Eshi Posted June 17, 2011 Posted June 17, 2011 (edited) Tsubaki is so gross in the corner! 6A > 5CC > 6BB > 623C > j214A whiff > 623C > j236A whiff > j214D > 5D (about 1/2 a bar) > 623C > j214A whiff > walk forward slightly > 2CC > 22D (hit them very high) > 5D > 6C > 236B > 214B > 22C (~3400 damage, 46 heat) 5BB > 5CC > 623C > same as above (3996 damage, 44 heat) Both require two charges but have a net loss of one (or less!). You can also fit in 6C > 236236C if you time the ender right, making the first combo 4346 and the second 4879. Edited June 17, 2011 by Eshi
pktazn Posted June 17, 2011 Posted June 17, 2011 Tsubaki is beautiful in the corner ;____; Looking at that, yea I have to get the whiff down consistently if I want another way to up her damage in combos haha.
Amadeus46Art Posted June 17, 2011 Posted June 17, 2011 Honestly I just figured all of Tsubaki's real damage comes from whiffs and IAD j.CC combos. Anything else I should be aware of to get good damage with her?
Kiba Posted June 17, 2011 Posted June 17, 2011 (edited) Tsubaki is so gross in the corner! 6A > 5CC >6B > 623C > j214A whiff > 623C > j236A whiff > j214D > 5D (about 1/2 a bar) > 623C > j214A whiff > walk forward slightly > 2CC > 22D (hit them very high) > 5D > 6C > 236B > 214B > 22C (3483) 5B> 5CC > 623C > same as above (4167) These are slightly stronger. Edited June 17, 2011 by Kiba
Eshi Posted June 17, 2011 Posted June 17, 2011 (edited) These are slightly stronger.wat. That's weird. also your combo with 5B breaks 5k with super, ridiculousness! Edited June 17, 2011 by Eshi
Rhiya Posted June 23, 2011 Posted June 23, 2011 Is there a good IAD 1-charge on platinum? My usual 5bb 2c 214D 2cc IAD stuff keeps dropping on her atrocious hitbox at 2cc
Eshi Posted June 24, 2011 Posted June 24, 2011 I hate it when I CH 5B, hitconfirm into 6CC, and then realize it doesn't give much damage on top of losing oki. So I figured out a 50 heat combo that grants oki! It works midscreen but isn't worth it unless it carries to the corner. That said, it carries REALLY far and is also super flashy. 5B > 6CC > jc > jB > jC > jc > jCC > j236A > j214C RC > jC > land > dashing 2C > 236B > 214B > 22C (3358 damage)
Kiba Posted June 28, 2011 Posted June 28, 2011 Not sure if this has been mentioned. -In the corner, with two stocks- 6A - 5CC - 22D - 6CC - 623C - J236A (whiff) - J214D - 5C(whiff)C - 2CC - 22C - 5C - 2C - 236B - 214B - 22B 3.7k Personally I get alot of stock when im in the corner and usually I get hits from 2B and 6A and I wanted to make it as painful as I possibly can.
Rhiya Posted June 29, 2011 Posted June 29, 2011 These j.236a whiff combos are amazing. So hype, and so cool to do. I even got a better 1 charge throw out of learning it, lol. 3k off throw in the corner for one charge? please and thank you
TheGreatReptar Posted June 29, 2011 Posted June 29, 2011 throw>6CC>623C>j.236A(w)>j.214D>5C(w)C>2CC>236B>214B>22B?
Rhiya Posted June 29, 2011 Posted June 29, 2011 Yes, and I <3 it This is legit my favorite tsubaki combo part
TheGreatReptar Posted June 29, 2011 Posted June 29, 2011 I think the best part about j.236A whiff combos is that they'll actually get more damage than 22D starter combos (for combos requiring the same amount of charge) off of a 5BB>5CC confirm. Having 22D starter combos being the best damage per charge combos in CS1 sucked.
