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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

Crazy stuff we discover: I am a LOT better at this game when I'm not playing on a TV with like 8 frames of lag. :P

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Posted
Crazy stuff we discover: I am a LOT better at this game when I'm not playing on a TV with like 8 frames of lag. :P

What were you playing on? I didn't think any tv would've had as much as 8 frames?

Posted
What were you playing on? I didn't think any tv would've had as much as 8 frames?

One of the earlier Samsung LED TVs. Not sure of the model off the top of my head.

Maybe it's not 8, but it's enough that it's stupid visible to me in comparison now. @_@

Posted

I've heard Samsungs in general are pretty bad in the lag department even though the picture looks really pretty. I almost got one but then found a Toshiba TV I'm really liking so far.

Posted
I've heard Samsungs in general are pretty bad in the lag department even though the picture looks really pretty. I almost got one but then found a Toshiba TV I'm really liking so far.

Seems believable. Had I been aware of this phenomenon when I was shopping for a TV, I likely would have chosen otherwise, but then, I wasn't even playing fighting games at the time.

Fortunately for me (Sortof) I have an old CRT TV in the other room for use with older game systems, so I can hook into that if I can tolerate the ugliness. But holy crap it makes this game easier. @_@

Speaking of which and keeping vaguely on topic, someone want to suggest three crucial Extend combos for me to start learning? CS2 stuff at my lowish level of execution all still works, but I might as well improve. :P

Posted

Midscreen

Throw > 236C > 214B > 22B > (6C > 22B If near corner)

Corner

Throw > 6CC > 236C > 5C > 2C > 236C > 214B > 22B

22D > 6CC > 236C > 5C > 2CC > 236C > 214B > 22B

Posted
Midscreen

Throw > 236C > 214B > 22B > (6C > 22B If near corner)

Corner

Throw > 6CC > 236C > 5C > 2C > 236C > 214B > 22B

22D > 6CC > 236C > 5C > 2CC > 236C > 214B > 22B

Thanks! I've already started working on the first one, since it's actually a challenge mode combo. It's simple enough except for the fact that I need to do the 236C way earlier than I'm used to doing 236D.

I'd suspected that the 6CC > 236C >5C bit was going to prove crucial, so I'll run with those for now. These seem pretty manageable! Huzzah!

Posted

It's very important but it's also not remotely difficult.

More difficult to get down is the places where you do 6cc>236x>214A>dash 5c>2c>ender. also helpful to know.

Posted

Was looking at the Wiki and found a couple of weird things that I don't know what to make of:

In the 5C section, it says: "This is probably the best normal that Tsubaki can use to as the changes has given it increased speed." The best normal she can use to....what?

In the 2A section, it says: "This can also be used for tick throws, but it is inferior to 5A because 2A induces just a little less blockstun." but both are level zero and can cancel into throws; Why do we think there is less blockstun on 2A?

Posted

In the 5C section, it says: "This is probably the best normal that Tsubaki can use to as the changes has given it increased speed." The best normal she can use to....what?

Might need to change that.

In the 2A section, it says: "This can also be used for tick throws, but it is inferior to 5A because 2A induces just a little less blockstun." but both are level zero and can cancel into throws; Why do we think there is less blockstun on 2A?

There was a significant reason as to why I mentioned that but I can't seem to remember now.

I'll make amends.

Posted

There was a significant reason as to why I mentioned that but I can't seem to remember now.

I'll make amends.

Thanks! I can edit and have been on grammar control duty, but I've been trying not to change content unless I know for sure it's a typo or something.

(Aside: Down at the bottom it says Tsubaki's best moves to use on block are 5A/2A and 5B; Is that correct?)

Posted
Thanks! I can edit and have been on grammar control duty, but I've been trying not to change content unless I know for sure it's a typo or something.

(Aside: Down at the bottom it says Tsubaki's best moves to use on block are 5A/2A and 5B; Is that correct?)

Thanks, and yea those are correct.

Posted

While we are talking wiki there is an error in the frame data page in the revolver action table.

