Jump to content
Dustloop Forums

Recommended Posts

Posted

Will j236D ball stop the ground bounce and mess that combo up? Ill have to play around with that when I get the chance and see what I can come up with.

  • Replies 94
  • Created
  • Last Reply

Top Posters In This Topic

Posted

You cancel it before the Ball Comes out this combo was performed before in a match vid from Wonli, it is a downloaded match vid. (it is probably removed by now though) the combo is 5BB>5CC>22D>6C>jC>j236D(as it hits before projectile comes out)~j214B(whiff)>Land(you are now on the other side)>5B>2C>236236C(or in this case 214214C cause you are now on the 2nd player side) This was done on Bang and it does not work on everyone

Posted

the point of the combo is getting the j236D to ground bounce and you landing to combo into super Mid screen without having to spend 3 lvls If you want something more universal, you can add a j214D, but that is spending 3 lvls... my rule of thumb is IF i want to spend 3 lvls i better at least net 5Kish dmg or at least net 4kish+ and allow me to be able to gain back 1 to 2 lvls.

Posted

oh ok... in my suggest, instead of using j.236D, why dont you try this one 5BB>5CC>22D>2CC>j.C>236A>214D [Land]>5C>jc.C>jc.C>236A>214A>D "its kinda fast thou" no tension cost. it has the same damage or just a little different damage in my suggest only, it depends what style do you use while you are playing. ^^ "oh sorry i forgot to put another "C" and i thought it was performed in corner. my mistake"

Posted

in ur combo you can't 2C to jC 2C by itself and on hit is not jump cancelable only the follow up is also ur combo is Corner only cause i assume ur saying j214D and that knocks them away so 5C wont hit mid screen The combo i posted is Mid screen I also kind of doubt 5C will connect to jC , though i haven't tested that part but from the times i tried, jC nvr connects

  • 2 weeks later...
Posted

Do you guys know a good combo from 6bb? There's only one combo with it in the combo compilation thread (6bb 5c 236a 214a 22[c]), but do you guys think if you change 22[c] to 22[d] and continue to 6c or 6cc the damage will be worth a charge?

Posted

you wouldn't do 236A -> 214A then to 22D, you would just do 6BB->22D to probably a 6CC air combo due to the prorate from 5C 236A and 214A, though i think adding the 5C should be fine, but i dont want to take the risk of sayign 5C will whiff in certain cases.. so... Though usually if i hit with a 6BB the prorate of the combo might as well just be a combo to a normal knockdown so you can get a charge in, over trying to squeeze dmg from a combo that is gona be prorated pretty hard afterwards. that that is what i think... but from whatever the situation calls, you might actually want to squeeze that little extra dmg in or whatever..

  • 2 weeks later...
Posted

22D > 2CC > hjc.B > jc.B > 236A > 214D > [land] Etc.

Wouldn't 6CC be better instead of the 2CC? If it's 22D from level 3, I think you can still combo into 236C if you do 214D (maybe if you omit the j.236A?)... I've done it once, but I don't remember exactly what I did. I just remember thinking that I messed up by doing 214D in midscreen and it still combo'ed.

  • 1 month later...
Posted

6CC is better but it will connect if you use 2CC to push you forward.

Here's my Example: 22D > 2CC > hjc.B > jc.B > 236A > 214D > [Land] 6C > j.B > 236A > 214A > [D]

just tell me if i am wrong ^_^

Posted

your answer to his question is admitting 6CC is better but i dont understand your example of 2CC pushing you forward and it will connect?

Proto: also what is a 22D from lvl3 :psyduck:

Posted

Proto: also what is a 22D from lvl3 :psyduck:

Level 3 22D. the 22 moves has 3 levels. If you let go right away, it's level one. If you hold it a bit and let go, it's level 2. If you hold it until it lets go by itself, it's level 3. Level 3 22D is unblockable.

Posted

in actuality there isn't really levels for 22 moves

there is only Full charge or not, even if you held it down to so called Charging it isn't charging it up to make it stronger or gain any other extra property or untech time

also

22 has 2 attributes

22 by itself

22 off of special cancel

that also applies to other specials that are special cancelable to each other

so 22 by itself is a knock away move but it doesn't not have sliding effect,

22 off of special causes sliding effect

22 by itself Fully charge causes wall bounce but techable right after

22 fully charge off of special cancel causes longer untechable wall bounce which can lead to knockdown sometimes

So all in all the semi charging only delays the attack actually hitting.. its not actually giving you more untech time or whatever...

