Kiba Posted August 1, 2011 Posted August 1, 2011 (edited) Sick combo Batousai. Who's feeling risky? 214D - 2CC - IAD JCC (delay) - 2CC - IAD JCC (delay) 5B - 2CC - 214B - 236B - 22B 3.9k (or 22C - 5C - 2C - 236B - 214B - 22B if in the corner 4.1k) Height is very specific with this. They can't be too high. Edited August 1, 2011 by Kiba
redsilversnake Posted August 2, 2011 Posted August 2, 2011 Sick combo Batousai. Who's feeling risky? 214D - 2CC - IAD JCC (delay) - 2CC - IAD JCC (delay) 5B - 2CC - 214B - 236B - 22B 3.9k (or 22C - 5C - 2C - 236B - 214B - 22B if in the corner 4.1k) Height is very specific with this. They can't be too high. That reminds me, I saw a Tachikawa player (I think it was Konan, but it could've been Spinoza) do 214D>5C>2CC>236D>5C>2CC>IAD j.CC>5B>2CC>236X>214B>22X, which does a bit more damage (4.4k, I believe) and has similar corner carry. It also has height dependency, but it's easy to get used to, IMO. Just need to delay the 236D if they're pretty high after 2CC and both 5Cs have particular timing, especially the second one. You could probably omit it thanks to 236D's untechable time, though.
BatousaiJ Posted August 2, 2011 Posted August 2, 2011 Sick combo Batousai. Who's feeling risky? 214D - 2CC - IAD JCC (delay) - 2CC - IAD JCC (delay) 5B - 2CC - 214B - 236B - 22B 3.9k (or 22C - 5C - 2C - 236B - 214B - 22B if in the corner 4.1k) Height is very specific with this. They can't be too high. I screwed around with that variation for a bit before as well but it's not worth the trouble if you ask me. That 2CC without 5B support is total ass to time correctly and it makes standard IAD combo feel like 236D CH hitconfirm(inside tsu joke ftw~). Fun to see that it's possible though. That reminds me, I saw a Tachikawa player (I think it was Konan, but it could've been Spinoza) do 214D>5C>2CC>236D>5C>2CC>IAD j.CC>5B>2CC>236X>214B>22X, which does a bit more damage (4.4k, I believe) and has similar corner carry. It also has height dependency, but it's easy to get used to, IMO. Just need to delay the 236D if they're pretty high after 2CC and both 5Cs have particular timing, especially the second one. You could probably omit it thanks to 236D's untechable time, though. I don't think that works actually. I didn't test it out but off the top of my head I do believe that doesn't work. I'll check it out later when I play some BB.
BatousaiJ Posted August 2, 2011 Posted August 2, 2011 Odd, I thought adding the second 5C makes the combo invalid. I'll have to give it a try later.
pktazn Posted August 2, 2011 Posted August 2, 2011 That reminds me, I saw a Tachikawa player (I think it was Konan, but it could've been Spinoza) do 214D>5C>2CC>236D>5C>2CC>IAD j.CC>5B>2CC>236X>214B>22X, which does a bit more damage (4.4k, I believe) and has similar corner carry. Interesting... So you can add 5C into it and it should still work. Good to know. And if it was Tachikawa then it was most likely Konan. Spinoza is usually only in Nishi Nippori.
LunarSelenia Posted August 10, 2011 Posted August 10, 2011 I don't know if it's been posted and forgive me for not wanting to sift through 23 pages for this...but what is an optimal combo off of an air 5B CH? The only option I'm thinking of is 2CC > normal air combo... >>;; and if you're really lucky in getting them in the right position on that hit, IAD combo.
Airk Posted August 10, 2011 Posted August 10, 2011 I don't know if it's been posted and forgive me for not wanting to sift through 23 pages for this...but what is an optimal combo off of an air 5B CH? The only option I'm thinking of is 2CC > normal air combo... >>;; and if you're really lucky in getting them in the right position on that hit, IAD combo. This is all I've ever seen anyone do. Actually, most of the time I see players confirm from 5B to j.B > j.C > jc > j.C > j.CC etc. If you can confirm into 2CC, then you can do 5B > 2CC > 236B > 214B > 22B for carry, or if you want to spend charge you can do something like: 5B > 2CC > 236D > stuff or 5B > 2CC > 214D > 2CC > IAD Stuff
pktazn Posted August 10, 2011 Posted August 10, 2011 You can also air CH 5B > 6C > air combo. The 6C should be able to hit no matter how far you are from the air CH 5B but if you're too close sometimes (hitbox issue) or too high from the 5B you can only let 2-3 hits of the 6C hit before you have to jump cancel.
BatousaiJ Posted August 10, 2011 Posted August 10, 2011 5B CH confirms in the air is quite annoying as it is very height dependant and you don't really have all that much extra time to react and pull at the right combo. The 5B CH into jc confirm isn't a bad choice because of that but it's certainly not ideal. I generally like the middle ground of 5B CH > 5B > 2CC > 236B > 214B > 22B. Usually works and you get that corner carry and knockdown. I don't do IAD off of 5B CH usually because they're generally too high after 5B CH > 5B > 2CC to make that land from my experience.
