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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

I personally like the sound of a combo that is easy to change up on the fly. Gives her a little Litchi feel for combos. Makes things definately more interesting to watch. I say this as if Tsubaki wasn't already the flashiest to watch ^^. Just wish I could get before v~day ><

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Posted (edited)

@Osmond: Just with those two new distortions (well technically only one is new, and one is modified) Extend Tsubaki is already the best Unlimited Tsubaki we've gotten so far lol.

EDIT: I hope Daedron and Batousai frequents this thread the most~ I was wondering if you guys would mind me making an article on your combo video for Dustloop (since SRK has done it but DL hasn't.... What the what?). I'll wait till you're done though J since you're working on it from what I've seen posted around here.

Edited by pktazn
Posted

My mindset with Tsubaki will have to change in EX as I cannot afford to be stingy with heat this time around because it's more of a necessity for her in terms of mugen and 3CC - RC stuff. I actually realise how hard I find it considering I'm reluctant to spend meter on heat, especially for non - killer DDs.

I also forgot to say. Great combo videos Dae, and now Bat.

Posted

dat combo vid was awesome bat

especially dat 3C at the end lol

also since i'm getting the hang of csx tsubaki better is their anything you guys want me to try in the meantime? :toot:

Posted
5C and 5A are our new starters, dude.

I figured as much.

I guess no one will know if the P1 of 5C has changed but in the case that it hasn't I'm very curious to see how much damage we can get from it considering a 5C starter = a ton of damage. Then once that's established (If that's the case) we'll have Mori on our case again.

Posted

5C has no range though, and forces you straight to shit gatling options, including NO OVERHEAD

And how fast /is/ it? I understand it fits in combos where 5B used to, but is it fast enough to be a legit poke for the range it has?

Posted

5C gatling to 6C and 6B shouldn't be underestimated especially considering 6B is still + on block(we believe).

6C guard into fuzzy cross over j.C is doable on all characters(I think?) to boot and you saw what an air mugen there can achieve.

5C is no replacement for the near gdlk 5B we had in CS 2 but in Extend, you're going to have to incorporate it more into your playstyle since it's significantly faster now.

Don't write off 5B completely though, you're still going to be using 5B as a spacing tool, just not as the be all end all normal we used it as before.

Posted
5C has no range though, and forces you straight to shit gatling options, including NO OVERHEAD

And how fast /is/ it? I understand it fits in combos where 5B used to, but is it fast enough to be a legit poke for the range it has?

5C is about 7-8 frames now.

Posted

5B isn't all bad i find myself getting a lot of counter hits off of it i'd say maximum range 5B is fine then dash in 5C seems to work well but that's my experience so far

Posted
5B isn't all bad i find myself getting a lot of counter hits off of it i'd say maximum range 5B is fine then dash in 5C seems to work well but that's my experience so far

I really doubt that works considering 5B is -5, add in the dash and the startup of 5C and your opponent has about 15-16 frames to hit you with something.

Posted
I really doubt that works considering 5B is -5, add in the dash and the startup of 5C and your opponent has about 15-16 frames to hit you with something.

^This, gotta remember to keep frames in mind. Considering IB'ing 5B will just make it worse if you DONT follow up afterward (i.e 5BB/2B).

Posted

I've been playing against people in extend and doing a lot of experiementation- testing the waters you could say.

A ton of charge canceling, transitioning into overheads and oddly placed 6B, frame trapping constantly with delayed hits and unconventional gatlings. Add a healthy mix of throwing to the mix and her pressure is actually still pretty solid if you do it right. The biggest annoyance is that before we would 5B and when that is blocked, we would take that time to quickly dash in and start a block string but now we're just going to have to close the distance quickly and start off with 5A/5C which will take a bit more finesse.

One of the biggest adjustments I'm in the process of making right now is avoiding the use of 5B(B) in basically any situation that isn't carefully timed spacing or a overhead transition setup(don't forget you can overhead off of 2B as well too).

Anyhow, let me get to that 1 charge mid screen combo that I was talking about that's in the video.

I've been messing around with it a bit more in the lab and it's actually quite an interesting combo. It's very character specific as you can't do it in two different ways and hope that will cover all the bases. The combo goes as such

*note* I'm not posting this in combo compilation thread just yet because I haven't perfected it yet.

(5A) optional if you wish > 5CC > 623C > j.214C > 9j.C > delayed 9j.C > j.236D > j.214B > 6CC > (delay input of this hit determines position)236B > 214B > 22B

Let me elaborate since it looks a little complex at first.

