pktazn Posted May 30, 2011 Posted May 30, 2011 Beg Mori for better normals. If you add dashes and charge canceling to the blockstring it might help and 6A and 6B keep you pretty close to them but you have to be aware of their gatlings. You can try to go for a throw as well to mix things up instead if they're guarding too much. Those are just a few things I noticed when trying to practice her blockstrings since it's what I'm weakest at atm so I'm working on them as well. Someone who's better with them will probably be able to give better advice than I did haha.
Rhiya Posted May 30, 2011 Posted May 30, 2011 Also... I've recently realized that Tsubaki has a gaping weakness against barrier guarding her strings. Anyone have general advice for ways to counter it? There aren't really many /safe/ ways, but there are ways. 236x RC is the safe way, but there's also just blockstring resets like CC>dash and 2C>jump forward. You can't stay in someone's face all day without taking a few risks, though, no matter who you are.
Airk Posted May 31, 2011 Posted May 31, 2011 Anyone have a good, not too difficult combo to do after a 236D starter? (i.e. something that doesn't involve another 236D, lest the repeat proration muck things up.) Or am I at the point where I need to either learn 623C whiff combos, or suck it up with my basic BnBs? (It just feels weird that there's nothing I can do to use more charges for more damage in this situation.)
HajinShinobi Posted June 1, 2011 Posted June 1, 2011 Anyone have a good, not too difficult combo to do after a 236D starter? (i.e. something that doesn't involve another 236D, lest the repeat proration muck things up.) Or am I at the point where I need to either learn 623C whiff combos, or suck it up with my basic BnBs? (It just feels weird that there's nothing I can do to use more charges for more damage in this situation.) You dont use 236D > 5BB > 5CC > 623C > J.214A whiff BnB?
logichole Posted June 1, 2011 Posted June 1, 2011 The 623C > j.214A is admittedly rather strict in its execution requirements. Personally, I'm working on other parts of my game (approach, blockstring, mix-up, hitconfirm) before grinding out that particular bit of work.
Rhiya Posted June 1, 2011 Posted June 1, 2011 236D>5BB>2C>214D>IAD combo? Doubt it's optimal, but it's nothing too much to add.
HajinShinobi Posted June 1, 2011 Posted June 1, 2011 That's abit true, I am also working on those things myself (and just trying to get better in general lol..).
BatousaiJ Posted June 1, 2011 Posted June 1, 2011 Gonna have to learn that whiff combo eventually if you're going to pull near the maximum potential out of Tsubaki. As for 236D, you can do a lot of stuff with it, especially if you've got more charges to use. I thought I had a combo section with some multiple charge combos off of 236D on the tutorial thread but I guess I skipped multiple charges on that one. Here's a good one. 236D > dash 5B > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3667 damage, 34 meter gain] dash 5BB doesn't work btw, you'll miss on the 2CC before the ender. If you want a meaty heavier damage combo instead... 236D > dash 5BB > 5CC > 623C > j.214A > j.C > j.236D > j.214A > 6CC > j.C > j.CC > j.236A > j.214C [4015 damage, 37 meter gain]
HajinShinobi Posted June 1, 2011 Posted June 1, 2011 Gonna have to learn that whiff combo eventually if you're going to pull near the maximum potential out of Tsubaki. As for 236D, you can do a lot of stuff with it, especially if you've got more charges to use. I thought I had a combo section with some multiple charge combos off of 236D on the tutorial thread but I guess I skipped multiple charges on that one. Here's a good one. 236D > dash 5B > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236B > 214B > 22B [3667 damage, 34 meter gain] dash 5BB doesn't work btw, you'll miss on the 2CC before the ender. If you want a meaty heavier damage combo instead... 236D > dash 5BB > 5CC > 623C > j.214A > j.C > j.236D > j.214A > 6CC > j.C > j.CC > j.236A > j.214C [4015 damage, 37 meter gain] That second combo, I was actually wondering to myself if something like that would work from 236D. Good to know. :3
BatousaiJ Posted June 1, 2011 Posted June 1, 2011 The trick with the j.236D link is that if you're too close when you go into 623C, you'll hit them as you're coming down with j.214A but that's easily corrected by recognizing when you're too close and delaying the 623C a little bit after 5CC to make it connect on every character in the game. The good thing about 236D stun is that even if they're hit while crouched, they'll be standing up while crumpling and you'll be able to do the 2C > 214D without fail. While in other cases of crouch stun 2C > 214D would not work.