Errol Posted June 29, 2011 Posted June 29, 2011 (edited) Also lets you get some nice midscreen combos off 236d. Saw this or something like it from some JP player the other day: e.g. CH 236D -> dash 5CC -> 623C -> 214A whiff -> 214D -> basic IAD ender (4.2k) replace dash 5CC with 5C if not counter hit. I can't get dash 5CC to land unless it is CH anyway. ed: was testing on jin, where 236D->5CC won't land. (gotta hate jin). Not sure how many other characters it lands normally on. Edited June 30, 2011 by Errol
Rhiya Posted July 19, 2011 Posted July 19, 2011 (edited) Yo, so, that fatal combo on Haz in the new combo vid does not look practical from my hour of screwing around with it. It seems like the spacing is really, really tight -- beyond what you'd probably be able to get right in a match situation inbetween all the variables in the combo that could fuck up your spacing. However, I think if you spend 50 heat on rapid after 6C fatal, it could be legit. My exec is ass right now because I'm tired as hell, but, basically, I think it should go like this: 6C fatal>RC>5CC> [623C>j.214a whiff>dash 2CC> WAIT FOR THEM TO DROP A BIT] x N(5?) > 236xx Anyone with exec better than mine care to tell me if this is workable? Edited July 19, 2011 by Dusk Thanatos
Errol Posted July 19, 2011 Posted July 19, 2011 It doesn't actually look like the spacing is that tight to me, so I don't think the rapid would gain you much in terms of ease. Looks like: Hit 6CC deep (which is going to be pretty typical since it moves you forward so much). C DP. B WHIFF -> no dash -> 2cc. He uses the b whiff a lot after his first DP it looks like. But I don't see anything about the first segment that's harder than any of the loop? Not that I could do it, ha..
Errol Posted July 20, 2011 Posted July 20, 2011 falling JC->J236D in the corner is character specific I think. It works on tsubaki, but it doesn't work on valk because he gets hit by the projectile too soon. falling JC->236D is probably universal (good for when 22d has already been used in the combo).. At least to the degree that falling JC works. That might not work on some characters. So much charge time in the middle of a combo, you can get 4 D moves off when you start a combo with 2 charges.
Errol Posted July 20, 2011 Posted July 20, 2011 IT changes the height if you do 6C rapid 6cc->214d or 6c->214d works well.. although no reason your idea wouldn't work too. it's nice to get rid of that extra timing to learn. the proration might let you get less reps though, no problem if you make it easier with 214d
dDissAa Posted July 21, 2011 Posted July 21, 2011 hey how do you guys time the dash after a 236d for the 5b or 2cc to hit? i always input it but it never comes out and if i do get it the 5b whiffs... (day 1 bb lets go)
Airk Posted July 21, 2011 Posted July 21, 2011 hey how do you guys time the dash after a 236d for the 5b or 2cc to hit? i always input it but it never comes out and if i do get it the 5b whiffs... (day 1 bb lets go) There's no real special trick here, but the dash needs to be input kinda late. (If you don't get a dash, you put it in too early.). There's actually a fairly big window in which you can hit with a 5B, so just experiment. Do a 236D on a grounded opponent, let the stick go to neutral, tap 66, neutral, 5B. You have quite a bit of time to land the 5B - basically as long as the opponent hasn't hit the ground yet, 5B should connect.
Errol Posted July 21, 2011 Posted July 21, 2011 Hardest thing here is that you can hit at different heights, which increases or reduces the amount of time you have.
Airk Posted July 21, 2011 Posted July 21, 2011 Well, that's true if it's an anti-air hit, but not so much if you're doing it after a throw or 22X. Do note that this pickup basically doesn't work at all on Makoto because her hitbox is screwy and she pops up too high.
dDissAa Posted July 21, 2011 Posted July 21, 2011 Ah thnx, indeed I inputted the dash too early. Feels kinda strange tho, u can see her slow down and thats when I input the dash. I'm now stuck at mission 7 can't seem to get that last hit on the 5cc a 100%... ah well back to training room for me ^^. Btw I know this isn't even at my lvl at execution but how do they do the 623c and 214a? because if I try to do it I always hit my opponent out of the air even if I try to do it as fast as I possibly can
pktazn Posted July 21, 2011 Posted July 21, 2011 I input it as one motion personally since that's how I've gotten it to work in training mode when practicing it. I just have to remember to switch from C to A lol.
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