Ginseng Posted December 2, 2009 Posted December 2, 2009 (edited) ================================================================The Tsubaki Yayoi Combo Compilation Version 3.0================================================================ Updates: 11/15/10: Added couple level 1 charge combos. Was too lazy to remember or record damage values, you guys can do it or find better variations :D 8/5/10: Edited couple of the fatal counter and mugen combos due to reconfirmed hitbox testing. 8/3/10: Added Fatal counter section, troll combo section, updated Tsubaki install section. Thanks to Stensatsu for coming up with some of the FC combos. Added description on whiffing normals on first post. 7/15/10: Bolded/colored some key combos that should be used. Added couple fool-around lvl 4 combos. 7/13/10: Added a CH 22x combo at lvl 0, added a few mission mode combos at lvl 3, added some Tsubaki Install(mugen) combos. 6/10/10: Added a few lvl 0 charge combos, added combos after CH DP A. 5/16/10: Updated level 2 charge combos (Midscreen section). The combos do a bit more damage, fairly easy to learn. 1/24/10: Version 1 of the combo compilation complete. Updates will happen in the future regarding other combos, damage values, and possibly video links.Credits to: ryokoalways, Felicia, Soniti, kidviper, CrimsonDisaster, SonGohanX, kro_, Stensatsu - for posting combos, giving general input on the combos and options, and confirming combos found elsewhere such as the Japanese BBCS wiki.Japanese Tsubaki wiki - Japanese BBCS wiki (used as one of the sources for this thread, though combos are not posted until double checked by local players.)Before reading this guideā¦. I would like those that do not know much about Tsubaki to go through the guide here. (Work in progress) Also, main BnB combos that you will/should use will be in bold and dark red Due to the nature of Tsubaki's charge properties, not all combos will be added here. This is because it is very easy to make up your own combos by using D specials and other moves whenever you want. Save that for combo videos. Mainly BnBs and other practical combos will be added here.Also very important: those who wish to add to the guide or combo thread, please post in the general discussion thread hereTable of Contents:General tips regarding Tsubaki's CombosBeginner Level combosa) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 ChargeIntermediate Level combosa) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 ChargeExpert Combosa) 0 Charge b) 1 Charge c) 2 Charge d) 3 Charge e) 4 Charge f) 5 Charge1. General tips regarding Tsubaki's Combos Tsubaki's Drive can be a complicated matter to work with. As a Tsubaki player, you have to make time to charge when you can, and make sure not to waste charge stupidly. So here are some tips for any aspiring Tsubaki players.Do not waste all your charge on every opportunity you have.Make sure you try to maximize the most damage possible per charge.6BB after 5CC only combos on crouching opponents.If you want to maximize damage, make use of charge during key specials to extend your combos and damage potential.In general, midscreen combos should be limited to a maximum of 1 level of charge, while corner combos should be limited to a max of 2. By general consensus, this is where you'll get the most damage per charge. (You do have the option to do whatever you want though.)Moves such as 22D and j.214D can extend your combo, so if you plan to use them, make sure not to prorate the combo too much before using them.If 5B CH hits too far, you can cc it with 2D, then dash up 5B. It will still combo.CH 5B also leads into 6C, so you can do 6CC into an air combo.When you see (w) after a move in a combo, it means whiff the normal. Tsubaki's normals are unique in the fact you can whiff the first part of a move, and still do the second part. Edited May 13, 2011 by Ginseng
