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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted
Kuresu appears in the latest Central video again. He hovered over Izayoi for a second and I got hyped as hell.

... But then he chose Tsubaki

I'm okay with this. Izayoi looks awesome, but I will be super sad if everyone ditches Tsubaki.

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Posted
I'm okay with this. Izayoi looks awesome, but I will be super sad if everyone ditches Tsubaki.

If Mu is any indication on what will happen to Izayoi. Everyone will try out Izayoi then run back to Tsubaki.

Posted

That is what I feel will happen sooner or later.

In the latest videos provided by PK, j.236A > j.214X doens't look like a bad combo ender at all in the corner! It leaves you in a nice position to set up a command grab for example.

Posted

Yeah, felt like I saw kuresu taking a lot of air enders in the latest batch. But that might've been because of the characters he was playing against. There seems to be a hell of a lot of character specifics to tsubaki's combos this time.

Posted
I'm okay with this. Izayoi looks awesome, but I will be super sad if everyone ditches Tsubaki.

Don't think people will completely ditch Tsubaki.(but alas that just an assumption)

She's looking really good.but Izayoi might be a re-run of what happen with the previous "new" characters ~ People will use them for a week or 2 till they settle down with that one or the other. Its that make it or break it period tbh.

Posted
Yeah, felt like I saw kuresu taking a lot of air enders in the latest batch. But that might've been because of the characters he was playing against. There seems to be a hell of a lot of character specifics to tsubaki's combos this time.

Yea I noticed that when I started seeing 5A/5C > 2C from DP whiffs. Unless there is a significant difference between the character specifics (like jump loop combos in EX) I'll be sticking to the basics.

On a side note Kazu isn't bad with Tsubaki, but still no one opts to use 6C after > 4D~236D. I wonder why, surely it's the more optimal route. It's also nice to see IAD combos from 236X > 214D.

Posted
Yea I noticed that when I started seeing 5A/5C > 2C from DP whiffs. Unless there is a significant difference between the character specifics (like jump loop combos in EX) I'll be sticking to the basics.

On a side note Kazu isn't bad with Tsubaki, but still no one opts to use 6C after > 4D~236D. I wonder why, surely it's the more optimal route. It's also nice to see IAD combos from 236X > 214D.

http://youtu.be/V_vAcx76l-U?t=1m1s

Like this?

Posted
Nah I mean from 236X hitting first. In EX you can't even use the IAD combo because 236X prorate way too much, however, this does not remain the case in CP.

More combo potential makes her look so much more fun to use imo.

or atleast more than EX

Posted
More combo potential makes her look so much more fun to use imo.

or atleast more than EX

Im just glad they made DP whiff sort of practical again. *runs off*

Posted
Im just glad they made DP whiff sort of practical again. *runs off*

I agree. To some extent. Its still a CH > Mugen > Opponent bursts , type of situation but then again. That's BB , if you know they'll get dmg off a certain starter then burst em.

I do like the look over how her BBCS:EX J.236D > J.214D can now be done on the ground. I think that will make her slightly more scary in terms of pressure.

Posted
Yea I noticed that when I started seeing 5A/5C > 2C from DP whiffs. Unless there is a significant difference between the character specifics (like jump loop combos in EX) I'll be sticking to the basics.

On a side note Kazu isn't bad with Tsubaki, but still no one opts to use 6C after > 4D~236D. I wonder why, surely it's the more optimal route. It's also nice to see IAD combos from 236X > 214D.

I think 5a>2c works on everyone except Amane. That said, There's issues with it. Which you could see in some of those videos.. You have to have the proper delay on certain parts or else it falls apart.

Posted
I think 5a>2c works on everyone except Amane. That said, There's issues with it. Which you could see in some of those videos.. You have to have the proper delay on certain parts or else it falls apart.

Won't delays be harder in this game , due to that decreased hit stun/stop. So far the IAD combo's look tough.

Posted

I don't think delays will be any harder. confirming 2c > 2cc will be harder.

IAD combos don't look harder to me, just different. It depends on starter though. 6a starter IAD is supposed to be somewhat difficult.

Posted

Tbh Im confused on why some combos are working for her in CP when P2's have been nerfed all around and some combos just plain wouldn't work in EX.

Posted
Tbh Im confused on why some combos are working for her in CP when P2's have been nerfed all around and some combos just plain wouldn't work in EX.

Remember that Proration is only for damage now. Untechable time is determined by the starter only, and does not decay. You can just do whatever you want during the "allowed time" for the combo, which is determined by the starter.

Posted

Ah yea that allowed time thing I read about. Forgot about that change. Okay that answered my question, thanks Airk. But still I'm liking some of the more obscure looking combos Kuresu is doing. Wonder what will be her most optimal combos in the coming months.

Also, it was said DP whiff combos don't work anymore but I witness Kuresu do it once about the first time he showed up. But I haven't seen him do it again since then. Wonder why

Posted
Also, it was said DP whiff combos don't work anymore but I witness Kuresu do it once about the first time he showed up. But I haven't seen him do it again since then. Wonder why

No, they definitely do, but they don't seem to give much of an advantage over Tsubaki's (rather improved) BnB ground options. Apparently they're kinda fidgety on the execution side as well, so it may be that he's deciding they're not worth it/suboptimal.

Posted

Is what I was thinking, just verifying. But yea seems like that may be the case.

I was pretty upset over the lost of 3CC combo extender but CT does the same job fairly well and is only 25 heat so that's always a plus. I'm also still curious exactly how much damage can she get from Command Grab(1) > RC > Combo. In a video a couple hits went into about 2.1k

Posted

From the combo compliation....

'63214C > RC > CT > 6CC > 214B > 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A'

3.2K. Expensive.

Posted (edited)

Are their any charge variants that have been seen or no. Even with crush trigger the damage is pretty low. But i guess it has some use as a match ender

Edited by Surf
Posted

Well, the P1 of the command grab is 60, so we can expect quite low damage from it unless you implement something like mugen which is 100% heat.

There has yet to be any footage of the command grab being used with charge.

Posted

Well, it seems obvious that you should be able to use 214D instead of 214B for a bit more damage, but it'll probably only add up to less than 1k extra.

Posted
Well, the P1 of the command grab is 60, so we can expect quite low damage from it unless you implement something like mugen which is 100% heat.

Eh? From the Changes thread:

Command throw / 0,0,80*12/ 90/100,80,64,80*11 ※960 guaranteed damage

Isn't that a 90 P1, not 60? The 60 P1 is the Blade Super.

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