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Posted
That's because it's useless lol

Sometimes, one has to learn things the hard way.

>_>

Posted

uhm any1 can help me? about this one

22D > 214214D > 214D > 623B > 214A > D > C > 214D > 623B > 214A > D > C > 214D > 623B > 214A > D > C > 236A > 214C > D. just in corner

cuz it costs too much charge and heat. please help any1 thanks~

Posted

It's a freaking combo video combo...those aren't even meant to be efficient or high damage....Why would you even complain about charge and heat in that combo?.....

Posted
It's a freaking combo video combo...those aren't even meant to be efficient or high damage....Why would you even complain about charge and heat in that combo?.....

I think he is looking for a more practical variant or something like that.

Posted

Stuff in the vid that has potential imo:

ch 5c>6cc>j.c>j.236d>whiff j.214b>2cc>5c(w)c>air combo. Good damage off 1 charge midscreen(3850) and didn't know you could whiff and relaunch.

corner 5c>2c>214d>6cc>sj.c>dj.c>j.214d>land 2cc>iad j.c>j.236a>j.214c>j.d>fall j.c>j.236a>j.214c. Good damage(4400) and I don't think there has been any real playing around with when you can relaunch off j.214d.

corner ch 214d>1 charge install>623d>j.214d>22d>6c>j.c>j.236a>j.214c>j.d>land 5b>sj.bc>dj.cc>j.236a>j.214c. 6k damage which is 200 better than the other 214d>1 charge install combo in compilation thread. Should check if it is character specific. Should work off all 100 p1 starters. Need to check if you can do it off 5c(w)c>install. Also probably a good idea to play around with the j.d>fall j.c>land 5b>relaunch.

corner ch 5c>6c>iad j.bc>land 5b>2cc>5c>236a>22a(?)>3cc>236236c. Didn't realize you could land iad j.bc after 6c in corner, probably only on talls though. Also didn't know you could pick up with 3cc after a 22x in corner. Might be a good tech trap setup or for adding a super on like in the vid.

ch 5c(w)c>6cc>sj.c>dj.c>j.236d>j.214a>dash? 623d>etc. The movement after j.214a almost looks like she just slides into the corner instead of a dash. Really weird and worth playing with I think.

  • 2 weeks later...
Posted

in other news i actually landed a 5CC(2nd hit only CH) and confirmed into a hugely damaging combo.

i then realized

i will never do that much damage as tsubaki again

so what are some optimal practical normals CH combos using meter? im assuming there are some install combos, is it better to activate it before or after? In terms of something like a punish.

Posted

If you can't start with 5cc, just use either 5c or a D special. 5c>6c into either 6cc>air combo, 214d, or install combo. 22D into 1 charge install combo does like 4.8k midscreen and 5.4k in corner if you have 2 charges.

  • 2 weeks later...
Posted

3C>Rapid>6CC>sjc j.C>jc J.CC>j.236a>j.214c - 2731. Should work on everyone. Admittedly, it's only 500 more for 50 heat, but it might be significant in matches where you can't get charge.

On characters you can get 6CC>sjc j.BC>jc j.CC>j.236a>j.214C on (Ragna, Jin, etc.), it's 2849.

Probably not actually useful, but I figured I'd post it anyways.

Posted

More useful:

Throw>Rapid>6CC>jc j.bc>jc j.cc>j.236a>j.214c [2929]

I don't see why this wouldn't work on anyone, honestly.

Posted

Slightly better full meterless Fatal that works on Jin (need to test on everyone else):

6CC(Fatal)>214B>5CC>sjc j.BC>j.CC>j.214a>j.214C

In the corner, 6CC(Fatal)>214B>2CC>5C(w)C>sjc j.bc>j.cc>j.214a>j.214c

Posted

Eh, I don't know if I ever go for Fatal combos. If an opportunity presents itself where I can get a naked hit, I'd usually just go with a 22D... especially so if I have at least 2 charges to work with.

Charge less, 6CC launch(or 5B CH 6CC if you need a quick hit early to get CH status) is fine but remember you can get some big damage off a CH 5C as well.