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 (edited) 2. Level 0 Combos These combos will use 0 charge gauge/meter. a) Midscreen Combos 5BB > 2BB > 5CC > 236A > 214A > 22C (lvl 2) [1961] 5BB > 5CC > 214A > 22[C] (wallbounces) > 6C > 623A > j.236A > j.214C [2000-2100] 5BB > 2BB > 5CC > 236236C(50 meter required) [2400-2500] CH 5B > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C dash 5C > 2CC > 5CC > 236A > 214A > 22[C] [2492] CH 5C > 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C [2800-3000] anti-air 2CC > hjc j.BB > jc dj.CC > j.236A > j.214C CH anti-air 2C > dash 5B > 2CC > hjc. j.C > jc dj.CC > j.236A > j.214C [2200-2300] 3CC > jc j.B j.C > jc dj.CC > j.236A > j.214C 3C > jc falling j.C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [2200-2400] 6A > 5CC > 236A > 214A > 22C(lvl2) [1604] 6BB > 5C > 236A > 214A > 22[C] (lvl2) [1800 - 1900ish] 236x > RC > 5BB > 2BB > 5CC > 236A > 214A > 22[C] Anti-air 236X > RC > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C 214x > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C 214B > dash 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 22x > 5B or 5BB > hjc j.B j.C > jc dj. CC > j.236A > j.214C CH 623A > dash 5B > 623C > j.236A > j.214C [1450ish] CH 623A > 214A > 22[C] (lvl 2) [1300ish, better for charging] throw > 236A > 214A > 22C (lvl 2) throw > 214B > 22[A] (full) > 6C > 623C > j.236A > j.214C [1900-2000, allows you to dash or double jump if you charge a bit] throw > 214B > 5BB > hjc j.B j.C > jc dj.CC > j.236A > j.214C [2100] throw > 214B > dash 5B > 2CC > sjc j.C > jc dj.CC > j.236A > j.214C [2257] b) Corner Combos 5BB > 2BB > 5CC > 236A > 214A > 5B > 623C > j.236A > j.214C (allows air dash afterwards) CH 623A > 2CC > jc j.C > dj.C > j.236A > j.214C [around 1700] CH j.214C > 3CC > hjc j.B j.C > jc dj.CC > j.236A > j.214C [2700-2800] CH j.214C (land hit only) > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3200-3300]<- has to be RIGHT at the corner. throw > 214B > 5B > 2CC > hjc j.C > dj. CC > j.236A > j.214C [2257] Edited November 15, 2010 by Ginseng
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 (edited) 3. Level 1 Combos These combos will use 1 charge gauge/meter. a) Midscreen Combos 5A/2A > 5BB > 5CC > 22D > 6C > jc j.CC > j.236A > j.214C (allows air dash afterwards) 5BB > 5CC > 22D > 6C > jc j.B j.C > jc dj.CC > j.236A > j.214C 5BB > 5CC > 22D > 6CC > hjc j.C > dj. CC > j.236A > j.214C [2970] 5BB > 5CC > 236A > 22C > RC > dash 2B > 236236C (100 meter required) CH 5B > 6C > 214D > 5C(w)C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 5C > 6C > 214D > 5C(w)C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 2C (ground hit) > dash 5C > 2CC > 5CC > 22D > 6CC > hjc j.C > dj. CC > j.236A > j.214C FC 6C > 214214D > 236D > 214D > 22D > dash 2CC > 5C(w)C > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3700] j.C > 5BB > 5CC > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3500] 236D > 5BB > 5CC > 236A > 214A > 22[C](lvl2) CH 236D > 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C anti-air 236D > 5B > hjc j.B j.C > jc dj.CC > j.236A > j.214C 22[D](lvl3) > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3281] j.214D > 236C > 22C(lvl2) j.214D > 236C > RC > 2CC > jc j.C > jc dj.CC > j.236A > j.214C (50 meter required) throw > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3164] throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3700-3800] air throw (height specific) > j.214D > 236C > RC > j.B j.C > jc dj.CC > j.236A > j.214C b) Corner Combos CH 5C > 6CC > hjc j.C > jc dj.CC > j.214D > land 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4100-4300] j.CC > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C Fatal Counter 6C > 214214D > 623D > j.214D > 214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000] <- Lenient in terms of distance away from corner, just can't be exactly midscreen or around there. CH j.214C > 3CC > hjc j.B j.C > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3500-3600] CH j.214C > 6CC > hjc j.C > hjc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C <-has to be right at the corner, can RC CH j.214C to get a bit more leniency on timing. throw > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C (50 meter required) [3800-4000] throw > 22D > 6C > j.C > j.236B > j.214B > charge for a bit (tap it) > j.C > 236236C air throw (height specific) > j.214D > 6CC > hjc j.C > dj.CC > j.236A > j.214C Edited November 15, 2010 by Ginseng
