zaeris Posted July 25, 2011 Posted July 25, 2011 (edited) err... On combo section we haven't got any fatal combos? ... haven't seen many Tsubaki vids but is there any more damaging option other than 6c>214d>2cc>iad>jcc>5b>2cc>iad>jcc>5b>2cc>236b>214b>22b>6c>super ... about 5.1k with 1 charge and gain exactly 50 heat before super and trying to maximize midscreen combos since haven't got used with the weird delay on 2cc>236d at dp whiff combos 5bb>5c>2c>214d>2cc>iad>j.cc>5b>2c>236b>214b>22b ... 3.4k and 32 heat gain, only work on standing opponent and character specific Fatal combo? well this is the one I use when I have two stock. Here is something to get you thinking but I remember I grab the idea off someone... anyway 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash 5b/5c 2cc IAD jcc 5b 2cc 236b 214b 22c 6c 236236c. mid screen combo damage is around 6k something or was it 5.5 lazy shrug lol meter is close to 50 or 50 can't remember. corner is just subbing the stuff and making it one stock.. Edited July 25, 2011 by zaeris
excelence Posted July 25, 2011 Posted July 25, 2011 Long time no see zae :D ...Yeah, i thought that too... but haven't tried that, currently multiple dp whiff combos hurt my thumbs badly btw what's the damage?
zaeris Posted July 25, 2011 Posted July 25, 2011 (edited) Long time no see zae :D ...Yeah, i thought that too... but haven't tried that, currently multiple dp whiff combos hurt my thumbs badly btw what's the damage? 2 stock mid screen . tested. 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash [5b/5c distance from corner if needed, ommit first] 2cc IAD jcc 5b 2cc 236b 214b 22c 6c 236236c. mid screen combo 5928 and 48 heat. doesn't require FC so if 6cc as frame trap or your opponent likes to jump out of your strings this can work too. testing 22c 2c 236b 214b 22c ender on fater opponent. 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash [5b/5c distance from corner if needed, ommit first] 2cc IAD jcc 5b 2cc 22c 2c 236b 214b 22c 236236c . damage 5972 and 48 heat. works on most. haven't found exception cause I will use noel and carl to see. Edited July 25, 2011 by zaeris
Errol Posted July 25, 2011 Posted July 25, 2011 Best 6C combo? You mean you haven't seen this? Start practicing..
zaeris Posted July 25, 2011 Posted July 25, 2011 (edited) Best 6C combo? You mean you haven't seen this? Start practicing.. btw the combo vid isn't human time ^^, but since its a combo vids its meant to be flashy. I have but its impractical in many ways when I started practising. the dash 2cc 623c j214a move also is tight and depends on your dash distance x 4 reps which makes it impractical at every step since you can dash too late or to late. the Delay and timing is strict for every characters so it becomes character dependant. note number 3 that is a 6c FC (fatal combo which means) your opponents needs to be mashing or doing an attack in CH state that gives the correct spacing and hazama falls into this section... ragna hellfang follow up might provide the distance which are some I can think of that would push you back enough. sometimes people need to distinguish practicality in matches to just showing off ^^, remind me when lambda players thinking she can deal a maximum 7k off a 214d ch I’m thinking how you're going to get your opponent to mash something jumping at a half screen distance for your 214d to land CH. p.s I don't think the vid is aim at me but I would like to see someone record it separately by hand. Edited July 25, 2011 by zaeris
Rhiya Posted July 25, 2011 Posted July 25, 2011 im thinking how you're going to get your opponent to mash something jumping at a half screen distance. >Airdash >try to A+B to barrier before you can actually do barrier >j.B comes out You are now sad.
zaeris Posted July 25, 2011 Posted July 25, 2011 >Airdash >try to A+B to barrier before you can actually do barrier >j.B comes out You are now sad. I guess this is dustloop after all... lambda is charging 214d spike chaser from half screen (correct spacing from combo) what you provided I be laughing well, glad to see we have fail people who would fail to evade 214d from lambda ^^, from half screen too doing silly things. Then yes combo that work on silly people are practical in tournaments, ic, so thats how it works.