The thing I see most Tsubakis doing is if they land 5BB, they go straight into 2BB BnB

You actually do more damage and get meter gain by going with 5BB, 5CC, 214A, (hold)22B, 6C, 623C, j236A, j214C. jD charge and option select air dash when they're recovering.

Works anywhere including mid screen. The tricky part is holding down 22B long enough to hit and wall bounce without letting them tech.

Posted

Don't know if they have been posted but just thought I'd share a few corner combos I like.

Basically after any starting-hit into 22d (5b>22d, 5bb>5cc>22d, 6a>22d, etc) that can actually lead into a 6cc combo:

-6cc>SJC>j.c>JC>j.cc>j.214d(the usual BnB), >(land)2c>623b>j.214b>CC>j.c>j.236a>j.214c (depending on starter, 3.3-3.5k)

This is basically a meter saving combo, or one to use if you don't have meter, since you would usually end it in 236236c. Since you started this combo off with a hit before the 22d, you can't go into a 5c>2cc launcher into another j.214d. Pretty sure this does only 300-500 damage less than the DD ender, and I think it gives better oki, although you won't have time to charge more before they tech. So yeah, another option.

Others:

-5bb>2bb>5cc>623b>j.214b>CC>j.c>j.236a>j.214c (2.1k)

-5bb>2bb>5cc>22d>6c>623b>j.214b>CC>j.c>j.236a>j.214c (2.6k)

I'll look up the actual damage later (Edited), and these only work in the corner if you didn't catch that. :v:

Posted
Eh, I don't know if I ever go for Fatal combos. If an opportunity presents itself where I can get a naked hit, I'd usually just go with a 22D... especially so if I have at least 2 charges to work with.

Charge less, 6CC launch(or 5B CH 6CC if you need a quick hit early to get CH status) is fine but remember you can get some big damage off a CH 5C as well.

The thing I see most Tsubakis doing is if they land 5BB, they go straight into 2BB BnB

You actually do more damage and get meter gain by going with 5BB, 5CC, 214A, (hold)22B, 6C, 623C, j236A, j214C. jD charge and option select air dash when they're recovering.

Works anywhere including mid screen. The tricky part is holding down 22B long enough to hit and wall bounce without letting them tech.

I admit that fatal isn't very useful without the meter for install.

I was just bored.

Posted
Don't know if they have been posted but just thought I'd share a few corner combos I like.

Basically after any starting-hit into 22d (5b>22d, 5bb>5cc>22d, 6a>22d, etc) that can actually lead into a 6cc combo:

-6cc>SJC>j.c>JC>j.cc>j.214d(the usual BnB), >(land)2c>623b>j.214b>CC>j.c>j.236a>j.214c

This is basically a meter saving combo, or one to use if you don't have meter, since you would usually end it in 236236c. Since you started this combo off with a hit before the 22d, you can't go into a 5c>2cc launcher into another j.214d. Pretty sure this does only 300-500 damage less than the DD ender, and I think it gives better oki, although you won't have time to charge more before they tech. So yeah, another option.

Others:

-5bb>2bb>5cc>623b>j.214b>CC>j.c>j.236a>j.214c (pretty sure this does 2.1k)

-5bb>2bb>5cc>22d>6c>623b>j.214b>CC>j.c>j.236a>j.214c (around 2.6k I think?)

I'll look up the actual damage later, and these only work in the corner if you didn't catch that. :v:

The second combo is definitely not useful. You can just 1 charge bnb for 2970, which is much more efficient. The first one doesn't seem so great either, but I'm not positive.

I don't mean to be a jerk -- I've tossed out plenty of useless combos, myself. Still, check your stuff.

Posted

Fatal combos are useless period. The best damage strictly comes from 5C/5CC>6C>mugen>combo, or just 22D>mugen>combo, leading to nearly 5k with only 1 charge. Anything else is really just impractical CMV crap.

Posted
Fatal combos are useless period. The best damage strictly comes from 5C/5CC>6C>mugen>combo, or just 22D>mugen>combo, leading to nearly 5k with only 1 charge. Anything else is really just impractical CMV crap.

