Jump to content

Archived

This topic is now archived and is closed to further replies.

Kiba

[CP1.1] Tsubaki Yayoi Questions and Answers Thread

Recommended Posts

BBCP_Header_Q&A_Thread.png


Ask a question, get an answer! CP Style! Simple! Go whenever! Commonly asked questions will be added here so please check before asking.
 
I. General FAQ questions (Story, colors, non-gameplay related questions)

1. Where can I find Tsubaki's colors?

Colors 1-6 (default) are here! Colors 7-16 (DLC) can be found right here!

 

 

 

II. Gameplay-related FAQ

1. What happens when you combine Tsubaki's Overdrive and Mugen?

 

Mugen overrides OD but OD makes mugen drain slower.

 

2. Is Tsubaki better in CP?


Short answer, yes. She has a command grab which strengthens her mixup and a projectile and new super which aids her neutral game and oki. She deals more damage and the addition of crush triggers has helped in making her damage more consistent. However, she is a little more difficult to use in this iteration.

 

3. How do I get 6C > j.D > j.C to combo?


You need to try to delay the 5C slightly because of the recovery of j.C. Most of the time if you input 5C too fast, it won't come out. Also cancel the jump immediately with j.D, if you are too high it will obviously won't combo. Note that it doesn't work against standing opponents and you need them while they are airbourne with 6C in order for this to work. Furthermore, using this from an air throw is character specific so please check out the combo thread for further details.

Share this post


Link to post
Share on other sites

Yes, try to delay the 5C. The recovery on the JC is huge, so most of the time if you are too fast 5C won't come out. Also cancel the jump immediatly with j.D, if you are too high it will obviously won't combo

Share this post


Link to post
Share on other sites
Yes, try to delay the 5C. The recovery on the JC is huge, so most of the time if you are too fast 5C won't come out. Also cancel the jump immediatly with j.D, if you are too high it will obviously won't combo

this. getting used to J.C landing recovery will take a few days. Currently finding delaying 5C > 2CC > IAD or 236C to be a bit awkward but its only day 1.

Loving the 46d > 236d corner combos, so sweet

Also, how sick is being able to an IAD combo of 6a! granted it doesnt do massive damage but at least we get a full combo.

Share this post


Link to post
Share on other sites

Is there a definite list somewhere of which characters certain DP whiff routes just won't work on? The timing is so strict now I really can't tell when I'm just messing up or when a certain link just isn't possible on a certain character.

Share this post


Link to post
Share on other sites

So for any character a DP whiff>5A would work on, a 5C would also work? Because I'm having the same troubles using it on Valkenhayn that I am on Amane.

Share this post


Link to post
Share on other sites
I don't have the game with me ATM, but last night I couldn't get the 66C-jD-jC-C timing right in the challenges. Any tips please?

Can I get some tips on this too? I'm stuck on challenge 21 with Tsubaki. I seem to drop her J.C after the J.D a lot. If I do it too fast, J.C doesn't even come out and when I connect J.C, I actually whiff the 2C > 2CC. It looks like I have to let most of the 66C hit before I cancel into J.D? Or does the timing of 22D matter at all before this part of the combo happens?

Share this post


Link to post
Share on other sites

It's already been answered

Yes, try to delay the 5C. The recovery on the JC is huge, so most of the time if you are too fast 5C won't come out. Also cancel the jump immediatly with j.D, if you are too high it will obviously won't combo

This is fairly easy. Once you get used to it you'll never drop it again.

Share this post


Link to post
Share on other sites

You're not forced to let 6C fully hit but there's no reason to jump early because you'll just be missing out on free damage. 22D timing does not matter.

j.D has to be done ASAP after jumping from 6C, j.C has to be done ASAP after j.D ends. 5C has a slight delay due to landing recovery. if 5C > 2C hits 2CC will never miss in this combo unless you delayed it for too long (feel free to mash 2CC out at this point).

