Prinnical Shock Posted July 29, 2010 Posted July 29, 2010 Level 0's, found them in training after deciding to push some of the easier combos a little farther 3CC>jc>j.B>j.B>dj>j.CC>j.236A>j.214C 2074 damage; higher if you replace the second j.B with a j.C. 236x>RC>5BB>2BB>5CC>6CC>623A>jc>j.236A>j.214C 2017 damage (IIRC), requires 50% heat
STenSatsu Posted July 29, 2010 Posted July 29, 2010 Could probably just do something like 236x>214b>5b>j.bc>dj.cc>236a>214c instead of the rc. Also, 3c>falling j.c>2cc>hj.c>dj.cc>236a>214c does more than your 3cc combo I think. 3c combos are also good for when you get CH 5b hits.
Pow! Posted July 29, 2010 Posted July 29, 2010 3c combos are also good for when you get CH 5b hits. Yeah, they definitely help you build install meter afterward. One example: Counter hit or crouching: 5BB > 3CC > j.B > j.C > dj > j.CC > 236A > 214C > j.D - 1934 dmg Time for shenanigans! 1 charge/50% heat - 236D > 5BB > 2BB > 5CC > 236A > 214A > 236236C - 3297 dmg yay for surprise 236D!
Pyanchar Posted July 30, 2010 Posted July 30, 2010 Not sure if this has been posted, but you can combo straight into her astral from 22d.
Partialartist Posted July 30, 2010 Posted July 30, 2010 My execution was failing me today, so I don't know if this can be finished. 5BB > 2BB > 2C > 214A > dash5B > 2C > 623C > 236B > (214C) The last bit is what I kept forgetting to input, but the rest of it does 2020 dmg.
Ginseng Posted July 30, 2010 Author Posted July 30, 2010 Hooray, you increased BnB damage from 5BB by 59 points! But upped the difficulty 3-fold along with a horrible situation after the combo!
Felicia Posted July 30, 2010 Posted July 30, 2010 Okay, since I think some people feel a little lost on what combos work, let's start with the basics. In terms of basic BnBs to use and setups for Installs here are two. 5BB > 2BB > 5CC > 236A > 214A > 22A. 3CC > j.B > j.C > dj.C > dj.CC > 236A > 214C. These two combos can be done anywhere on the screen and are fairly effective openers. You can pick up some more advanced stuff later, but first try and master these two. After both of these combos, hold D to begin Installing and you should get 1 Install charge before your opponent recovers. Try not to get too ambitious with Installs, especially against those with really good ranging tools or mobility.
Fleabitten Posted July 30, 2010 Posted July 30, 2010 One of my friend's told me that Tsubaki can combo into her Astral off of 22... I don't remember which one, or if it matters, but I haven't really been able to pull it off aside from in an invalid... Am I just not doing it right, does it combo from a different move, or does it just not combo from something and I've been given false hope? EDIT: Oops, just saw Pyanchar's post. I'll try harder, haha.
Zeromus_X Posted July 30, 2010 Posted July 30, 2010 She can combo Astral off of 22D. Just 22D and immediately Astral, they'll bounce off the wall while you tackle them.
Fleabitten Posted July 30, 2010 Posted July 30, 2010 She can combo Astral off of 22D. Just 22D and immediately Astral, they'll bounce off the wall while you tackle them. Yeah, I kept trying it w/ 22C; I got it now, thanks for the help!
Gray Dream Posted July 31, 2010 Posted July 31, 2010 50%Meter/4ChargeMeter Grab Corner combo's: 4,400 Damage Grab > 214D > 5B > jc > J.B > J.C > 214D > 22D > 6C > jc > J.B > J.C > 214D > 236236C 4,700 Damage Grab > 214D > 5B > jc > J.B> J.C > 214D > 22D > 6C > jc > J.B > J.C > jc > JCC > 236A > 214D > 236236C
Master Bigode Posted July 31, 2010 Posted July 31, 2010 JBC... is that a purple air throw ? If so then your combos are useless.
Gray Dream Posted July 31, 2010 Posted July 31, 2010 It's meant to be read as j.B j.C, i'll change it
Slayer Alucard Posted July 31, 2010 Posted July 31, 2010 Using 4 charges for only 4k is definitely not worth it, considering you can get 4k with only 2 charges off a clean 22D, which you can land as a reset or punish or whatever.
Grendy Posted August 1, 2010 Posted August 1, 2010 Another combo I found while messing around and didn't see in the combo page. Level 2 combo works midscreen or corner: 214D > 2CC > 22D > 6CC > hjc > j.C > j.CC > 236A > 214C (4310) Landing this off of a throw nets 3713. When I was first posting this I thought it had all linked from 5BB > 5CC, went to check the damage and noticed o well suppose its still nice to have the knowledge.