Airk Posted June 1, 2011 Posted June 1, 2011 You dont use 236D > 5BB > 5CC > 623C > J.214A whiff BnB? We don't all have the execution/time commitment to master that combo. :P Heck, I'm still working on the IAD stuff. That's how dubious my combo skills are. Strangely, I beat a lot of players just by playing solid. :P Thanks for the suggestions everyone. I should be able to put some of this into action.
pktazn Posted June 1, 2011 Posted June 1, 2011 (edited) While it's good to be able to do her more advanced combos since they give you a better advantage, there's nothing wrong with not knowing it or not being able to do it if you're able to play solidly. Matches aren't combo videos. Edited June 1, 2011 by pktazn
BatousaiJ Posted June 1, 2011 Posted June 1, 2011 Matches aren't combo videos. Psssh. Speak for yourself, PK! All my matches are like combo videos! outtakes
pktazn Posted June 1, 2011 Posted June 1, 2011 (edited) Except you mr. combo vidja maker. Bodying people with style. But if you can't, then there's nothing wrong with that cuz I sure can't right now lol. Edited June 1, 2011 by pktazn
HajinShinobi Posted June 1, 2011 Posted June 1, 2011 (edited) We don't all have the execution/time commitment to master that combo. :P Heck, I'm still working on the IAD stuff. That's how dubious my combo skills are. Strangely, I beat a lot of players just by playing solid. :P Thanks for the suggestions everyone. I should be able to put some of this into action. I wasnt really implying that you cant do this this particular combo, I was only asking if you used it or not. Sorry if that came out wrong. =x . Edited June 1, 2011 by HajinShinobi
Eshi Posted June 1, 2011 Posted June 1, 2011 About the 623C 214A whiff combos, I actually do 214C whiff instead and I find it a lot easier. You land in the exact position you need to be in for the 2C follow-up, no dashing needed. Near the corner 214A is required though.
Rhiya Posted June 1, 2011 Posted June 1, 2011 I tried whiffing j.214C and found that it was actually less reliable because you may not end up exactly where you need to because of distance from your opponent at the start of the combo, etc.
Airk Posted June 1, 2011 Posted June 1, 2011 I wasnt really implying that you cant do this this particular combo, I was only asking if you used it or not. Sorry if that came out wrong. =x . You don't have to imply, I freely admit that I can't do that combo. I haven't really even put in any practice on it. (Grand total practice time, less than 10 minutes. It goes along the lines of "Let's try this challenge...hmmm, this is hard, maybe later.")
HajinShinobi Posted June 1, 2011 Posted June 1, 2011 You don't have to imply, I freely admit that I can't do that combo. I haven't really even put in any practice on it. (Grand total practice time, less than 10 minutes. It goes along the lines of "Let's try this challenge...hmmm, this is hard, maybe later.") Heh, I see. I was like that when I first picked up Tsubaki but I got used her as time passed by (I definitely still need alot more experience though). I still get like this when I try to fool around with other characters lol..
Ice Cube Posted June 3, 2011 Posted June 3, 2011 Did not see these mentioned yet: (5A/2A) 5BB 5CC > 623C > j.214A whiff > 2CC > 236C > 5C > 2C > 236C > 214C > 22C (3095) 5B 5CC > 623C > j.214A whiff > 2CC > 236C > 5C > 2CC > 236C > 214C > 22C (3261) 5B 5CC > 623C > j.214A whiff > 2CC > 5C(w)C > j.C > j.214D > 5C(w)C > 2CC > 22[C] > 5C(w)C 2C > 236C 214B 22B (4000) (all are corner combos) 4k for 5B starter and 1 charge is pretty damn good.
zaeris Posted June 3, 2011 Posted June 3, 2011 (edited) Did not see these mentioned yet: (5A/2A) 5BB 5CC > 623C > j.214A whiff > 2CC > 236C > 5C > 2C > 236C > 214C > 22C (3095) 5B 5CC > 623C > j.214A whiff > 2CC > 236C > 5C > 2CC > 236C > 214C > 22C (3261) 5B 5CC > 623C > j.214A whiff > 2CC > 5C(w)C > j.C > j.214D > 5C(w)C > 2CC > 22[C] > 5C(w)C 2C > 236C 214B 22B (4000) (all are corner combos) 4k for 5B starter and 1 charge is pretty damn good. there some character specific combo there.. at least with Jin it won't work as easily lol. 2cc>236c is height dependent and character dependent also with the 5c pick up it can be harder on some characters where 5b 2c can be done easier although required timing as usual. Your last combo is interesting although all 236c pick up can be replace with an easier and more reliable 22b/c however by using 22b instead, doing a 6c super after 236C 214B 22B is impossible. 236c does more damage but overall unreliable however if your pro at never dropping its a good choice. I will borrow your notation and add my scrubby combo which makes it easier to not drop.. 5B 5CC > 623C > j.214A whiff > 2C > j.C jump cancel j.C > j.214A j.214D > land 6c > 22[C] >5c/5b> 2C > 236b 214B 22C I always thought it be nice if DL could list combo off different starters instead or maybe I haven't read the thread proper I find it hard to follow up on charge branching off to beginner-> expert 214D starter mid screen> corner 214d> 2cc> IAD jCC> 5b 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C 5B CH Starter 5B 6cc jC 214d land 236d dash 5c 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C However if you get a 6cc Combo starter FC or not you can add an IAD in the middle. 6cc jC 214d land 236d dash 5c 2cc> IAD jCC> 5c 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C in corner the slight variance would be to omit the 236d pick up and use 5C(w)C instead. 