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 (edited) 4. Level 2 Combos These combos will use 2 charge gauge/meter. a) Midscreen Combos 5BB > 2BB > 5CC > 236A > 214A > (22D > 6C)x2 > 22C or 236236C 5BB > 5CC > 22D > 6C > 214D > delay 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [3200-3300] j.C > 5BB > 5CC > 22D > 6C > 214D > delay 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [3700-3800] 22D > 6C > 214D > delay 2CC > 5CC (first hit whiffs) > sjc. j.B j.C > jc dj.CC > j.236A > j.214C [4130] 22D > 6C > 214214D > 623D > j.214D > 2366D (to do the dash before it) > dash 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C CH 236D > dash 5C > 2CC > 5CC > 22D > 6CC > hjc. j.C > jc dj.CC > j.236A > j.214C [4400] 214D > 2CC > 22D > 6CC > hjc > j.C > j.CC > 236A > 214C [4310] throw > 22D > 6C > 214D > delay 2CC > 5CC (first hit whiffs) > sjc. j.B j.C > jc dj.CC > j.236A > j.214C [3700-3800] b) Corner Combos 5BB > 5CC > 623D > j.214D > 6CC > hjc j.C > jc j.CC > j.236A > j.214C FC 6C > 214214D > 22D > 623D > j.214D > 236D > 214D > 2CC > 5c(w)c > hjc j.C > dj. C > j.236A > j.214C [4800+, works on everyone, kinda works far from corner, as long it carries by the end it's okay.] FC 6C > 214214D > 623D > j.214D > 236D >214D > 22D > 2CC > 5c(w)c > hjc j.B j.C > dj. CC > j.236A > j.214C [4928, doesn't work on Bang, Carl, Noel, mu, lambda, litchi, same comment as above] 22D > 6CC > hjc j.C > jc dj.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000+] 22D > 214214D > 623D > j.214D > 214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [5000] 22D > 6C > 214214D > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [5300+] 214D > 214214D > 623D > j.214D > 22D > 6CC > hjc j.C > dj.CC [5831] throw > 214D/22D > 6CC > hjc j.C > dj.CC > j.214D > 5C > 2CC > hjc j.C > dj.CC > j.236A > j.214C Edited December 25, 2010 by Ginseng
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 5. Level 3 Combos These combos will use 3 charge gauge/meter. a) Midscreen Combos 5BB > 5CC > (22D > 6C)x3 > 22C 236D (anti-air hit) > 5B > hjc j.B j.C > dj.CC > j.214D > 5C > 2CC > hjc j.C > dj.CC > j.214D > 2C > 236236C 22D > 6CC > hjc j.C > jc(neutral jump) dj. C > j.236D > delay j.214D > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C b) Corner Combos 22D > 6CC > hjc j.C > dj j.CC > j.214D > 5C > 2CC > hjc j.C > dj j.CC > j.214D > 2C > 236236C [50 meter required] 22D > 214D > 6CC > hjc j.C > dj. j.CC > j.236A > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4600-4800 somewhere around there] throw > 214D > 6CC > hjc j.C > dj j.CC > j.214D > 5C > 2CC > hjc j.C > jc dj.CC > j.214D > 2C > 236236C [50 meter required]
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 6. Level 4 Combos These combos will use 4 charge gauge/meter. However, most of these combos will generally be for fun only. It normally isn't worth the charge meter to do these types of combos. a) Midscreen Combos 623D > j.236D > j.214D > 22D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000+] b) Corner Combos 623D > j.214D > 214D > 22D > 6CC (the other way, since you cross under) > hjc j.C > jc dj.CC > j.236A > j.214C Any normal starter > 5BB > 5CC > 22D > 214214D (lvl 3 install) > 623D > j.214D > 6C > jc j.CC > j.214D > 236236D (100 meter required) 22D > 6C > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [5300+]
Ginseng Posted December 2, 2009 Author Posted December 2, 2009 7. Level 5 Combos These combos will use 5 charge gauge/meter. These combos are generally for fun and not worth the meter, with the exception of the one combo in this section, which can be used to win a match given certain circumstances. a) Midscreen Combos b) Corner Combos Throw > 214214D > 22D > 214D > 623D > j.214D > 6CC > hjc j.C > dj. CC > j.214D > 2C > 236236D [6600-7000]
