Dangle Posted January 10, 2010 Posted January 10, 2010 you know what alz, go play your bad character :o, na i was just curious as to weather or not i pause the command till the 214a is completley done, or its a cancel, feels funky to me. p.s. get hit by dan's raging demon in mvc2, kthx
AcoTan Posted January 10, 2010 Posted January 10, 2010 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 I've played her for the first time yesterday. I'm getting the same thing, only being able to land about 20% of my 22C attempts. I think 22C has to be done right after 214A input, because it doesn't seem to come out if you input after 214A hits.
kro_ Posted January 10, 2010 Posted January 10, 2010 Cancel right away, then hold the button and release when they fall low enough to get hit.
choysauce Posted January 10, 2010 Posted January 10, 2010 i tend to cancel right when i hit them with 214a, it works for me every time
Ginseng Posted January 25, 2010 Author Posted January 25, 2010 Version 1 of the combo compilation is complete, go check it out. Be sure to pm me or post in here if there's an error in there, or you found a new cool combo. There's probably several I missed. Actually now that I typed this out, I know I missed several hahaha.
Ginseng Posted January 25, 2010 Author Posted January 25, 2010 Fatal Counter 6C? 6C is a fatal counter on counterhit.
InverseMatrix Posted January 27, 2010 Posted January 27, 2010 I think I've found a new combo, didn't see anything on it in the combo guide. Requires 1 Install Bar 5bb>2bb>5cc>236d>5bb>5cc>236a>214a Deals 2407 damage. I assume that the 214a links into 22c, but I am terrible at timing that, so I can't confirm. The second 5bb definitly does not link into 2bb, for some reason. Seems like after 236d, some links break. There might also be some slight loop potential here going through the 236ds like the following: 5bb>2bb>5cc>236d>5bb>5cc>236d, repeat the 5bb>5cc>236d. That would be completely ridiculous and not viable, probably wouldn't even deal much damage before you ran out of Install, but hey, it might work
Zaido Posted January 27, 2010 Posted January 27, 2010 When coming up with Tsubaki combos, there are a few things that questions the mind. question is: first of all, is the decision used wise? 2ndly, is it going to give you the extra dmg you need to beat the opponent? 3rdly, or will the outcome of this combo lead to benefits to the questionable lvl usage? and lastly, Is this really something new and usable that should be put into the guide? Inverse Matrix: actually the combo you posted was done before in the past, and 22 attack should connect... just as on going times, charge meter becomes valuable source for tsubaki dmg output that it isn't used in that sense anymore? unless you planning on something after.
STenSatsu Posted January 28, 2010 Posted January 28, 2010 Do we have data on the proration for all her moves somewhere here yet? Like what got posted in the Rachel forum and how it has all the starter and mid-combo proration of her moves.
R.D. Posted January 28, 2010 Posted January 28, 2010 5BB > 2BB > 5CC > 236236C(50 meter required) [2400-2500] Is there a reason to use this as opposed to: 5BB > 2BB > 5CC > 236A > 214A > 236236C 2694 damage, I think? Also in some videos I've seen the Tsubaki player occasionally cancel a 5B into 2369+B, which on j.236B counterhit goes into the default 5BB -> etc. combo. I'm curious about how practical that move is, and whether it might be worth including since things like 236x RC -> 5BB are there as well.
Zaido Posted January 28, 2010 Posted January 28, 2010 cause 236A214A to super does not hit everyone and most of the time characters can tech before the super connects while oppose to the one listed above work anywhere even mid screen. 5B to j236B is ok.. but its not that good when its blocked i believe. so unless you are planning to RC it and continue pressure or combo it when it hits, its not just a move you can just throw out and leave without a scratch
HarrYxDizzY Posted February 2, 2010 Posted February 2, 2010 j.C [land] > 5BB > 2BB > 5CC > 236A > 214D > 623C > 214D > 6C > 623A > 214A > Hold D Need only Level 2 Charge correct me if i am wrong ^_^
Ginseng Posted February 2, 2010 Author Posted February 2, 2010 Lol..... why would you waste charge on something like that...
HarrYxDizzY Posted February 2, 2010 Posted February 2, 2010 you can recover you charge after you finished your combo.... and you can make any kind of set ups you want
Ginseng Posted February 2, 2010 Author Posted February 2, 2010 Theoretically, you can make up as many combos as you want, that doesn't necessarily make them charge-efficient (in terms of additional damage per charge used). The most you can charge after a j.214A is about half a charge at most(because you're barely off the ground), and your opponent can recover instantly, it's not a knockdown-type move. Tsubaki already has issues doing damage, why would you use charge to do way less damage than the standard lvl 1/2 charge BnB?
Zaido Posted February 2, 2010 Posted February 2, 2010 The Limitation of jD... jD has landing recovery... you can block in the air after a quick j.D but once you hit the ground, you can't block for a set frame. when you are charging with j.D you should have a resolution to actually do something from after you press that j.D, usually you wouldn't even have time to charge for one meter due to opponent recovering from ur 214 A/B/C
HarrYxDizzY Posted February 2, 2010 Posted February 2, 2010 yeah your right but you can make any kind of moves like attacking or to set a throw.
Zaido Posted February 2, 2010 Posted February 2, 2010 of course you can. Anyone can do anything they want with their charge meter, there is no set play style of how you should use your meter or what not. You can play meterless, its fine too. We just discussion the combo, and how the meter is spent on a combo where its very likely you can't recover ur meter after it in the given scenario if the opponent knows what he or she is doing. Thus asking the question, is the combo using 2 lvls worth the 2 lvls?
