2B for the low is that it seems people can cue in that you're doing something different when you do the 5A, because you're only doing a 5A when you do a low? Though I guess you could use it for a tic throw too. Can you finish a combo if you hit with a blue-beat 6A after 236D?

Anyway, the gist is, another option you have with one charge midscreen is to use a 236D Reset of some sort; There are lots of interesting options and the more of them you try out, the more success you'll have finding what's effective for you! :)

Posted
You can just do 6A > 5CC > 22B if you think its too prorated

That's kinda the question I'm asking - what -can- you do after the bluebeat 6A? Assuming a basic 5BB > 5CC before the 236D?

I guess I can just mess around in training mode and figure it out, but I nowhere near my copy of BB at the moment. :P

Posted

What about doing stuff like 5BB 5CC 22C > 236D > dash 5C 2CC > ender for the added corner carry + damage? Been using that personally a lot lately, mostly because I am finally managing to get the dash 5C to hit correctly most of the time (my execution skills is not what you would call top notch :-)).

Posted

Interesting, at first glance it looks like it would pretty bad, but it does seem worth a charge for the carry. Nice

Posted

Honestly I don't like the use of it because I prefer to save the stock for more useful things but you have to take things into account such as the type of player you're up against and especially the character. If you're playing against Lambda or Mu it's more justified but if you're up against Tager there's really no need.

There's no need to use the 236D extender on Valkenhayn and Rachel since a followup 236C works.

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