Errol Posted July 25, 2011 Posted July 25, 2011 "hit at half screen distance from your opponents". what does this mean I don't think that combo really has any spacing requirements, if it hits you can do it... But I can see the sarcasm was lost in translation to text here. Internet fail.
zaeris Posted July 25, 2011 Posted July 25, 2011 (edited) "hit at half screen distance from your opponents". what does this mean I don't think that combo really has any spacing requirements, if it hits you can do it... But I can see the sarcasm was lost in translation to text here. Internet fail. maybe you should read my post properly and reference yes.. since that passage was talking about lambda combo..... I can quote you this time, internet fails.. or you can assume you know lambda combo. Guess I will play nice.... I would to see someone who can confirm to be able to do that combo to make judgment rather saying I think, but I can never do it or its in a combo vid so its got to work. How can you tell if someone didn't use a program stick to perform lots of 1 frame combo to make it possible? Edited July 25, 2011 by zaeris
Rhiya Posted July 25, 2011 Posted July 25, 2011 I guess this is dustloop after all... lambda is charging 214d spike chaser from half screen (correct spacing from combo) what you provided I be laughing well, glad to see we have fail people who would fail to evade 214d from lambda ^^, from half screen too doing silly things. Then yes combo that work on silly people are practical in tournaments, ic, so thats how it works. So much condescension, damn.
excelence Posted July 25, 2011 Posted July 25, 2011 (edited) 2 stock mid screen . tested. 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash [5b/5c distance from corner if needed, ommit first] 2cc IAD jcc 5b 2cc 236b 214b 22c 6c 236236c. mid screen combo 5928 and 48 heat. doesn't require FC so if 6cc as frame trap or your opponent likes to jump out of your strings this can work too. testing 22c 2c 236b 214b 22c ender on fater opponent. 6cc 623c j214a(w) 623c j214a(w) j214d land 236d dash [5b/5c distance from corner if needed, ommit first] 2cc IAD jcc 5b 2cc 22c 2c 236b 214b 22c 236236c . damage 5972 and 48 heat. works on most. haven't found exception cause I will use noel and carl to see. 6cc as frame trap? if my math is correct, there is 3f gap between 6c and 6cc ... i'm not sure we can use that gap for frame trap, 3f is kind of large ... is it? but the combos is ok, i'm not really fond using heavy moves outside counter punish. it'll be FC for me :D and btw probably should test on litchi... i do lots of screw up at 2cc on her Edited July 25, 2011 by excelence
BatousaiJ Posted July 25, 2011 Posted July 25, 2011 I find 5BCH > 6CC combos see more uses than 6CC FC combos in real matches. Often times when I see the window of opportunity to punish, 6CC is just too slow unless I'm punishing something with a super long delay like a few DPs and some DD. Still, it's definitely good to have a goto combo you can whip out on any situation and generally I find myself going for the 6CC FC> 214D most of the time since that's something I can do consistently without much difficultly.
Rhiya Posted July 25, 2011 Posted July 25, 2011 6cc as frame trap? if my math is correct, there is 3f gap between 6c and 6cc ... i'm not sure we can use that gap for frame trap, 3f is kind of large ... is it? Fastest moves in BB have 5f startup. 3f will work as a frametrap. I wouldn't really recommend using 6CC, though, since there are a /lot/ safer options. (5b..b, 5b..2b, 5c>6c (fatal frametrap ftw), 5c>6b, etc)
excelence Posted July 25, 2011 Posted July 25, 2011 Fastest moves in BB have 5f startup. 3f will work as a frametrap. I wouldn't really recommend using 6CC, though, since there are a /lot/ safer options. (5b..b, 5b..2b, 5c>6c (fatal frametrap ftw), 5c>6b, etc) No i meant, doing 6c will usually force u to do something or you'll be at -15, i really don't see any reason why anyone with DP/360 wouldn't want to break free?
BatousaiJ Posted July 25, 2011 Posted July 25, 2011 Probably because you can jc 6C into air barrier and then punish whatever they can think to spam to get out of it. Still, that's not a frame trap I use very often even though I'm aware of it. If they block it(second hit of 6CC), you're left so vulnerable it's going to be an automatic punish. Tsubaki has much better frame trap options now that don't require RC to make it safe so I don't recommend this or 3CC frame trap outside of the novelty of "it'll probably work because I never do it to them" factor.
excelence Posted July 25, 2011 Posted July 25, 2011 Probably because you can jc 6C into air barrier and then punish whatever they can think to spam to get out of it.... ... This blow my mind i really didn't know she can jc 6c on block orz ... and yes got too spoiled with her 5b and 2a
Rhiya Posted July 25, 2011 Posted July 25, 2011 No i meant, doing 6c will usually force u to do something or you'll be at -15, i really don't see any reason why anyone with DP/360 wouldn't want to break free? 6C normally leads to jump cancel, which is generally fine.
zaeris Posted July 25, 2011 Posted July 25, 2011 6cc as frame trap? if my math is correct, there is 3f gap between 6c and 6cc ... i'm not sure we can use that gap for frame trap, 3f is kind of large ... is it? but the combos is ok, i'm not really fond using heavy moves outside counter punish. it'll be FC for me :D and btw probably should test on litchi... i do lots of screw up at 2cc on her if you're talking about frame traps 5c -> 6c is a frame trap at that point which is good vs masher... others have said it is jump cancel on block and also most people should be able to hitconfirm 6c into 6cc offline. Anyway, I'm just replying since you wanted to do something else with 6c since max potential are off 5c and 6c combo while 6c can be FC for stronger combo. 6c normals works when you're aiming for: frame trap air unblockable and punish. if your opponent is just blocking all day you shouldn't be using 6c.