HarrYxDizzY Posted February 2, 2010 Posted February 2, 2010 ^_^ ill keep it for my self then... btw im just new here...
Ginseng Posted February 2, 2010 Author Posted February 2, 2010 I'm just going to reply with this.. of course you can. Anyone can do anything they want with their charge meter, there is no set play style of how you should use your meter or what not. You can play meterless, its fine too. We're just discussing the combo, and how the meter is spent on a combo where its very likely you can't recover ur meter after it in the given scenario if the opponent knows what he or she is doing. Thus asking the question, is the combo using 2 lvls worth the 2 lvls? In other words, I'm so glad I lock the guide + combo compilation threads... EDIT: Actually...I'll just analyze your post and point out the faults.. uhm another combo that i made by my self i think. j.C [Land] > 5BB > 2BB > 5CC> 236D > 5BB [it has kind a little bit timing but it will work properly] > 236A > 22D > 3CC > hjc j.C > jc dj.C > 214A > D [hold] Like what Zaido said earlier...is it worth your 2 charges? You're not maximizing damage output per charge, and if you don't plan on maximizing damage, does it put you in a good situation in terms of charging time, or oki? Regarding 236D > 5BB, timing was never really an issue for it in the first place. 236D does a lot of hitstun allowing 5BB to connect very easily. Also I also stated that anyone can make up combos, but unlike Litchi, making up new combos doesn't necessarily result in decently consistent damage. Since tsubaki [Tension bar which is in called in GGXX. "i dont know what to name it"] is not usually use, you can use it to perform [Roman cancel used in GGXX] by pressing ABC. button, it can be used to pressure or to prepare set ups to your opponent. and here are some set ups and i hope it will help a little ^_^ Tension bar/tension meter/super meter, however you want to call it, though I'm surprised you don't know these terms. And I believe it is fairly obvious that rapid cancels/roman cancels are done by pressing ABC in BB, there is no need to explain it, and how they can be used. "Some of combo list below is needed Half of Tension Bar" If the opponent is on guard mode 1: IAD > CC > 214A > ABC > 5BB > 6A > 5CC > Etc... 2: IAD > CC > 214A > ABC > 5BB > 2BB > 5CC > Etc... 3: j.C [Land] > 5BB > 6A > 5CC > 236A> ABC > 6 > Throw > 22D > 6CC > jc C > jc C> 214A > D 4: j.C [Land] > 5BB > 2BB > 5CC > 236A> ABC > 6 > Throw > 22D > 6CC > jc C > jc C> 214A > D 5: 2A > 5A > 5BB > 6A > 5CC > 623A> ABC > 6A > 5CC > 236A > 214A > [hold for .8secs] 22C > D 6: 2A > 5A > 5BB > 6BB > 5C > 236A> ABC > 5BB > 2BB > 5CC > 236A > 214A > [hold for .8secs] 22C > D 7: IAD > BB [Land] > 2A > 5A > 5B > 2BB > 2D > 6 > 2A > 5BB > 5CC > 236 > ABC > 6 > Throw > Etc... do it fast 8: IAD > BB [Land] > 5BB > 23698.A > ABC > 6 > 5BB > 6A > 5CC > 236A > 214A > [hold for .8secs] 22C > D and still making some of it..... Okay first off, none of these are really combos, they're more or less setups to land combos. Saying hold for .8 seconds causes a lot of unnecessary clutter, and it's easier to just say 22[C], where the brackets represent the player holding C. Also you use RC in terms of linguo to represent roman/rapid cancel, though I think you failed to read terminology 101 on dustloop. I probably have a lot more, but I feel this is enough for now, Zaido or someone else can take over from here regarding your posts and contributions.
shad0whiei Posted February 3, 2010 Posted February 3, 2010 I can understand where you guys are coming from but they just trying to help, locking the actual guide for right info only is fine but this is a discussion thread and so here is the place to do just what they did. We all have to learn somehow and if someone is willing to tribute and try is it really important to be so hard on them? Now back on topic I suppose, I understand 5b > 3c is good if not too predictable and I only really have done a falling j.c>2cc>j.c>j.cc>236a>214c>[d] out of it and occasional 2cc>j.c>j.throw. is there better options out of this, and is 623c>236d>214d> to air combo worth the charges? I've tried timing j.236d > j.214c but never seems to work for me.
Ginseng Posted February 3, 2010 Author Posted February 3, 2010 They recover faster after an air combo, so only charge sparingly in that situation. No other real options other than air combo or going for pink throw, but there's always room for improvisation regarding other things you can think of. 623x has HUGE proration, so you're better off not doing a lengthy combo off of it. 2 charges used for j.236D and j.214D isn't really worth it, but I guess you can throw it out once in awhile. j.236D > j.214C doesn't work as a combo. Oh, can you guys start putting "j." in front of the air specials, since you might confuse a lot of potential players and newcomers in thinking they're supposed to do the ground special rather than cancelling it into the air ones.
Zaido Posted February 3, 2010 Posted February 3, 2010 j236D melee hit causes a ground bounce, if you do blah blah to air born hit 6C jC j236D ground bounce and cancel to a B or C dive to avoid them you cando a ground 5B 2C super also this doesn't work against everyone j236D > j214C works as a normal hit, but it does not get powered up by the j236D
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