Errol Posted August 10, 2011 Posted August 10, 2011 Do you do 766 iads? been testing some, this can save the iad when it's too high, but sometimes you just miss the first jump c hit.
Rhiya Posted August 10, 2011 Posted August 10, 2011 766 isn't an IAD. >_> Also, why would this make any difference when it comes to height? Does it let them fall further, or something? Honestly, the best save for a too high 2C catch is either aircombo or 236xx.
Fallacy Posted August 10, 2011 Posted August 10, 2011 766 isn't an IAD. >_> Also, why would this make any difference when it comes to height? Does it let them fall further, or something? Honestly, the best save for a too high 2C catch is either aircombo or 236xx. so true. And I tend to just do air combo off 5b anti air.
Errol Posted August 11, 2011 Posted August 11, 2011 Same reason 866 works better. Yes, gives them some more time to fall. It absolutely makes a difference. If you're only doing 96, well, just try it. I don't really care how IAD is defined, but you can do the airdash essentially just as fast with 9 or 8 when you're buffering in 2cc.
Rhiya Posted August 11, 2011 Posted August 11, 2011 We discussed this a while ago. I don't know what you're doing, but you /cannot/ buffer IAD. The game does not allow it. And 96 would gain you more distance over 866 or 766, so I'll keep doing 96.
Errol Posted August 11, 2011 Posted August 11, 2011 I never said buffer the airdash, you buffer the jump. Then you can 66 when you jump. buffer gives you time to get back to 6, so it'd only be very momentarily slower. And it does help with combos if you can recognize your timing on 5c or 2c was off a bit. 96 will give you more distance, so use it when you can. I'll keep using 8 or 7 when using a 9 would either make tsubaki airdash under the character, or hit such that you can't do a proper followup - e.g. crossup after jcc..
LunarSelenia Posted August 11, 2011 Posted August 11, 2011 Okay, thanks for the help guys, I've been getting some random air 5B CHs and didn't know how to react to that >.<;; Will take it to training mode, thanks~
DXcellence718 Posted August 14, 2011 Posted August 14, 2011 (edited) Hello I'm new here and I'm just wondering what are some good midscreen combos with out her charge bar(or at least 1 charge bar) sorry if it's been posted before but I can't look at all these pages lol Although I did see some good 2 charge bar combos on here Edited August 14, 2011 by DXcellence718
Airk Posted August 14, 2011 Posted August 14, 2011 This should all be in the Combo Compilation Thread, but there are basically three staple Zero Charge midscreen combos: Basic Newbie Combo: 5BB, 2BB, 5CC, 236A, 214A, 22A Enhanced Basic Newbie Combo (Crouching targets only): 5BB, 2BB, 5CC, 6BB, 236C, 214C, 22C DP Whiff Combo: 5BB, 5CC, 623C, j.214A whiff, dash 2CC, 236B, 214B, 22B There are some other variants from different starters and things, but that's pretty much the gist of zero charge combos midscreen. For more info, I strongly recommend the Compilation Thread. It's pretty much got you covered for all the standard stuff.
TheGreatReptar Posted August 14, 2011 Posted August 14, 2011 I prefer 5BB>2BB>5CC>214A>22C for a nub combo myself. Gives a little bit more time to charge.
iTz.WiiTarD Posted September 5, 2011 Posted September 5, 2011 hey there im a new tsubaki player, i would like a little advice on her 326c whiff combo, i can get the first 2c to hit but the second hit tends to miss alot, on another note i have found a combo that breaks 3k from a air throw without IAD jcc, i will post it later when i have optimized it.
Shruikon Posted September 5, 2011 Posted September 5, 2011 2C adds a lot of untechable time, so as long as you're not mashing you can safely delay 2CC by a fair bit. Someone correct me if I'm wrong btw >_>
Daedron Posted September 5, 2011 Posted September 5, 2011 From my experience that never works, 2C untechable time really isn't that long for that to work I think. if 2CC doesn't hit, your timing is just off. I would suggest practicing using 623C - j.214C(whiff) instead of j.214A(whiff), you don't need to do the dash and it thus makes it easier to hit with the 2CC, eventually you'll be able to do the combo using j.214A(whiff) as well but there really is no reason to do so to be honest.. Just note this doesn't work in the corner, use j.214A if you need to do a 623C whiff combo there.
iTz.WiiTarD Posted September 5, 2011 Posted September 5, 2011 thanks for the advice, but i dont use neither of those inputs, i use j214b, unless my back is in the corner then ill use j214c for a cross under combo, i have also tried delaying 2cc slightly but no luck, guess back to training n practise practise practise :D
Kiba Posted September 5, 2011 Posted September 5, 2011 2C adds a lot of untechable time 2C only has alot of untechable time on CH. if 2CC doesn't hit, your timing is just off. Alternatively the opponent may be a little too high. You may be doing the 2CC input a little too quick.
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