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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted (edited)

Unrelated, but I just noticed that the C-DP isn't a projectile anymore either. Nice!

Huh. And they removed landing recovery from j.236X. Very interesting.

Edited by Airk
Posted

Im sure that C DP not being a projectile anymore was mentioned quite awhile ago.

And no landing recovery on j.236x still doesnt help much since neither performs like the old j.236C which would be amazing if they did. I guess j.236A will have its uses since the ball will keep them in blockstun. But why do that and risk losing pressure when you can just command grab or 6B.

Posted
Im sure that C DP not being a projectile anymore was mentioned quite awhile ago.

Don't remember.

And no landing recovery on j.236x still doesnt help much since neither performs like the old j.236C which would be amazing if they did. I guess j.236A will have its uses since the ball will keep them in blockstun. But why do that and risk losing pressure when you can just command grab or 6B.

Well, it means that even with only one charge, you have a DP with no landing recovery.

Posted

Ya the C-DP not being projectile makes our match up with Tager a bit more manageable which is nice because the loss the 22D unblockable plays a huge part in that match up.

Posted

I think the biggest drawback to the Tager matchup is that 22B doesnt knock down. When i fight Tagers, I bully the living hell out of them with 22A/C. C for primers, and Afor CHs. But the unblock does hurt alot though. Even with improved DP, i dont think it makes up for those 2 loses. So the matchup i alot more difficult. Also, Tager is "better" in CP

Well, it means that even with only one charge, you have a DP with no landing recovery.

Are you calling j.236x a DP. Or is that a typo

Posted

This time around in the Tager matchup, Tsubaki's easiest plan will probably revolve around the use of [4]6X.

Posted

j.236A will probably give Tager a ton of problems too, since he doesn't really have the mobility to maneuver around it, and his hitbox is so big, he'll probably have to deal with it even at super jump height. Tsubaki will be able to build charge pretty easily while Tager's stuck blocking or waiting for the fireball to get to a spot where he can try to super jump over. Sledge probably won't even be a problem too, since Tsubaki moves back a lot after j.236A so A sledge will never reach, and B sledge can be reacted to.

Posted

Are you calling j.236x a DP. Or is that a typo

He means 623C > j.236D to make it "safe".

Just so you know, that isn't safe at all.

Posted
He means 623C > j.236D to make it "safe".

Just so you know, that isn't safe at all.

But at least they have to punish you in the air, is all I'm saying.

Posted

46x will most likely be useful yea. If they continue to jump over the ball we can intercept with j.B. But air suplex would be a problem. I wonder what will win between shield charge aura and sledge.

If you think about it. If she kept either unblock or 22B knockdown, the Tager matchup would be lulz. But I still need to go over all the new changes he has.

Posted
j.236A will probably give Tager a ton of problems too, since he doesn't really have the mobility to maneuver around it, and his hitbox is so big, he'll probably have to deal with it even at super jump height. Tsubaki will be able to build charge pretty easily while Tager's stuck blocking or waiting for the fireball to get to a spot where he can try to super jump over. Sledge probably won't even be a problem too, since Tsubaki moves back a lot after j.236A so A sledge will never reach, and B sledge can be reacted to.

Not...really, since Tager can just sledge through it. This may be a problem with [4]6X stuff too, we'll see.

Also, it looks like either the mook, the translator, or the transcriber got something mixed up, because the wiki lists [4]6D ⇒ 236D as "Throw" property, and 6321C as "B, HBFPr(2)"; Looks like those are probably backwards?

Posted

If Tager is sledging through [4]6X/j.236A and you're getting hit you're doing it wrong.

The whole purpose is to react to how he reacts to it.

If he blocks it, go in for pressure (lol) or just throw/CG. Also use that opportunity to get more charge if necessary.

If he jumps resort to the usual stuff, but if he sledges as TGR said, punish it.

This is at neutral game, and I dunno about you guys but hopefully my aim will be to frustrate the Tager by playing hella dry (lame) by spamming projectiles. Regarding those specials, yea, they sound backwards lol.

Posted
The matchup was always frustrating the hell out of Tager though

I think this is like, every Tager matchup.

Posted

I'd like to see more players use fuzzy j.BB stuff against Tager honestly, it's such an effective tool and I feel it's largely underused.

Posted
I'd like to see more players use fuzzy j.BB stuff against Tager honestly, it's such an effective tool and I feel it's largely underused.

Care to elaborate on this concept so I have another thing that I theoretically understand but don't remember to do? :P I mean, I grasp the idea of using j.BB to "fuzzy guard" (aside: Why do people call j.CC and j.BB "fuzzy guard" - they're just double overheads - I don't think the fact that they work has anything to do with the weird hitbox stuff that happens in fuzzy guards, because you're always low enough to the ground that it doesn't matter.) on jump ins, but where in particular do you suggest it against Tager?

Posted (edited)

Also, it looks like either the mook, the translator, or the transcriber got something mixed up, because the wiki lists [4]6D ⇒ 236D as "Throw" property, and 6321C as "B, HBFPr(2)"; Looks like those are probably backwards?

Are you sure? Where do you see this because I just double-checked to fix it and didn't see the mix-up.

EDIT: DON'T MIND ME HERP A DURR HURR I SEE IT :vbang: this is what I get for quickly scanning during my break It should be fixed now.

Edited by pktazn
Posted
Are you sure? Where do you see this because I just double-checked to fix it and didn't see the mix-up.

EDIT: DON'T MIND ME HERP A DURR HURR I SEE IT :vbang:this is what I get for quickly scanning during my break It should be fixed now.

Thanks; I probably should've just fixed it myself, but I get paranoid about changing things even when I feel like I know better. -_-

Posted
Ive never seen so much Mugen before in my life.

Well, OD does prevent folks from bursting your Mugen combos. Though it actually sortof seems like the new burst system works in our favor here, because people seem more inclined to burst early, which gives an us opening really let loose without worrying about shedding 50 meter and all our charges for nothing.

Posted

Yes a couple months back I said one of the reasons why Mugen is weak/barely used now is because of the double burst system. Another reason is the lose of 3CC combo extenders. With those two gone Mugen is alot more viable. And shes getting more damage for her charge during it this time around as well. Not to mention OD Mugen combos

Posted

In addition to that, it's also likely not used much in Extend since there is no real reason to use. I think we can all pretty much agree that it's fun as hell to use and if you can pull it off, you can potentially get some good rewards off it. But in the end, like Airk said, those resources can be used better. Honestly, it wasn't that good/useful right off the bat (Extend is the first iteration it actually did something though) but I stand that it was a step in the right direction.

CP is also another step in the right direction~ A different path but still in the right direction.

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