GenoWhirl Posted August 13, 2010 Posted August 13, 2010 So you use all your charge, and 50 meter to increase a throw combo damage by 200-300 points? I don't actually play Tsubaki, and since all I get from throw from one bar is 3.1k...Then yes, I'm effectively wasting meter and 1 bar for nothing
Slayer Alucard Posted August 14, 2010 Posted August 14, 2010 On that note, I tested the following: Midscreen: CH 5B > 6C > 214214D > 623D > j.214D > 236D > dash 5B > 2CC > hjc j.C > dj. CC > j.236A > j.214C [3500-4000, don't remember] CH 5C > 6C > 214214D > 623D > j.214D > 236D > dash 5B > 2CC > hjc j.C > dj.CC > j.236A > j.214C [4400-4500] CH 5C > 6C > 214214D > 623D > j.214D > 236D > 2CC > 5C(w)c > hjc j.C > dj.CC > j.236A > j.214C [4500-4700, only doable if you hit the corner after 236D] Corner: CH 5B > 6C > 214214D > 623D > j.214D > 214D > 2CC > 5c(w)c > hjc j.C > dj. CC > j.236A > j.214C [check damage don't remember] CH 5C > 6C > 214214D > 623D > j.214D > 214D > 2CC > 5C(w)c > hjc j.C > dj.CC > j.236A > j.214C [5000] Can someone test the actual damage values and test on every character for me? I just did these combos based on stensatsu's 5C > 6C mugen recommendations. EDIT: Also can someone test 2 charge install combos for 5B 6C and 5C 6C starters? First combo does 3911 Second combo does 4509 Third combo does 4738. After 2CC > 5C(w)c though you have to do hj.B > j.C like the midscreen 2 charge combo, hj.C never works off a 5C(w)c, so that needs to be fixed for the 2 corner combos as well Fourth combo does 4291 Fifth combo does 4929 All the damage values were from when you get all 6 hits of 6C in btw, they were all tested on Jin, so someone else has to test the rest. I'd assume it works on everyone though. EDIT: Fixed damage values for when all 3 dp hits land
STenSatsu Posted August 14, 2010 Posted August 14, 2010 Make sure you're getting all 3 hits on 623d when you test the damage since most people cancel it too early.
Slayer Alucard Posted August 14, 2010 Posted August 14, 2010 **** now you tell me DX Lemme check again.
Slayer Alucard Posted August 14, 2010 Posted August 14, 2010 Fixed Damn, that 3rd hit adds a huge chunk of damage to the combos. Gotta remember to delay that.
meatdishes Posted August 14, 2010 Posted August 14, 2010 So I keep seeing 6C > install super or throw > install super, and a couple pages back someone posted 5C > Install > 623D, but I couldn't land that consistently to save my life. So I tried to see if I could connect normals after installing, and it worked: 5BB > Install Super > 5B 5BC > Install Super > 5B 2CC > Install Super > 5B So I started playing around with it, and I came up with stuff like this: 5BB > Install Super > 5BB > 623D > 236D > 214D > land > 236D > 22D > 6C > 214D > 2C > 236236D (5700ish, builds about 30-40 heat) You'd obviously need 5 charges and about 70% meter when starting this combo for this to land, but even with two stocks you can do something like: 5BB > Install > 5BB > 623D > 236D > 214D > 22D (meter ends) > 2CC > sjc > jC > jc > jCC > 236A > 214A (3300ish) I hope this info helps someone out, and I apologize if people already knew; I browsed through all the Tsubaki threads quickly to see if anyone else had posted any normal > install > normal combos.
STenSatsu Posted August 14, 2010 Posted August 14, 2010 It's an interesting idea. I don't think it will be worth much outside of 3+ charge install combos though because 1 charge install is very tight on time to use 3 D moves and 2 charges is tight on time to use 5. For example, on the 2nd combo you could just do the generic 5bb>5cc>22d combo for like 200 less damage and save meter for an RC.
Slayer Alucard Posted August 14, 2010 Posted August 14, 2010 Yea, going Install > normals are pretty useless since the bulk of the damage in Install combos come from the D moves. Those options are more or less obsolete.