Ginseng Posted August 1, 2010 Author Posted August 1, 2010 Another combo I found while messing around and didn't see in the combo page. Level 2 combo works midscreen or corner: 214D > 2CC > 22D > 6CC > hjc > j.C > j.CC > 236A > 214C (4310) Landing this off of a throw nets 3713. When I was first posting this I thought it had all linked from 5BB > 5CC, went to check the damage and noticed o well suppose its still nice to have the knowledge. I'll add it in a bit, too bad you pretty much never land 214D as a starter unless it's a punish.
Felicia Posted August 2, 2010 Posted August 2, 2010 Here's some flexible combos that take about 4 Installs or more and if you have 100 or 50 heat. From corner (either you facing away or facing against the corner) (back)Throw > 214214D > 236D > 22D > 214D > 623D > j.214D > 6CC > 236236C/D (C version is about 4,100, D version is about 6000). Throw > 214214D > 214D > 623D > j.214D > 2CC (or 3CC) > j.B > j.C > j.214D > 6C > 236236C/D (4.500 on C version or 5,800 on D version). Since Tsubaki has a number of ways in relaunching an opponent (2CC, 3CC, 6CC) you can alternate between these and find one that's more comfortable for you. 6CC, however, will do the most damage. As a note for other really simple Install combos, you can do something like (22D > 6C)x3 > 236236C/D if you've got the meter for it. Easily get you around 4k-ish damage.
Ginseng Posted August 2, 2010 Author Posted August 2, 2010 Oh yea guys, I'm just going to trust you guys in terms of combo damage and if the combo is legit or not. I don't feel like spending the time (lazy) to check every combo you guys post haha. It's kinda similar to what I do with the video thread, you guys can run that . That stuff being said, I'll be willing to assist in moderating stuff, but you guys are the ones that can really provide information to everyone and all my current threads. I'm just kind of your editor that can give feedback. Oh also, should I put a troll combo section in the combo thread?
Shaffler Posted August 2, 2010 Posted August 2, 2010 Troll sections are always good. They'll help me along the way as I select the Hype Dog Stage and put on Condemnation Wings to nullify the Dog's barking effect. Also, I just learned of a combo that works probably only on Tager because of his fricking big size. 236D > 214D > 6CC > j.C > 9 > j.CC > 236A > 214C I haven't really gone much into detail with the combo so please correct me. I only found out about it when I was playing around online.
Stray Inu Posted August 3, 2010 Posted August 3, 2010 It was mentioned on the first page and I didn't see it anywhere else in the thread (thought maybe everyone already figured it out), but a FC 6C corner combo that seems to be about as damaging as can be, is FC 6C > 214D > 2CC > 5C(w)C > hjc j.C > djc j.CC > j.214D > 2CC > hjc j.B j.C > djc j.CC > j.236A > j.214C {2 charge | 3996} which is pretty much what Ginseng mentioned, albeit without meter for a super at the end. I couldn't get anything more, or any extra hits in between to break 4k ;__; If someone can make successfully connect hjc j.B j.C the first time and still finish the combo, that would be awesome. The timing is a little tight.
Ginseng Posted August 3, 2010 Author Posted August 3, 2010 Yea, her fatal counter sucks lolol. If you get to actually use it, just use a 22D or 214D instead lolol
Gray Dream Posted August 3, 2010 Posted August 3, 2010 Anti Air or Standing CH 3C > 214214D is another way to get into Mugen... All I can do right now is: Midscreen100% Heat 5 charge CH 3C>214214D> 22D> 6C> j.c>J.B J.C 214D> 236D 2C> 236236D = 5,225 IF you do use Anti Air and if you hit them a little bit farther you can do Mugen> 6C©> etc
STenSatsu Posted August 3, 2010 Posted August 3, 2010 If you have 2 charge and 50% meter in corner with 6c FC do this: FC 6c>214214d>623d(3 hits)>j.214D>236D>214D>22D>2cc>5c(w)c>hj.bc>dj.cc>j.236a>j.214c for 4928 damage. Best I've been able to do with that. Can do it midscreen if you are close enough to corner to get j.214d>236d to connect. Punishment combo in corner with same as above conditions: 214d>2cc>5c(w)c>hj.bc>dj.cc>j.236a>j.214d>land 2cc>236236c 4717 and way easier than above combo. Throw>214214d>236d>214d>22d>6cc>hj.c>dj.cc>j.236a>j.214c adds about 600 damage onto the throw>22d combo if you have 1 charge midscreen. j.c(blocked) delay c(hits)>214d combos. If you do the delayed j.cc hella low you can also do 5a>5bb>5cc>236a>214a>22c. 1 charge 50% midscreen: FC 6c>236d>214d>22d>dash 2cc>5c(w)c>hj.bc>dj.c>j.236a>j.214c does 3700 and is best I could get if you can't get t the corner for fc 6c>623d>j.214d>236d>2cc>5c(w)c>etc which does 3930 or so. EDIT:So apparently if you let 623D hit all 3 times combos do way more damage lol.
Ginseng Posted August 3, 2010 Author Posted August 3, 2010 I'll add some of these to the combo compilation. Probably add a few sections, thanks for the work guys.
Recommended Posts