First off you can do this combo just fine as 5A > 5CC, it still works but it does more damage with a 5C starter instead of 5A but you'd be surprised, 5A starter will net you around 3.2k while the 5C starter will net you around 3.4k so now as much difference as you would think.

Secondly, there's the 9j.C. I put that 9 in there explicitly because you do need just up-forward to make this combo work properly against the majority of the cast. It's the same for the second j.C after the jc but you delay the j.C and hit him as high as possible.

This allows the j.236D to have a knockdown that arcs downwards while you're still very high in the end to the point where your j.214B won't hit him as they're going down.

After you can land it's a simple matter of going into 6CC and then using 236B to determine where you want to be position wise. You can actually drop the combo here if you go into 236B too fast or too slow so your timing has to be right but I haven't found that timing to be too hard to grasp. A little quicker and landing the hit should land you opposite direction of where you started and a little slower and hitting them will land you in the same direction.

This is important because it gives you flexibility of where you want to position yourself and the enemy.

There are some characters that make this combo harder to land on, it's usually the taller characters with bigger hitboxes like Hakumen and I do believe this just might not work against Tager but we have an alternative for his big red ass.

Also, you can go into an IAD combo off of this like so

5CC > 623C > j.214C > 9j.C > delayed 9j.C > j.236D > j.214B > dash 2B > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C

Ya, that totally works. The timing is tight on the IAD a bit more than usual so you need to time it well but it works just fine but I would opt for the 236B > 214B > 22B option because of untechable time and positioning option select.

The other one charge combo is one we already know and it's actually been improved in a way because it works against crouched hit opponents.

5A optional > 5C > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B

The beauty of this combo is that it works against everyone in the roster(I'm fairly certain of this) and the biggest problem of this combo in CS 2 which was that the 5C > 2C would whiff on crouched enemies but that is no longer the case anymore.

You have to be relatively close to hit them with 2C but it works well.

If you're fighting Tager, you can even do 5A > 5CC > 2C because he's so big that even after the push back of a extra hit, he'll still get hit by the 2C, lining him up for 214D.

I'll chime in with some more stuff later but feel free to comment about what you think and possible alternatives as I'm always looking for something better.

Posted
have you tried any combos with 5a->2c->5cc stuff?

I have no idea why you would ever do that but I'll give it a try in the lab later.

Posted
<complex stuff>

Well, either EX is going to cause me to level up my game a ton, or I'm going to be completely incapable of playing this character.

>doomed<

Posted

I'm getting a bunch of comments from people that most of the combos in the video aren't feasible because they don't start with 5B.

heitest.gif

I've wasted my time.

Posted
I'm getting a bunch of comments from people that most of the combos in the video aren't feasible because they don't start with 5B.

heitest.gif

I've wasted my time.

i tried most of your combos and i've got most of them down in matches i don't see the problem?
Posted
I'm getting a bunch of comments from people that most of the combos in the video aren't feasible because they don't start with 5B.

I've wasted my time.

Uh, I thought the first rule of posting Youtube videos was to ignore the comments?

Posted
I'm getting a bunch of comments from people that most of the combos in the video aren't feasible because they don't start with 5B.

heitest.gif

I've wasted my time.

To be fair, 5A was the most practical starter in that vid. And there was one 5A combo.

What matters are the starters you'll actually hit people with. I'd rather know what I can do off 5B than a double gold burst combo off 3CC. I'd rather know what I can do after 6A, FC or not, than 5 charge mugen combos. I'd rather know what my max is off 2b or 2bb than a clean 6C.

People are complaining because you promised new tech, and then, well, made a combo video with mostly (admittedly pretty cool) combo video combos. If you want people to believe we're okay, you need to show them her neutral isn't shit and that she's still playable even with the nerfs she has. Show them 5C is viable as a poke. Show them 5A has crazy good prorate for a jab. Show them how good charge cancel is in pressure. Once people understand her level zero game is passable, they'll care about her higher level stuff.

Posted

Mmmm most of the things in the second paragraph is more tutorial video material rather than combo video material to me since not everyone is going to notice the difference right away unless you tell them or they see match videos which Tsubaki is sorely lacking in.

Posted
Mmmm most of the things in the second paragraph is more tutorial video material rather than combo video material to me since not everyone is going to notice the difference right away unless you tell them or they see match videos which Tsubaki is sorely lacking in.

It is tutorial video stuff more than combo video stuff, yeah, but it's the sort of stuff that matters when showing people a character is playable.

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