Ginseng Posted October 21, 2010 Author Posted October 21, 2010 Oh btw, the j.214X moves are techable before they hit the ground so...it's not a real knockdown hahaha. And this game has okizeme!? No wai! Also when you use a j.D in a combo, you have that post-landing recovery anyways so...have fun :D
Rhiya Posted October 21, 2010 Posted October 21, 2010 Not sure what the point of your reply was lol. 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'm saying I'd never use 5bb>2bb>5cc>22d>6c>623b>j.214b>CC>j.c>j.236a>j.214 c when there are better options. Getting knockdown off 22C and then doing wakeup pressure will do so much more damage if it succeeds that there's no point. Even dropping the combo and doing a tick throw/cc>dash>throw gets a better reward. And if we're talking kills, then you could tack on a super after that 22D and have everything turn out fine (it's not like Tsubaki burns tons of meter, so it wouldn't be that weird to have 50 heat by the end of the match). Basically, continuing into that 2.6k combo isn't worth it. Hell, the point of the combo is for when you screw up. It's not practical at all. 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. I'd like to point out that any damage is important damage for hatgirl, and that potential 5k total is much better than the guaranteed 2.6k.
Ninzaburo Posted October 21, 2010 Posted October 21, 2010 And this game has okizeme!? Also OTG. Wait wat.
Phatsanta Posted October 22, 2010 Posted October 22, 2010 My bad must have been the wrong forum section to bring up my combo question.
Rhiya Posted October 30, 2010 Posted October 30, 2010 (edited) Pointless gimmick combos of the day: 22D>walk forward>5c(w)c>2CC>5C(w)c>sjc j.b>j.c>jc j.c>j.cc>j.236a>j.214c [3318] 214c(lol, like this will ever hit)>dash>2CC>5c(w)c>sjc j.b>j.c>jc j.c>j.cc>j.236a>j.214c [2454] Edited October 30, 2010 by Dusk Thanatos
Masamune Posted October 30, 2010 Posted October 30, 2010 Any way to chain from: 3CC > j.B>j.B>j.B Noob here.
BatousaiJ Posted November 3, 2010 Posted November 3, 2010 Here's a fun little BnB combo off 5BB that you can do from midscreen that gives you more heat gain then the 5BB>2BB>5CC>236>214>22. It's a variation on the 5BB>5CC>214A>22B but given how that 22B timing for wallbounce can be very tricky, you can do this one. 5BB>2C>214B>22A(hold)>6C>623A>j236A>j214C. As you charge in the air you have the option of backdashing or forward dashing as they tech for continue pressure or some more space. Backdash jCC will actually get you pretty far away in the screen due to the floaty nature of jCC for some more yummy 2D charge if you need it. Given how much I'm getting tired of seeing every Tsubaki I run into do the same BnB, I suggest mixing things up the pros and cons of each variation isn't that huge generally but that's more of a reason why you should be doing variations.
STenSatsu Posted November 3, 2010 Posted November 3, 2010 Can also do 5bb>2c>214b>dash 5b>2cc>air combo for like 2k and about 25 meter. You don't get the airdash option though so I like the wallbounce variations better. How much meter does yours gain?
BatousaiJ Posted November 3, 2010 Posted November 3, 2010 Can also do 5bb>2c>214b>dash 5b>2cc>air combo for like 2k and about 25 meter. You don't get the airdash option though so I like the wallbounce variations better. How much meter does yours gain? 23 for the easy variation and 25 for the hard 22B variation I believe. But yes, the airdash option is very valuable, especially of you've got them near the corner. Also, FYI the 5BB>2BB blah blah BnB is 20 meter gain I believe.
Rhois Posted November 29, 2010 Posted November 29, 2010 Another fun but useless combo Against Ragna, Bang, Litchi, Hakumen, Jin, Tager, Hazama... blah blah blah as long as it can hit the top tiers 22D 6C 214B 5CC sj.jB jC j.c JCC j236A j214C = 3328 or 22D *wait* Dash 6C 214B> finish , actually lifts the opponent infront of you instead of behind you :D I'm actually starting to use this combo.
Rhiya Posted November 29, 2010 Posted November 29, 2010 Another fun but useless combo Against Ragna, Bang, Litchi, Hakumen, Jin, Tager, Hazama... blah blah blah as long as it can hit the top tiers 22D 6C 214B 5CC sj.jB jC j.c JCC j236A j214C = 3328 or 22D *wait* Dash 6C 214B> finish , actually lifts the opponent infront of you instead of behind you :D I'm actually starting to use this combo. Didn't I write this combo like 8 pages ago? >_>
Ginseng Posted November 29, 2010 Author Posted November 29, 2010 Maybe I should actually update the combo thread with all the other combos. Though Tsubaki combos are pretty easy to improvise, given how easily her stuff combos. It just gives low damage and subpar positional advantages. Haha.