NickExtreme1 Posted August 17, 2010 Posted August 17, 2010 BBCS - Tsubaki Yayoi Astral Set-Ups and Combos Going down the list in order of appearance: Astral Short Combos / Set-Ups Midscreen: CH 2C > 632146C 22D > 632146C (Obvious) 214D > 632146C CH Air 214A > 632146C 623A > 236D > Air 214D > 632146C Near Corner: Air 214D > 632146C Longer Combos: Midscreen: 5A > 5BB > 2BB > 5CC > 236A > 214A > 22D > 632146C 5A > 5BB > 2BB > 5CC > 623A > Air 214D > 632146C 5A > 5BB > 2BB > 5C > 623A > Air 236D > Air 214D > 632146C 5A > 5BB > 2BB > 5CC > 623B > Air 236D > Air 214D > 632146C 5A > 5BB > 2BB > 5CC > 623C > Air 236D > Air 214D > 632146C 5A > 5BB > 2BB > 5CC > 236D > 214D > 632146C While opponent is in air: CH 2C > 623A > Air 236D > Air 214D > 632146C CH 2C > 214A > 623B > Air 236D > Air 214D > 632146C CH 2CC > j.C > j.C > Air 236D > Air 214D > 632146C LOL Combo (Requires 5 Charge, Near Corner, Your back towards the corner): 236D > 214D > 22D > 623D > Air 214D > 632146C
Urichinan Posted August 17, 2010 Posted August 17, 2010 I keep hearing about this "Empire Combo"... What is it exactly?
Slayer Alucard Posted August 20, 2010 Posted August 20, 2010 The only real moves that combo into astral in that video are 22D, 214D, j.236D>j.214D, CH j.214 series and normal j.214D, and CH 2C. I think there's more when you look at specific moves and CHs based on spacing.
iamkitkatbar Posted August 22, 2010 Posted August 22, 2010 my favorite 3 bar - 0 meter combo Midscreen into corner 22D>6CC>hjc j.C > dj.C >236D>wait>214D>2CC>hjc J.C>dj.CC>236A>214C 4.2k-4.6k
redsilversnake Posted August 23, 2010 Posted August 23, 2010 In the combo compilation, I noticed this Install DD combo: 22D>6C>214214D>623D>j.214D>214D>2CC>5C(w)C (SJC)>j.B>j.C (JC>j.CC>j.236A>j.214C It's listed as a level 4, but I found you can do it meterless with four charges. For the DD, you only need 2 Install stocks after the 22D.
Ginseng Posted August 23, 2010 Author Posted August 23, 2010 You mean it's listed as lvl 2, but can be listed as a level 4, right? I guess I can add it without the mugen super then. :/
redsilversnake Posted August 24, 2010 Posted August 24, 2010 You mean it's listed as lvl 2, but can be listed as a level 4, right? I guess I can add it without the mugen super then. :/ No, it was listed as a 4 charge combo with a lvl 3 super.
Ginseng Posted August 24, 2010 Author Posted August 24, 2010 Oh, i typed it wrong, the one where it does 3 D moves faster 214214D requires only 1 stock. but yea you have the option of doing it with 4 if you don't use mugen.
STenSatsu Posted August 25, 2010 Posted August 25, 2010 Silliest combo I could come up with. Not in any way practical. On Ragna at 34% life and starting position or so with 2 bursts/5charges/100 meter lololol: FC 6c>tk j.236c>5bb>214a>wall bounce 22c>dash 623d>j.214d>dash 236d>214d>22d>gold burst>astral Tried to basically use everything in an astral combo with all the fancy shit I could think of.
Grendy Posted August 25, 2010 Posted August 25, 2010 3 Charge Install / 5 Charge Corner Combo Tsubakis back to corner 236D > 22D > 6C > 214214D > 623D > j.214D > 214D> 5C > 2CC > sj.C > j.CC > 236A > 214A (5271 dmg) Tried doing this as more of a midscreen combo but using a second 236D after j.214D seems to give to little untechable time. After typing this out it occurs to me that I could probably do 236D > 22D > 6C > 236236D > 623D > j.214D > 214D> delay 2CC > 5C(w)C > sj.B > j.C > j.CC > j.236A > j.214A. (5420 dmg) 3 Charge Install Mid-Screen Combo 22D > 214214D > 214D > delay (walk forward*) 623D > j.236D >delay j.214D > 66 > 2CC > 5C(w)C > sj.B > j.C > jc > j.CC > j.236A > j.214A (5000-5300 dmg dependent on 623D hits) Alright I tested this combo on Ragna/Carl/Tager. It works on all three, I think these three cover the general hit box ranges (maybe i should test Noel/Makoto as well but Im not feelin it atm). Just a couple things about the combo. 1. Its kinda tough to do. Honestly I think this is over run by the fact that I find her mid-screen combo dmg to mainly be kinda meh, Most of her damaging combos seem to be from j.214D into corner, this is nice if your a bit to far from that corner. 2. Walking Forward during the first delay. So far this seems neccessary against Ragna/Carl, however if you do it against Tager the combo wont work as you will be to close to him and he will get hit with both parts of j.236D. 3.j.236D needs to come out fast, like real fast. After the second or third hit of 623D you need to be ontop of things. 4. Delaying j.214D is easy, let them bounce once, this combo leaves you close enough to the ground that you can clearly watch them bounce. 5. Last thing is the dash after j.214D, this took me a bunch of tries to get but it seems you can run right as the last 1 or two sparkles are going. It takes time to get it down, but right now it seems like it should be worth it. Im still sitting in the training room so if I should figure anything else out I'll just keep editing this post to avoid doubles. Edit: Actual damage on Corner Combos, added sj cancels, added Mid-Screen combo. Edit 2: Tested these combos on Noel/Makoto. Combos still hit fine except for the final j.214A. j.214A can still if you really delay 2CC > 5C(w)C, having it not hit loses bout 60 dmg (whoopie) and a knockdown/charge oppertunity. Last Edit: I've tested the midscreen on most of the cast. It looks to me like the major difference on characters is delaying j.214D. Rachel for example will get crossed up after 5C(w)C if she is to high in the air. Also this combo doesn't seem to work on Arakune. His hitbox is too vertical and the orb always hits right after j.236D.