2CC should have 5C

3C Fatal Counter isn't listed either.

Posted
While we are talking wiki there is an error in the frame data page in the revolver action table.

2CC should have 5C

3C Fatal Counter isn't listed either.

Fixed. I certainly feel comfortable making edits of THAT scale.

Posted

Thanks. Added the Missing 5C.

I do not believe FCs are supposed to be added at all?

Posted

FCs aren't mentioned in the Revolver Action table for any characters iirc. It's more of a note for the actual move itself and I see it there.

Posted

3C Fatal Counter isn't listed either.

Fixed. I certainly feel comfortable making edits of THAT scale.

Oh I see what you mean. I just noticed added 'Fatal Counter Possible' for 3C in the frame data table.

Thanks Airk, and yea you got to it before I did, lol.

Hasn't 5A/2A and 5B always been her best moves to use on block? Why would that ever change?

It's always been her best moves, and won't change until ASW make another mistake change yay!

Posted
Thanks Airk, and yea you got to it before I did, lol.

Now I'm fixing the terrible grammar in the Makoto section. :P It's a slow day at work.

It's always been her best moves, and won't change until ASW make another mistake change yay!

Though none of these moves are as good on block as they used to be. /mourn. (Particularly 5B. Profound sadness.)

Posted

Doublechecking more Wiki stuff here; Blockstrings section says:

"2A > 5B is standard. It's solid and has no holes. "

Is this true? 2A is back to level 0 in EX, and 5B is slower now. 2A should give 9 frames of blockstun, and startup on 5B is 10. People should be able to backdash/DP/whatever this now? Anyone checked? (Not in a position to verify, myself.)

"The 2A > 6A is as simple as a move that's + into a overhead"

2A is not + anymore. ;_; Not that it actually matters, since you're cancelling here anyway, and all that matters is how much blockstun the move has (less now.)

Posted (edited)

That whole first part was from CS2. I went through and did some quick edits to it.

I'll probably start going through and making a bunch of edits to the wiki starting next week when I'm done with finals. There's a lot of things I want to change with it, and there's a lot of oddly placed first person writing I want to get rid of. There's still seems to be some remnants of CS2 all over the place, and there's some new setups and mixups I want to add. Also, her safejump description's been wrong for a while thanks to me :vbang:

I think things need to be reorganized too. Meh...I've got a project for next week now at least.

Edit: Fixed the blockstring stuff, changed j.236X's description since apparently I'm the only person who has realized what an amazing air-to-air move it is, and fixed the safejump stuff again (which was mostly just reverting it back to the way I used to have it). I think the offense section is a bit of a mess right now. I'll probably separate oki setups, mixups/resets, and blockstrings sometime within the next week.

Edited by TheGreatReptar
Posted (edited)

I haven't considered using j.236X for air to air combat. Figured it wasn't really a good idea so I can't comment on that aspect, but I'll be sure to give it a go when I can.

You think the offense section is messy? Thought it was fine the way it was, but of course that shouldn't stop you from making it any neater if you can, since I'm always open for further contributions.

Thanks for the edits anyway.

Edited by Kiba
Posted

I dunno...maybe it could just be reordered a bit with better headings for certain things. Maybe messy wasn't the right wording. I think the organization is a little rough though.

j.236C is amazing. CH j.236C is a free confirm into 2CC>IAD. You can also make it whiff and use the forward momentum to switch sides then cancel it into j.214D for a ghetto crossup.

j.236A/B are still pretty useless though. The only use I've found for j.236B is for lowering yourself off of really high j.CC confirms so you can combo after a j.214D more easily, or just doing j.CC>j.236B when you don't have stock to lower yourself to get more frame advantage. j.236A is pretty much useless outside of combos.

Posted

Sure, anything to make it look more fancy. If you need help with it/do not have the time please do not hesistate to let me know and I'll make the changes as necessary.

Oh so in that case it'll be j.236C rather than 'j.236X'. Now I see what you're saying and I can wholeheartedly agree with you.

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