Errol Posted July 25, 2011 Posted July 25, 2011 (edited) maybe you should read my post properly and reference yes.. since that passage was talking about lambda combo..... I can quote you this time, internet fails.. or you can assume you know lambda combo. Guess I will play nice.... I would to see someone who can confirm to be able to do that combo to make judgment rather saying I think, but I can never do it or its in a combo vid so its got to work. How can you tell if someone didn't use a program stick to perform lots of 1 frame combo to make it possible? I should actually quote, pretty sure that was in there in reference to the 6c fatal combo, not in the short post about lambda's combo, but no matter (ed: I see, you edited it out while I was typing my post). By saying that sarcasm was lost on the internet, I thought that would point out clearly that I wasn't suggesting it to be a practical combo that you should practice until you can get it. Why are you attacking people anyway? I thought tsubaki general was a friendly place. Edited July 25, 2011 by Errol
Errol Posted July 25, 2011 Posted July 25, 2011 (edited) Yo, so, uh, I remember you all saying 236D OTG combos don't work on Makoto. And my time in the lab is saying otherwise. The timing is definitely tighter and a bit different, but they do work. You basically need to OTG her before she slides too far for you to dash and catch, whereas this isn't really an issue with the other charas. Try Valk? It's the same as Valk for me. 5b>2c>236etc. I have occasionally seen the 2cc come out but haven't seen it consistently enough to use it. Although, also didn't think too much about how quickly you hit them off the ground. This would mean that it'd probably be easier with a back throw wouldn't it? on side note, something feels wrong about people able to hit people off the ground with 236x, but then noel and makoto low-profile under it? bleh! on a more positive note: that dp whiff 2cc link feels really easy to get on makoto. Edited July 25, 2011 by Errol
Mr. Kimura Posted August 1, 2011 Posted August 1, 2011 (edited) A small find, nothing probably worth noting (probably already been posted before, I just started playing Tsubaki) but: Airthrow>5B>2CC>j.C>j.CC>j.236A>j.214C>Charge 2672 damage, 21 heat. Working on a wall carry version. Edited August 1, 2011 by Mr. Kimura
BatousaiJ Posted August 1, 2011 Posted August 1, 2011 Do Air Throw > dash 5C > 2CC > 236B > 214B > 22B. Or 1 Charge variation- Air Throw > dash 5C > 2CC > 236D > dash 2CC > 236B > 214B > 22B
Mr. Kimura Posted August 1, 2011 Posted August 1, 2011 I see. I was trying to get an easy fancy combo off of airthrow without using the install gauge. I guess we can't have everything right? Thanks for those combos though.
BatousaiJ Posted August 1, 2011 Posted August 1, 2011 (edited) Easy and fancy don't oftentimes go hand in hand unfortunately. There are certainly fancy ones you can go for but the difficulty difference is significant. The first combo I listed gives good corner carry and gives untechable charge time though. Both of which are very important so I'd recommend you go with that one over the jc combo ender. That goes for basically all scenarios unless it's a kill combo and you just need the extra bit of damage. Edit: Well, it's been awhile since I shared anything combo wise on the premise of "imma make another video, you wait" excuse, and while that's still happening(using the PS3 to record footage this time!) I might as well share this one fancy air throw one. No charge. Air throw > air dash(before you land) j.C© delayed > 5C > 2CC > 623C > j.214A > hjc > j.C >j.CC > j.236A > j.214C (fancy but impractical) Try that combo a few times to see what I mean by difficulty difference. A more practical variation would be Air throw > air dash(before you land) j.C© delayed >5B > 2CC < 236B > 214B > 22B (gains more meter, damage and carries further than first combo listed up top). Obviously, this requires it so you didn't Air dash in to get the grab in the first place. There's another really fancy one if you're feeling yourself that actually involves a mid combo cross over into option select unblockable or red beat continuation off positional change too but that I'll save for another time. Edited August 1, 2011 by BatousaiJ
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