Kiba Posted November 29, 2010 Posted November 29, 2010 That'll help Gin Didn't I write this combo like 8 pages ago? >_> I remember seeing the WHOLE post like 8 pages ago...
Ginseng Posted November 30, 2010 Author Posted November 30, 2010 Hmm, I don't really feel the need to add all these other combos. I mean do we really need 5-6 combos that give us similar situations, meter, and damage? haha :D
Rhiya Posted November 30, 2010 Posted November 30, 2010 Hmm, I don't really feel the need to add all these other combos. I mean do we really need 5-6 combos that give us similar situations, meter, and damage? haha :D Yeah. I can't remember if the no charge 22C wallbounce is in there, or not, but, if it is, it's not like the thread is missing out on anything important.
Ginseng Posted November 30, 2010 Author Posted November 30, 2010 Well I feel we pretty much capitalized on what we could find with Tsubaki. I mean with a character that's so reliant on gimmicks, I think we pretty much came up/improvised all of them by now. Though I think the majority of us are in casual or standby mode until the BBCS2 update. I could be wrong though.
BatousaiJ Posted November 30, 2010 Posted November 30, 2010 Hmm, I don't really feel the need to add all these other combos. I mean do we really need 5-6 combos that give us similar situations, meter, and damage? haha :D Meh, I don't see the necessity. When the patch hits I doubt half of these combos will work and we'll be finding new stuff out daily. Save the enthusiasm for when that happens I think.
Daedron Posted November 30, 2010 Posted November 30, 2010 Even though most of the stuff won't work anymore soon(ish), I'm still interested in a certain part of the 2 charge mugen combo that apparently works from mid-screen as well. It's the first half of the combo: 22D - 6C - 214214D - 623D - j.214D - 236D - dc - 2CC - etc. This apparently works from midscreen (kinda further than mid even), yet I can't get the 236D after the j.214D to hit at all. I've tried this so many times yet there's something I must be missing, I do it the moment I hit the ground but they can tech right when I reach them (it's like the 236D misses by a really really small margin). This doesn't seem character specific since I tried it out against the character I originally saw this being used on: Rachel. It's in this video at 10:45: http://www.youtube.com/watch?v=1c6wRmlwBNw&feature=sub Any help with this? (even though it'll all be for naught considering the 22D wallbounce change ;_; )
Kiba Posted November 30, 2010 Posted November 30, 2010 (edited) Hm. I don't think that combo will work on most characters mid screen. I have had that same problem, which is why I wouldn't use it. It's a one charge mugen combo btw. What about: 22D - 6C - 214214D - 623D - j.236D - j.214D - 214D (after multihits) - 22D - (run in) 2CC - 5C(whiff)C - etc http://www.youtube.com/watch?v=d3XoHYc5ncg&t=3m6s Requires 3 stock. If I had 2 charges I'd end with the 214D and use 2CC from there. Apologies if this was posted before. Just trying to help. Edited November 30, 2010 by Kiba
St1ckBuG Posted December 1, 2010 Posted December 1, 2010 Even though most of the stuff won't work anymore soon(ish), I'm still interested in a certain part of the 2 charge mugen combo that apparently works from mid-screen as well. It's the first half of the combo: 22D - 6C - 214214D - 623D - j.214D - 236D - dc - 2CC - etc. This apparently works from midscreen (kinda further than mid even), yet I can't get the 236D after the j.214D to hit at all. I've tried this so many times yet there's something I must be missing, I do it the moment I hit the ground but they can tech right when I reach them (it's like the 236D misses by a really really small margin). This doesn't seem character specific since I tried it out against the character I originally saw this being used on: Rachel. It's in this video at 10:45: http://www.youtube.com/watch?v=1c6wRmlwBNw&feature=sub Any help with this? (even though it'll all be for naught considering the 22D wallbounce change ;_; ) I'm not sure if it'll work on EVERY character, but it worked on Ragna, so I'm going to assume that you're pretty safe... (I'm at work right now so I can't check on everyone). There's only one trick to this combo: you have to micro-dash after you land from the j214D. Do do this, input 236D as 2366D.
Ginseng Posted December 1, 2010 Author Posted December 1, 2010 Yea, there's as mini-dash I forgot to put it in the combo thread, I'll do it right now.
Daedron Posted December 1, 2010 Posted December 1, 2010 Thanks everyone, I just moved to stick so doing that mini-dash isn't something I'll hit anytime soon, I'll stick with only using it in the corner for now. The other combo does look like a nice alternative, I can't quite get the 236 motion after a 623 that fast yet (due to not used to stick) but I'll work on it untill the patch hits =)
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