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Posted

This thread will be used for combo discussion only. Anything from this thread that is considered viable and practical will be put into the Combo thread/collection. Impractical combos for professional/super competitive play will not be placed, but they can be discussed for funsies, trolling, etc. (AKA spamming charge moves over and over or something ;))

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Posted

I'm not sure if it's character specific but I've been seeing what looks like: 3C> jc j.C> land> 2CC>jc j.C> jc J.CC> j.236A> j.234C

Posted

That's probably her best no-charge/meter combo off 3C. You can add jB on some characters, I forget who. Alternate lazy mode 3C combo is 3CC JC jB > C JC djCC XX j236A > j214C. Other lazy mode combo is like 3C XX 214A, dash 5B XX 623A > j236A > j214C.

Posted

Spent some time experimenting with Install combos. It's possible to do 5bb 5cc xx install and then combo into 5b again Genei-Jin style. I found it easiest to do 5bb 5c xx install since it doesn't push the opponent back as far. Didn't manage to look at the exact damage number, but I managed to do the following: 5bb 5c > 214214d (3 charge install) > 5bb 22d 6c 22d 6c 236236d for 3500-4000 damage (just estimating by lifebar). It might be possible to do another rep of 6c 22d, but seems unlikely.

Posted

Unfortunately that's not worth the 100 meter lol :/ Yea I remember in the loke tests they experimented with the Install super a bit, and cancelling into it from normals.

Posted

Took note of the damage on some of her more common combos.

  • 5bb 2bb 5cc 236a 214a 22c (lvl 2) - 1961 dmg
  • 2c CH 5b 2cc jc j.c dj j.cc j.236a j.214c - 2128 dmg
  • 5bb 5cc 22d 6cc jc j.c dj j.cc j.236a j.214c - 2976 dmg
  • 22d (lvl 3 unblockable) 6cc jc j.c dj j.cc j.236a j.214c - 3281 dmg
  • CH 236d 5c 2cc 5c 2c 22d 6cc air combo (~4k dmg, tager-specific?) Check @7:30 in the Tager match here

The first four are practically BnB's now so taking note of exact damage seemed appropriate. I'd like to test whether or not that bolded part can be applied to other characters. It does a lot of damage and would be worth it even if you have to RC to do it.

edit: fixed link

Posted

I just had an idea, I'm wondering if its possible to get 1 stock of charge back comboing with the 214d, since it launches pretty high, not sure what the untechable time is. but i'm guessing the recovery frames may be too much to allow that.

Posted

So it seems like the key to maximizing damage is knowing how many additional C attacks you can add to ground strings yet still relaunch into an air combo without having the opponent tech out early. If high hit count shortens untechable time, would that mean that juggling with 6cc off of wallbounce net less damage than something like 5cc due to the possibility of a relaunch?

Basically, I'm wondering if it's possible to have more setups that go into a combo like this without having to start from the unblockable.

(lvl 3) 22d 6cc jc j.c dj j.c j.214d 5c 2cc jc j.c dj j.c j.214d 5c 236236c (2 charges 50 heat corner only)

Can't tell how much damage it did exactly but I know it was somewhere between 4k and 5k.

Posted

That was 3 charges btw :o.... The most damage you can get off of that, would probably be based on D special starters. This will probably mean you'll get the most damage from a 214D punish, or anything of that sort.

Posted

Does doing a super in mugen take away 50 heat? or is it like hakumen, once in mugen you can do as many as you want until it ends? Also, Ginseng have you played with Tsubaki yet?

Posted

It takes 50 heat, but the damage it deals is based on how many charges you had when you first activated Install.

Posted

Does doing a super in mugen take away 50 heat? or is it like hakumen, once in mugen you can do as many as you want until it ends?

Also, Ginseng have you played with Tsubaki yet?

No, Norcal is poverty :(. I'll be heading down to socal this weekend though, so I'll get some play hopefully.

Posted

No, Norcal is poverty :(. I'll be heading down to socal this weekend though, so I'll get some play hopefully.

lol, man, there is barely any CS out there, even the mod hasn't gotten to use her

is 22D cancelable with mugen? or is there enough time to activate mugen after the 22D so that you can connect and go apeshit with that corner combo kro came up with

  • 4 weeks later...
Posted

Here's a match showing cases when Tsubaki can combo off airthrow and when she can't.

Case 1: Success

Case 2: Failure

In the first case, the Tsubaki player threw the opponent slightly below the peak of her normal jump and used D dive. In the second case, the Tsubaki player threw the opponent at the peak of her normal jump and used C dive. I don't think it matters which dive you use if you simply want to hit the opponent, but airthrow height definitely seems to matter. Regardless, I'm just glad to know she can combo off midscreen airthrow at all.

Posted

What the heck is the trick for doing x > 22d > 6cc and getting the second part of 6cc to connect? They always seem to tech before it hits and I can jc. do I need to wait longer after 22d, or am I simply not gatling it fast enough. And while I'm here, is there time to dash inbetween 214b and 5b>aircombo? Seems like I am too far away to follow up a lot of the time, or that combo simply doesn't work on like half the cast(mainly talking about after throw).

Posted

X > 22D > 6CC really depends on what moves you did before the 22D. If the combo prorated too much, the second C will not land. Regarding the throw > 214B > dash 5B > 2CC > air combo, there is time to dash in between, but you won't be doing a full dash. Easier version of the throw combo (but less damage of course) is throw > 214B > 5B > hjc j.B j.C > dj.CC > j.236A > j.214C.

Posted

The second part of 6cc doesn't connect if the combo counter is too high. So I believe doing something like 5bb 2bb 5cc 22d 6cc will make it miss but omitting the 2bb will let it hit. If it's already late in the combo, you can just jump cancel the first part and do j.b into an air combo. There's not much time to move after 214b. You can do a slight dash, but if you're not careful it can easily become a 6b. I find that the best followup is to just wait for the opponent to fall a little lower and do 5bb into an air combo. The untechable time is a little longer if you do 214b right after a throw. The 5bb also hits higher than you'd think and combos in situations where 5b 2cc doesn't. If none of these things are working for you and you want a lazy-mode ender, then you can just settle for 6c dp combo or 5b dp combo. The damage is less, but it can be useful if you're having an off day and don't trust your execution.

Posted

Honestly I try not to use 6cc too much cus its just easier to do 6c>jc>air combo. It sometimes kinda hard to super jump into after the followup. I like x > 22D > 6C > air combo ^^;

Posted

Someone post up when you figure out the secret to 6CC -> j.C. It's getting frustrating missing it all the time after 5BB 5CC 22D. How many hits is each 6CC btw?

Posted

High/super jump cancel the 2nd part of 6CC (when the sword shoots up from the ground). If you do it too early, you only get a normal jump. Do it too late, and they tech out.

Posted

just played her for the first time today, it seems like the timing for 22C at the end of her bnb's is at an awkward timing maybe after 214a? i'm not sure when i'm supposed to input the command, it seems like it isn't coming out at all

Posted

uh, just input 22c and hold it till they fall a little. not hard or awkward at all. stop failin so hard, dangle :p

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