Share this post


Link to post
Share on other sites

Anyone got tips for challenge 23? I always seems to cross up when I try to do 6CC which whiff after the J.214D, so I try to cheat a little by doing it in the corners, but can never connect 2nd J.C at all.

Share this post


Link to post
Share on other sites

Slightly delay the 6C, try inputting it about when Azrael flies over your head, it's still relatively finnicky either way though. I think delaying j.236D > j.214D might also help a bit.

2nd j.C needs to be done fast after the first j.C because of the hitstun proration. also make sure to not high jump from 2C or you'll whiff j.CC at the end for sure.

Share this post


Link to post
Share on other sites

Well I tried for another several hours with no success. I'll give up trying to do that 23 combo and work on other stuff. I got few other questions. I read a lot about people mentioning DP whiff combo. Does that consist of delaying the J.214X to whiff after the DP? And what's up with connecting with 2C after launching the dummy? I would mash like crazy and I would still be too late at times. Also I've been trying to figure out what is going on with this basic combo:

Throw > 236C > 214B > 22B

For some reason, I can't seem to connect 214B after 236C. Sometimes it connects and I can't figure out the timing for this.

Share this post


Link to post
Share on other sites
I read a lot about people mentioning DP whiff combo. Does that consist of delaying the J.214X to whiff after the DP? And what's up with connecting with 2C after launching the dummy? I would mash like crazy and I would still be too late at times.

Yes, the DP whiff combo consists of slightly delaying the j.214A after 623C. This is the trick people need to do if you want to be successful in dp whiff combos. If you cancel into j.214A immediately it will be much more difficult for you to followup. However, if you slightly delay the j.214A, it's easier, and sometimes you don't even need to dash to get the 5C > 2C to connect.

Also I've been trying to figure out what is going on with this basic combo:

Throw > 236C > 214B > 22B

For some reason, I can't seem to connect 214B after 236C. Sometimes it connects and I can't figure out the timing for this.

I have also been inconsistent with this, so use 236B > 214B > 22B instead.

Share this post


Link to post
Share on other sites

I have also been inconsistent with this, so use 236B > 214B > 22B instead.

I found this incosistent as well, 214B would whiff sometimes, maybe it's my timing with 236B?

Share this post


Link to post
Share on other sites

The midscreen throw BnB shouldn't be 236B/C > 214B > 22B series as it's woefully inconsistent and does pitiful damage. It should be a straight pick up with 214B after throw(slightly delay the 214B to make it hit).

Then you can do a micro dash 5C > 2CC continuation.

It's fairly easy to do but if you're in the corner and you throw him away from the corner, the 214B will not connect. But then again, in that scenario, you'd want to back throw so it's not a scenario you should run into all that often.

You can also dash 5C > 2CC without the 214B but the timing on that is more difficult and also has the same problem of distance in certain cases.

Share this post


Link to post
Share on other sites
The midscreen throw BnB shouldn't be 236B/C > 214B > 22B series as it's woefully inconsistent and does pitiful damage. It should be a straight pick up with 214B after throw(slightly delay the 214B to make it hit).

Then you can do a micro dash 5C > 2CC continuation.

But you would have to do air ender correct?

I'm not sure if this is char specific but against Noel I am able to do throw > 5C > 236A > 214B > 22B. Seems consistent and stable.

Share this post


Link to post
Share on other sites

It's like 500 more damage, more meter gain, a lot more consistent and plus, air enders aren't the poor substitutes they were in Extend as ending the combo with j.214A allows for a brief moment of free charge (same charge acceleration as 22B) and leaves you right next to your opponent. In fact, one could argue that it might be a better ender than the 3B series against characters you want to stay on top of(which happens to be most of them).

Share this post


Link to post
Share on other sites

You can also just do Throw>214B>5C>2C>236B>22B and still get a blowback, although they'll tech in the air since you can't charge the 22B

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×