Ginseng Posted January 3, 2010 Author Posted January 3, 2010 (edited) 8. Tsubaki Install Combos Here you will see all the practical combos possible for Tsubaki's Install super (mugen). a) Level 1 Charge Midscreen Combos CH 5C 6C > 214214D > 623D > j.214D > 2366D > dash 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C FC 6C > 214214D > 236D > 214D > 22D > dash 2CC > 5C(w)C > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3700] Corner Combos 5BB > 5CC > 214214D > 623D > j.214D > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3836] 6A > 5C > 214214D > 623D > j.214D > 22D > 6C > jc j.B j.C > dj.CC > j.236a > j.214c [3182] 2B > 5C > 214214D > 623D > j.214D > 22D > 6CC > hjc j.C > dj.CC > j.236A > j.214C [3487] Fatal Counter 6C > 214214D > 623D > j.214D > 214D > 5C > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C [4000] (50 meter required) throw > 214214D > 22D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [3800+] (50 meter required) throw > 214214D > 623D > j.214D > 22D >6CC > hjc j.C > dj.CC > j.236A > j.214C [4360, does not work on Bang] b) Level 2 Charge Midscreen Combos 22D > 6C > 214214D > 623D > j.214D > 2366D > 5B > 2CC > hjc j.C > jc dj.CC > j.236A > j.214C (if you're at corner after 236D, you can do 5CC 2CC instead of 5B 2CC)Corner Combos FC 6C > 214214D > 22D > 623D > j.214D > 236D > 214D > 2CC > 5c(w)c > hjc j.C > dj. C > j.236A > j.214C [4800+, works on everyone, kinda works far from corner, as long it carries by the end it's okay.] FC 6C > 214214D > 623D > j.214D > 236D >214D > 22D > 2CC > 5c(w)c > hjc j.B j.C > dj. CC > j.236A > j.214C [4928, doesn't work on Bang, Carl, Noel, mu, lambda, litchi, same comment as above] 22D > 214214D > 623D > j.214D > 214D > 6CC > hjc j.C > jc dj.CC > j.236A > j.214C [5000] 22D > 6C > 214214D > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [5300+] 214D > 214214D > 623D > j.214D > 22D > 6CC > hjc j.C > dj.CC [5831] c) Level 3 Charge Midscreen Combos Corner Combos d) Level 4 Charge Midscreen Combos Corner Combos Any normal starter > 5BB > 5CC > 22D > 214214D (lvl 3 install) > 623D > j.214D > 6C > jc j.CC > j.214D > 236236D (100 meter required) e) Level 5 Charge Midscreen Combos Corner Combos Any normal starter > 5BB > 5CC > 22D > 214214D (lvl 4 install) > 623D > j.214D > 214D > 6C > jc j.CC > j.214D > 2C > 236236D (100 meter required) throw > 214214D > 22D > 214D > 623D > j.214D > 6CC > hjc j.C > jc dj.CC > j.214D > 2C > 236236D [6600](100 meter required) Edited December 25, 2010 by Ginseng
Ginseng Posted August 3, 2010 Author Posted August 3, 2010 (edited) 9. Fatal Counter Combos Here you will see combos for landing Tsubaki's Fatal counters (6C mainly) a) Level 0 Charge Midscreen Combos FC 6CC > jc j.B j.C > jc dj.CC > j.236A > j.214C Corner Combos b) Level 1 Charge Midscreen Combos FC 6C > 214214D > 236D > 214D > 22D > dash 2CC > 5C(w)C > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3700] Corner Combos FC 6c > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.B j.C > jc dj.CC > j.236A > j.214C [3930] c) Level 2 Charge Midscreen Combos 22D > 6C > 214214D > 623D > j.214D > dash 236D > dash 2CC > 5CC > hjc j.B j.C > dj. CC > j.236A > j.214C Corner Combos FC 6C > 214214D > 22D > 623D > j.214D > 236D > 214D > 2CC > 5c(w)c > hjc j.C > dj. C > j.236A > j.214C [4800+, works on everyone, kinda works far from corner, as long it carries by the end it's okay.] FC 6C > 214214D > 623D > j.214D > 236D >214D > 22D > 2CC > 5c(w)c > hjc j.B j.C > dj. CC > j.236A > j.214C [4928, doesn't work on Bang, Carl, Noel, mu, lambda, litchi, same comment as above] d) Level 3 Charge Midscreen Combos Corner Combos e) Level 4 Charge Midscreen Combos Corner Combos f) Level 5 Charge Midscreen Combos Corner Combos Edited December 1, 2010 by Ginseng
Ginseng Posted August 3, 2010 Author Posted August 3, 2010 10. Troll Combos Here you will see all the lol troll combos you can do! a) Midscreen Combos 22D x n b) Corner Combos TK 214D (2147D) x n (623D > j.214D) x n
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