Well if you guys want to call it lvl 1-3 i dont care but i thought i point this out..

Posted
SNIP

Right. It's just in combos, it's notated in different "levels." I understand that the D version is the one with extra properties but if you look at the combo page, it's separated into 3 "levels." Thought that's what everyone was going by, so I used that.

Posted

i have a friend that plays tsubaki and i'm curious as to why there's no/not much mention of the combo part 623d>j.236d>j.214d>22d>etc. around here. it seems like it's always her highest damage combo by a considerable margin(500+), usually doing around 5k. am i missing something?

and there are only four tsubaki install combos listed in the collection thread even though there are many potential different kinds and they can all be done off of 2 or so meter(2.5 if you add in 214d before the 623d) for 5kish damage anywhere on the screen. ex. 5b>2c>tsubaki install>623/214d>etc. and the most damage you can get off 22d midscreen is 22d>tsubaki install>6c(1)>214d>623d>j.236d>j.214d>236d>dash2cc>air combo, but i don't see mention of it.

Posted

If your friend wants to experiment with it and share it, he is free to do so and the mod here will probably update it.

what i think why people dont post stuff about it or talk or maybe experiment with it is...

Install combos are like, yea you can know it, but actually applying it is a questionable fact, reason being once you use it, you spend 50 percent and all ur charges. So if they burst it... well ggs.. i mean you can still use it but usually after they burst the effectiveness of that install has already dropped exponentially. and the area where you use it for its effectiveness is corner or near corner.

of course the argument is, well you can use it when they have no burst... well if they have no burst, usually they are withing the range where a normal combo with a charge of 2-3 would do the trick... most lvl 2-3 install combos that go for max dmg wont allow for a super ender so you are left with no charge... afterwards so it better be enough to kill them

Posted
snip

yeah, i was just curious if there was some reason i didn't see her highest damage combo pattern written down. my question wasn't just about tsubaki install.

for the tsubaki install combos, you're talking 2-3k damage vs 4-5k damage, sometimes for 2-3 charge and mostly easily hit confirmable. i'd imagine that it's not going to be a rare occurrence that it's the difference between killing someone and having them live. most of them end with you being able to charge after j.214c anyways, which should get you at least 1 charge back depending on the situation.

but they are definitely costly to do. 50 meter and charge meter doesn't come cheap, so i know what you're saying.

Posted
yeah, i was just curious if there was some reason i didn't see her highest damage combo pattern written down. my question wasn't just about tsubaki install.

for the tsubaki install combos, you're talking 2-3k damage vs 4-5k damage, sometimes for 2-3 charge and mostly easily hit confirmable. i'd imagine that it's not going to be a rare occurrence that it's the difference between killing someone and having them live. most of them end with you being able to charge after j.214c anyways, which should get you at least 1 charge back depending on the situation.

but they are definitely costly to do. 50 meter and charge meter doesn't come cheap, so i know what you're saying.

the 2-3 charge combos dmg difference to a lvl 2-3 install combo dmg difference is not that much of a gap, but surely a 1 charge combo versus a lvl 1 install combo is probalby about 1k dmg difference. since you are basically using a super in the end of those lvl 2-3 versus using it on install super the dmg isn't that different in the end... however the only upside to install super is you gain the Meter you used cause you used it first then you did the combo..

also charging after a j214C is possible, but usually after that high of a hit count and prorate the j214C doesn't gaurantee a knockdown cause they actually can tech in the air before they hit the floor. so you dont really want to charge that long.. while 236236C super puts you and the opponent at a sufficient distance to get at least 1 charge back

  • 1 month later...
Posted

When I asked Ginseng for a combo off of 5BB at midscreen with multiple charges, he gave me

5BB 5CC 22D 6C 214D 2CC sjc j.C dj CC j.236A j.214C for 3254 damage. Not bad at all, I think I'll be using this a lot more often.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...