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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

I think that's been proven time and time again.  (*Cough* Noel's is the worse) From the time you see people teleporting to your hand, you know that grab box is Crazy
The real Grapplers of the game lol :NO::LI::MU::MK::LA2::TS2::TA::KO: 
 

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Posted

Just all the girls? I've always been under the impression that basically ALL air throw hitboxes are gigantic in BB since like, CS2.

 

I mean, this is Ragna's Air Throw hitbox from Extend:

 

rg320_02.png

Posted

This game indeed has whacky grab boxes  like the ragna one you showed but , lets use that as an example. that is similar to noel's one - the box is in front of her,  but for some strange reason - if she's got her back to you , i.e. you dash pass her air hit box - that grab will hit you.

I guess what characters Air dash -> it extends there hit box but her back man... also there 2 Gif's  - if i can find them of  female grabs at its best (basically f'd up lol)

Posted

Thank You Boss!  This game is sexist.  Girls get these massive Hug hit boxes.

Even if people say "JB extended his hit box" 
she's not even looking at the man...... the sexism is real.

*Plays Back2Back - Sonic Rush OST*

Posted

That's actually less the hitbox than, as has been pointed out, the hurtbox.  Remember that all you need to do is overlap the hitbox by a TINY amount.  This happens with other attacks too but it's most obvious with throws due to the 'vacuum' effect.

Posted

That's actually less the hitbox than, as has been pointed out, the hurtbox.  Remember that all you need to do is overlap the hitbox by a TINY amount.  This happens with other attacks too but it's most obvious with throws due to the 'vacuum' effect.

 

Well yes, but in other games (generally) the airthrow hitbox is normally a small square around the hand. A max range hurtbox that reaches the edge of an already oversized throw hitbox results in airthrows like the one in that gif.

Posted

Well, I _DID_ include a picture of the enormous hitbox, and then everyone was all "but it's grabbing things that aren't even in that enormous hitbox! I was behind her!" sooooo....

Posted

Still doesn't forgive the females for having these disgusting hitbox.  Look at it man.  and this "vacuum" effect.....what lol Only vacuum i know is Tager's Magnetic grabs that suck you in.

Posted

tb320_02.png

 

It's pretty big. Pretty much every char has these giant red squares of death.

Posted

Strange, I often whiff it. Maybe i'm just terrible or they changed it

I seem to remember there being something in the change log when CP was released about reduced hit boxes for air throws (in general not just Tsubaki). But I can't say for sure.

Posted

We don't know -  best we don't make assumptions or guesses. lets just agree - some people get kidnapped during some throw attempts lol.

Posted

"Excuse me sir calling in, we seem to have lost (insert name here) , we want to name a tsubaki yayoi as a suspect, but she wasn't near him when the victim dissappeared...."

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted

I am completely okay with stupid hitboxes. Unless people other than me start abusing them. Then I demand ASW nerf them immediately.

Posted

Just recently discovered something about the knockback properties of j.214X after j.236A. So normally there would be the choice between using j.236A > j.214X or j.214X alone to end an air combo because the former blasts your opponent across the screen while the latter grounds them and leaves you right in front of them so that you can continue the pressure. This is because the j.214X has different attributes when it is used to follow up j.236A (or 623C)

 

Now if, instead those two options, you decide to use a lone j.236A, you will go into this falling arc backward on your way back to the ground. You can choose to hold D for some nice and unsafe charging as you descend, or you can actually choose to use a delayed j.214X. The discovery I made, while seemingly impractical, has to do with this delaying of j.214X. Apparently, even if you delay the j.214X, the move itself retains the follow up attributes of knocking your opponent flying even if j.236A was not part of the combo.

 

So this is where it seems to get a bit impractical. See, what you're able to do with this is end an air combo with j.236A and then delay the j.236X until you see what they choose for their wakeup. If they decide with neutral or forward, then you get to take advantage of j.214X's active frames until landing to either catch the roll or hit them right at the end of the neutral. If they roll backwards, then you just appear either right in front of them or right behind them depending on what you want.

 

See, this is pretty ballsy because the j.214 series is like super negative on block, but the beauty of this is that you don't really need to predict which tech they will use because you can make your decision the moment you see your opponent make theirs. This decision is, of course, whether to use A, B, or C. C is usually the choice for neutral or backward with B or A being mainly for forward.

 

At midscreen or if you have your back to the wall, getting the hit with this will get you not much more than the 1000 damage that any of the j.214 series follow ups do and about a screen length of space between you and your opponent so you can charge, but if you are in the corner everything changes. See, all the non-D j.214 series follow ups actually share the same P1 and P2 values which actually make them pretty good combo starters.

 

If you land this in the corner, you have to use a rapid, but the combos you can pull off actually net you a good amount of damage depending on how many install stocks you have.

 

j.214X [follow up] > RC > 2C > 2CC > 236C > 5A > 5C > 2C > 236A > 214B > 22B for ~2.8k

 

Actually, it really isn't worth it if you don't have at least 1 stock.

 

j.214X [follow up] > RC > 2C > 2CC > jc > j.C > jCC > j.214D > 6C > 6CC > 623C > j.236A > j.236B for ~3.2k

 

j.214X [follow up] > RC > 2C > 2CC > jc > j.C > jCC > j.214D > 6C > CT > 5C > 2C > 2CC > jc > j.C > j.CC > j.236A > j.214B for ~3.8k

 

Haven't done enough testing yet, but there are more combos.

Posted

with j214 d you wont need to rc for combo and the 623 c delay j214a path into 5c2cc 236 c path becomes avalible.

of course its more of the point is is using 214 a gurantee punish for catching something reactable or else just go the jd falling jc for standard oki after j236a

Posted

Recently, when I have tried to go into the 2BB sliding crossup after ending with 214B or 214B > 22B(w) I have been getting grabbed out of it. Does this really lose to grab mashing or am I just going in too late?

  • 4 weeks later...
Posted

by option select he means auto pilot

 

and by not unsafe he means unsafe

 

I think anyway. 

1st is correct

2nd is incorrect tho. I really meant safe

Posted

6c itself isn't unsafe on block but it's disadvantageous.

 

and any time you go into 6c is unsafe

 

doubly so if you're autopiloting into 6c from something

triple if you're trying to go from 5c instead of 5b. 

Posted

You'll never get punished for trying 5B > 6C, no need to argue about it. I'm not talking about numbers here, i'm talking about what really happens during matches.

 

And autopilot is a big word, unless you mean mashing 6C endlessly, but then 6C isn't the issue here...

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