6cc jC 214d >5C(w)C 2cc> IAD jCC> 5c 2cc> 236c/22c> 5c/5b> 2C > 236b 214B 22C random rumbling, nothing important lol. Anything that ends with 22x in a corner situation can usually be followed up by 6C > 236236C I will expand on this 22a-c will allow for a 6c>236236c to connect and to combo into 6c. a longer charge on 22x (excluding D) attack will make it easier almost before tech-ing release 22x attack will make it work on longer combo. using 22a-c twice in a combo will automatically make them tech when you go for a 6c>236236c ender. I'm always looking for more stronger air/ground throw combo. Ground throws seems to prorate more. Side note~ 6c>22c otg after j214d seems to whiff on ragna. Near corner air> dash 5c 2cc> jC 214d > 6c 22c> 5c 2c > 236B 214B 22C damage ~3307 37 meters gain. mid screen using 1 charge repeat of everything adding 236D mid screen air throw> dash 5c 2cc> 236d dash 2cc> 5c 2c > 236B 214B 22C damage damage 3186~ meters 35 side note the difference in damage between an air throw and ground throw is around 600~ damage less cluttering if I put it in this format since I doubt it will get read lol. Edited June 3, 2011 by zaeris
Ice Cube Posted June 4, 2011 Posted June 4, 2011 wall of text that I actually bothered to finish The 236C >5C pick-up is universal, just height dependent. However, since in order for both hits of 2CC to connect after j.214A whiff, the opponent must be very high. I wouldn't use that pick-up in any other situation. For your 6CC corner combo, you can change j.C > 214D to 22D > tap D. Sacrifice ~50 damage for 1/2 ~ 3/4 charge is quite a good trade off IMO. It's actually possible to connect 6C > super after using 22x twice in a combo, but the timing of the second 22x is really, really tight. Need to hit at the lowest point possible. Anyone tried 623C > j.214B whiff midscreen? I found that most of the time I would land at the best spot for 2CC to connect. 214C often goes too far.
Eshi Posted June 4, 2011 Posted June 4, 2011 I literally only us j214c midscreen and never go too far. I drop it if I use a different version. I guess I'm weird.
BatousaiJ Posted June 4, 2011 Posted June 4, 2011 The 236C >5C pick-up is universal, just height dependent. However, since in order for both hits of 2CC to connect after j.214A whiff, the opponent must be very high. I wouldn't use that pick-up in any other situation. For your 6CC corner combo, you can change j.C > 214D to 22D > tap D. Sacrifice ~50 damage for 1/2 ~ 3/4 charge is quite a good trade off IMO. It's actually possible to connect 6C > super after using 22x twice in a combo, but the timing of the second 22x is really, really tight. Need to hit at the lowest point possible. Anyone tried 623C > j.214B whiff midscreen? I found that most of the time I would land at the best spot for 2CC to connect. 214C often goes too far. The only problem with the 236C > 5C pick up is that it's simply an alternative to the 2CC > 22C > dash 5C > 2C pick up which gets about the same meter/damage. The 236C is handy when applicable to Jin though since 5C pick up isn't possible on his ass.
zaeris Posted June 6, 2011 Posted June 6, 2011 (edited) The 236C >5C pick-up is universal, just height dependent. However, since in order for both hits of 2CC to connect after j.214A whiff, the opponent must be very high. I wouldn't use that pick-up in any other situation. For your 6CC corner combo, you can change j.C > 214D to 22D > tap D. Sacrifice ~50 damage for 1/2 ~ 3/4 charge is quite a good trade off IMO. It's actually possible to connect 6C > super after using 22x twice in a combo, but the timing of the second 22x is really, really tight. Need to hit at the lowest point possible. Anyone tried 623C > j.214B whiff midscreen? I found that most of the time I would land at the best spot for 2CC to connect. 214C often goes too far. its possible to do 6c after 2x (22x) command but your super will always whiff since they will auto tech and your opponent teching making it inefficient if you can't charge instead. Bold, you mean for 2cc to connect after j214a whiff is dependent on when 623c hit which must be ground or near ground since the total untech time doesn't change meaning hitting them higher with 623c they will be able to tech higher too but 2cc range isn't tall enough to catch anything beyond close to ground pick up. Your opponent must be as low as possible before teching to allow 2cc to hit twice, this is the hard part which could be a small gap. As for 6cc. using 22d might work although I like to keep 22d as an extension if I ever wanted to confirm super ender 100% that and I get confused if I have too many variation since I like to keep it universal at any distance. Anyway its really preference what combo alteration people like since the damage is the same and bar regen is similar but yea gaining charge bar is a plus. as for your last part, for me it is keeping things in habit since I know I'm going to do j214 B/C whiff in the corner if I use it mid screen and you dont want to be moving forward at all for corner combo. Confirm dash 2cc is okay for me since I can read the combo better as in I know when 2cc will work judging my opponents fall animation. EDIT I'm still thinking of an alternative to 5b air unblockable with 1 stock I started playing around with the idea of using j236d. so its been something like 5b -> hit confirm air unblockable-> 623c j236d j214a whiff dash 623c j214a whiff dash 2c pick up for mid screen. However this part 623c j236d j214a whiff seems to be unstable... Hopefully some one can come up with a better idea. Edited June 6, 2011 by zaeris
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