Correct me if I'm being stupid here, but doesn't a 22D>Mugen combo require at least 2 charges (1 for 22D and 1 required to start the Mugen) and then subsequently consume all your charges? Which makes it inaccurate to represent that combo as 5k for "only 1 charge"?

Posted

Yea my bad, meant one charge as in 1 for the mugen part. Damage is definitely worth it though considering getting 2 charges isn't too difficult and uses only 50 heat. It's just like trying to land a clean 22D for a 2 charge combo, but going for mugen afterwards instead.

Posted
The second combo is definitely not useful. You can just 1 charge bnb for 2970, which is much more efficient. The first one doesn't seem so great either, but I'm not positive.

I don't mean to be a jerk -- I've tossed out plenty of useless combos, myself. Still, check your stuff.

I'm guessing by second combo you meant last one, in which case yeah that's true. It's more for if you forget to go into 5cc after 5bb (which I know many tsubakis sometimes do), you can do another 1 charge combo for just 300 less damage.

Not sure which one you meant by first, but the 2.1k one is just a corner variation of her BnB for another 200 damage. The first one I explained in the post. xP

But yeah, these are more just flashy combos that can also be useful to know at times. Not saying anyone should go learn them asap, but they're fun. :)

Posted

On Tsubaki's 6th combo challenge where after you hit him with the 236D>214D how do you connect the 2CC in the corner? I'm looking at the video and it looks like shes dashing into 2CC. Cause she slides a little bit then does 2CC.

Posted
I'm guessing by second combo you meant last one, in which case yeah that's true. It's more for if you forget to go into 5cc after 5bb (which I know many tsubakis sometimes do), you can do another 1 charge combo for just 300 less damage.

Not sure which one you meant by first, but the 2.1k one is just a corner variation of her BnB for another 200 damage. The first one I explained in the post. xP

But yeah, these are more just flashy combos that can also be useful to know at times. Not saying anyone should go learn them asap, but they're fun. :)

At that point, I'd rather get a knockdown and go for some wakeup pressure, even if Tsubaki's is relatively weak. If it works, your payoff nearly doubles (~5k as opposed to 2.6k), as opposed to a ~700 damage loss.

Really, flashy combos are just that: flashy. I'm not going to use them in-match.

The corner combo isn't as useful because I can get 2276 meterless in the corner with 5bb>5cc>214a>2CC>jc j.C> j.CC>j.236a>j.214c, but it might be more practical than that one due to range considerations. Regardless, there's already a similar combo in the combo thread.

Posted
At that point, I'd rather get a knockdown and go for some wakeup pressure, even if Tsubaki's is relatively weak. If it works, your payoff nearly doubles (~5k as opposed to 2.6k), as opposed to a ~700 damage loss.

Really, flashy combos are just that: flashy. I'm not going to use them in-match.

The corner combo isn't as useful because I can get 2276 meterless in the corner with 5bb>5cc>214a>2CC>jc j.C> j.CC>j.236a>j.214c, but it might be more practical than that one due to range considerations. Regardless, there's already a similar combo in the combo thread.

Not sure what the point of your reply was lol. :psyduck:

The combos I posted ended in knockdown so I'm not sure what you meant. Yes I know you can potentially go for better wakeup options if you save the charge, but if you can kill them by adding an extra 700 damage to your BnB, I don't see what the harm is in knowing how.

I specifically said that they were flashy and only fun-to-know, so I'm not sure why you decided to reiterate what I said. I know practical combos. I use 5bb>5cc>214a>(hold)22c quite often. There is absolutely nothing wrong with knowing different combos, regardless of how often or if you might actually use them. The only difference would be minute changes in damage and oki. And the only combo that I might consider unwise to use in a match is the 3rd one, but it's still fun to know. :v:

Also, every combo I posted was a corner combo, so again not sure what you're talking about.

But yeah, I guess I should state exactly what the combos are: Fun charge cancel corner combos(CCCC??). The 1st and 2nd of which, at least, should be practical to use in a match.

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