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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion


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Posted

Importing the JP version regardless of when the US version releases...except if it's REALLY close, which for me is about a 2-3 day difference.

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Posted

I'll import if the wait's more than a week. Any less and you run the risk of not getting your copy before the US release if it gets caught in customs.

Posted

I'd expect the release date to be announced soon before/during the Arc Revolution Cup which happens to be in May.

Posted

Hmm. I just watched that combo video and it was pretty nice. But the thing that struck me the most was the end, the ... 214B > dash Blades super oki setup. It was a nice setup. But what I've been wondering for the longest and I mentioned to Kiba lately is the possible use of 214B or the followup version as legit oki midscreen. As opposed to the 22x enders I've mentioned earlier that seem really inferior. Things like 3CC oki or cross under go out the window because it seems the time their in an untech state is even shorter on 22B. Cant do much off of it. For 214B I always thought that now it's use is pretty much gone since when combos like .... 236C > 214B > charged 22B happen it seems like their extremely high after being hit from the 214B. And that they'll tech before they hit the ground in most cases. CP's combo system still confuses me and I haven't seen anyone not choose to follow up after it hits. So it's hard to say exactly how useful it is.

In any case, I just went to screw around in EX because I haven't been really using 214A as oki. Neither have I really experimented with it. Of course the only time you'll be using it is if the character is airborne, so a combo like 2CC IAD combo into 236C > 214A is what I did. After looking at some frame data I saw that shes less or greater than +51 depending on the height you used 214A on them

probably got the number wrong though

. Applying meaty pressure is hard with this much frame advantage because of how large the window is (I would suggest doing confirming into the 2CC > 236C > 214A part of the combo when they are pretty low to the ground so the frame advantage isn't extremely huge). So I thought to close that window, and started dashing and whiffing 5B while their in their invul state during the emergency tech. Then I would link a 5A afterwards. But after some more testing I found that the 5B whiffs on some characters, like Jin. So instead I switched the normal to 2B. Which would be more consistent than 5B when stopping any other teching options. The only thing I had to change is you have to do a very slight delay with 2B after you dash with it to make up for the fact it recover 5 frames faster than 5B does. This setup stops any attempt to chicken block since 5A hits extremely meaty and catches their jump startup, 2B hits them if they opt to not tech as fast as possible after the 214A, and if they attempt to press any button after they tech they'll be CH. If they try to up barrier only barrier will come out and they'll still be stuck on the ground. You can also substitute 5A with 5C but you'll have to delay the 2B a tiny bit more.

If they attempt to delay and forward tech, which would probably be the most likely of teching options if they tried something else, you can easily super jump after the 2B and throw them. If they tech backwards just IAD and throw them. The only obvious problem I've had with this setup after DPs. I tried creating an option select that involved linking a barrier after 5A, since if done early enough the 5A will whiff and you can barrier said reversal attempt. But a lot of the time the 5A would be too early and whiff on them since their still in their invul frames. Makoto was one of the first characters I tested with and the setup seemed to somewhat work by linking barrier after I applied the normal timing to the meaty 5A. But once I attempted this with Ragna I would either be hit and it would be a CH or a regular hit. And there's only a 2 frame difference on the startup of their DPs. So either it's extremely tight, or my timing was off. It was most likely the later.

Well anyways thats why I'm here, I was wondering if you guys can possibly shed some light and help with a possible option select for any type of reversals. And maybe cover any mistakes I may have made.

Posted (edited)

Can't really comment since I have nothing to say, not that there is anything wrong with what you've said, but I don't experiment much with 214A > pressure stuff to award you with any light. I can however comment on this:

But the thing that struck me the most was the end, the ... 214B > dash Blades super oki setup. It was a nice setup.

It was cool, but do you really want to hit with that super? You're spending 50 heat just to get j.CC > j.214B followup unlike Relius and Rachel who can do much more from their DDs. That's 2.1k you're dealing, whereas if you got them to block it, you're bound to get a much stronger confirm. Heck even 6A is better than hitting with the blade super first now.

What I'm saying is that I wouldn't want to create ambigious setups where they'd have to guess block, I would WANT them to block. So knockdown/6C > blade super is fine with me. Make them block and get hit if possible, or force them to waste 50 heat on CA, and good reads could even lead to baiting that and getting a better confirm in! Of course, there are exceptions, such as if you're going for the kill, or if a better combo can be found. Of course, again, I'm not saying you shouldn't do it.

Edited by Kiba
Posted

Well i just said it was a nice setup. Dont really plan to use it and i wouldnt really want them to get hit by it either. It was interesting and gave me a couple ideas for some other things

Posted (edited)

I know. I didn't assume in the slightest that you'll use it.

It's more like, I'm just giving some friendly advice/critique and it's open for discussion y'know. Not only to you, but to try and benefit the others if possible. :eng101: I should've made myself more explicit though.

Edited by Kiba
Posted

Nah its fine. Regarding my 214A setup post, Im going to experiment some more tonight and see if I can find an OS for reversals. Or at least certain ones. Will post my findings as well

Posted
Nah its fine. Regarding my 214A setup post, Im going to experiment some more tonight and see if I can find an OS for reversals. Or at least certain ones. Will post my findings as well

Isn't 214A our safe jump setup ender?

Posted
It definitely says that, but it's just an anonymous post without any sources. SKD's tweet about it coming out in February had just as much believability.

(Everyone remember to dick-punch SKD for getting everyone's hopes up. Never forget!)

This is hella funny to me because I met and played against SKD at Katsucon (animu convention) which was in mid-feb, but I didn't know who he was until people told me (I only pay attention to top Rachels usually q_q)

Posted
Isn't 214A our safe jump setup ender?

Yes, but that's mainly in the corner. I'm trying to find a universal variation that works both midscreen and corner. This setup seems effective (emphasis on seems, since I haven't used it in an actual match yet), but I'm still working on a way of dealing with reversals.

Posted

Lol, Kiba the Pokemon hunter!!!! I never played an english version of pokemon, only french version. So the pokemon on your avatar are dragon type: Tranchodon (Haxorus) and Tryoxyde (Hydreigon). Funny avatar. I didn't play any Pokemon for 2 years, maybe I will try it again , maybe X and Y versions. lol

Posted
Yes, but that's mainly in the corner. I'm trying to find a universal variation that works both midscreen and corner. This setup seems effective (emphasis on seems, since I haven't used it in an actual match yet), but I'm still working on a way of dealing with reversals.

You can use 214A/B as an ender for a safejump anywhere, the only problem is when your opponent delays their tech and rolls. Also, I'm pretty sure 214B worked better against reversals slower than 7 frames, and 214A was only for 7 frame reversals in combos that don't use 6CC>236C>5C>2C>BB as the ender. Using 6CC>236C... then 214A actually pops them up too high regardless of which character it is.

Posted

I was going to mention that 214B works better overall except against Ragna and Hazama's reversals iirc, but using 214B midscreen will have you switch sides most of the time.

Posted
It seems like the charge gauge slows down on certain hitstops during Mugen. Look. I'm pretty sure it didn't do that before

I already knew that. Espcially on j236D which a huge hitsop.

Posted

Just making sure everyone else knew.

And regarding midscreen 214A oki, i failed in finding an OS for reversals. Sorry guys. But the setup is still very effective imo. I hope its still usable in CP

Posted

NP thanks for trying.

Brought the Unblockable Setups Compilation back. Someone remind me why I archived it.

Let's work with what we have now, and apologies for any inconveniance.

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