logichole Posted August 25, 2010 Posted August 25, 2010 Here's a combo I ate in an online match recently. Tested only vs. Ragna and Tsubaki right now. It starts out similarly to Challenge Mission 6. The relaunch leading to the second j.214D is what made it interesting to me. 4 charges, 50 meter, 30 hits, midscreen, 5398 damage: 22D > 6CC > hjc(9) j.C > dj(8) j.C > j.236D > j.214D > (land) jc j.B > j.C > dj.CC > j.236A > j.214D > (land in corner) 2C > 236236C Also, who are the best characters to test against for hitbox testing?
Rhiya Posted August 26, 2010 Posted August 26, 2010 22D>6C>214B>5C>jc>j.B>j.C>jc>dj.CC>j.236A>j.214C seems to work on everyone except Makoto (Makoto's sprite seems to go up too high for j.214c to hit), although it's hard as hell to do on Rachel. Not exactly insanely useful (only does 3160, ~90 more damage than 22D>6C>jc>j.B>j.C>jc>dj.CC>j.236A>j.214C, and it's still not as good as 22D>6CC>sjc>j.C>jc>j.CC>j.236A>j.214C), but maybe something can come out of it later. 22D>6C>214B>2CC>jc>j.C>jc>dj.CC>j.236A>j.214C does 3197; as far as I can tell, it works on everyone but Hazama, Hakumen, and Arakune (2C hits, but 2CC whiffs on them). I wonder if 22D>6C>214B>2CC>5C(whiff)>5CC>sjc>j.B>J.C>jc>dJ.CC>j.236A>j.236C would work on the characters this works on, since 214B behaves kind of like 214D. EDIT: Tested Mu, changed from 5B to 5C (effectively no difference, except 5C does more damage), added the 2CC combo.
Krochos Posted August 27, 2010 Posted August 27, 2010 Idk if anyone else using these exact combos but I thought I wud drop down my BnBs and a few of my special combos. BnBs: 1: 5BB>2BB>5CC>236B>214A (I normally skip this if Im in the corner so I can do 3CC>236236D or 3CC>623C>236C>214C) >22C(held for a bit) 2: (If the range is off) 5BB>2BB>5CC>236A>22C DD Corner Combo: (Does about 4000) IAD>j.C>5A>5BB>2BB>5CC>236B>22C>3CC>236236D Then my best combo (4700): IAD>j.B>j.C>5A>5BB>2BB>5CC>236B>214B>22C>3CC>236236D Everything else is on the fly situational crap so I can run away n charge >_>
Ginseng Posted August 27, 2010 Author Posted August 27, 2010 None of those combos do that much damage Krochos....unless you're doing like lvl 3-5 D version super...and that's just...really stupid......
NickExtreme1 Posted August 28, 2010 Posted August 28, 2010 Ok combo starting from a Air Dash CH j. B , may be useful, or whatever... CH j.B > j. CC > j. 214D > 236D > 5C > 2CC > j. C > j. CC > j. 236A > j. 214C Damage: 3358 (Requires 2 Charge Meter)
Rhiya Posted August 29, 2010 Posted August 29, 2010 Sorry if this 214B thing is kind of annoying, but I'm really curious about it. Anyways, I forgot to try 22D>214B>2CC>sjc j.B>j.c>jc j.CC>j.236a>j.214c earlier. Tested it on Jin; 3287, 6 more damage than 22D>6CC>sjc j.C> jc j.CC>j.236a>j.214c. That's obviously not enough to warrant anyone changing anything, but 2CC has 12 more untechable frames than 6CC, which means that the sjc to j.B should be a ton easier than the sjc to j.C. I need to try to stick the 5C(whiff)>5CC in. It probably won't be worth it, even if it works, but I'm really curious anyways.
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