Kiba Posted March 16, 2012 Posted March 16, 2012 (edited) What?! That combo looks so spiffy, but what's the damage and heat gain? Can't you end with the 236B > 214B > 22B? In addition, is the 6C > j.236C > 5A link hard? Edited March 16, 2012 by Kiba
Errol Posted March 16, 2012 Posted March 16, 2012 (edited) 2685 with CCB ender. (24 heat) 2718 with jCC ender (air dash remaining) the hard part is 6C > j.236C. delaying it so you don't land befor ehitting. Edited March 16, 2012 by Errol
Velvien Posted March 16, 2012 Posted March 16, 2012 Just tested it. It does 2.7K with 35 meter gain. 236B > 214B > 22B ender works (2.5K, 35 meter) Link isn't too hard, imo; had more trouble TKing the j.236C . And it works without the dash against Ragna; not sure about other characters, though.
Kiba Posted March 16, 2012 Posted March 16, 2012 2685 with CCB ender. (24 heat) 236B > 214B > 22B ender works (35 meter) What?! Who's the drunk culprit?
Errol Posted March 16, 2012 Posted March 16, 2012 Who knows. Fire up your game. Anyway, it's easy enough to be a bread and butter 0 charge FC 6A combo.
Kiba Posted March 16, 2012 Posted March 16, 2012 I'm not in a position to play, which is why I asked all those questions. Normally I just boot it up myself and experiment of course if I could. I would have done so as soon as you listed the combo. Velvien's combo looks more legit because you're getting more hits in and so the HG should definately be much more than the standard 6A FC combo, not to mention the Repeat proration on 6CC. Also I did not know the j.236C had to be perfomed with a TK.
BatousaiJ Posted March 16, 2012 Posted March 16, 2012 I'm not in a position to play, which is why I asked all those questions. Don't say stuff like that man, it takes a lot of willpower for me not to use this knowledge to mess with you. The new combo sounds like it'll look really spiffy and like mentioned before, the damage increase from the current BnB is negligible but the HG should be quite nice and of course, style points.
Errol Posted March 16, 2012 Posted March 16, 2012 (edited) I'm not in a position to play, which is why I asked all those questions. Normally I just boot it up myself and experiment of course if I could. I would have done so as soon as you listed the combo. Velvien's combo looks more legit because you're getting more hits in and so the HG should definately be much more than the standard 6A FC combo, not to mention the Repeat proration on 6CC. Also I did not know the j.236C had to be perfomed with a TK. This is what I get for bringing you a cool new combo Velvien is right on the heat, I had a rapid killing my heat gain. Also, you'd have figured out that it required a TK, anything else is much too slow. The new combo sounds like it'll look really spiffy and like mentioned before, the damage increase from the current BnB is negligible but the HG should be quite nice and of course, style points. good corner carry too, and should be universal (with micro dash). Full charge 22b for charging.. Edited March 16, 2012 by Errol
Adelheid Posted March 16, 2012 Posted March 16, 2012 (edited) You know it's basically never worthwhile to end combos in 22C unless you already needed to use 22B earlier in the combo Like, even in the very first combo in the thread, 5A 5BB 2BB 5CC 214A~22C, that should really be ~22B, since that sacrifices but 10 damage but doesn't let them tech out of the slide which is 10x more useful and midscreen gets you a full 2D before they can catch up, or lets you get a full 5D then dash in on them It's so unbelievably better that asld;fna;sldkfhakl Edit: I thought that combo was in the combo compilation but I just checked and it's not. I'll add that. That's the best you can get from a 3C FC midscreen with one stock. Thanks. Please don't say things like that. That is not true. Just looking at it for but a moment I've already found an optimization and tested it. FC 3C > 6CC > 214D > 6A > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B~214B~22B 3914 damage, 42 metergain, still gets the extended knockdown every time. If you're okay with really wonky mid-combo crossups and not pressing to the corner you can do 236C~214C~22B too for an extra 12 damage, but probably not worthwhile. Edited March 16, 2012 by Adelheid
Kiba Posted March 16, 2012 Posted March 16, 2012 (edited) This is what I get for bringing you a cool new combo Velvien is right on the heat, I had a rapid killing my heat gain. Also, you'd have figured out that it required a TK, anything else is much too slow. good corner carry too, and should be universal (with micro dash). Full charge 22b for charging.. Thanks for the combo. You know it's basically never worthwhile to end combos in 22C unless you already needed to use 22B earlier in the combo Like, even in the very first combo in the thread, 5A 5BB 2BB 5CC 214A~22C, that should really be ~22B, since that sacrifices but 10 damage but doesn't let them tech out of the slide which is 10x more useful and midscreen gets you a full 2D before they can catch up, or lets you get a full 5D then dash in on them It's so unbelievably better that asld;fna;sldkfhakl 22B/C both have their distinct uses. For instance, the 22C allows you to use Bat's 3CC trick earlier because the untechable time is lower. It doesn't really matter which one is listed but you guys know that you could use either. It'll be up to you guys to decide which one is best for the situation. Please don't say things like that. That is not true. Just looking at it for but a moment I've already found an optimization and tested it. FC 3C > 6CC > 214D > 6A > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B~214B~22B 3914 damage, 42 metergain, still gets the extended knockdown every time. If you're okay with really wonky mid-combo crossups and not pressing to the corner you can do 236C~214C~22B too for an extra 12 damage, but probably not worthwhile. Like I said before, I'm not in a position to play the game or test things so I'm not going to make an assumption as to what could be added to the combo to optimise it. I figured more stuff could be added because a 3C starter is decent. I meant that so far, that's the most you could do, or as far as we know. Edited March 16, 2012 by Kiba
BatousaiJ Posted March 16, 2012 Posted March 16, 2012 FC 3C with 1 charge has the double IAD available as a combo path as well. 3C > 6CC > 214D > 2CC > iAD j.CC > 5C > 2CC > IAD j.CC > 5C > 2C > j.C > j.C >j.236A > j.214C - 4122 damage 49 meter gain. You can obviously forgo the second jc in the air combo ender for the option select air dash if you wish as well but it's really nice to have that massive meter gain and full corner to corner carry from the double IADs. The trick to this combo is to delay the 5C pick up after the first IAD and time the second IAD j.CC slightly differently. Not particularly easy combo to do but it's not aggressively difficult either. I tried out that combo Errol posted with the TK j.236C and what not. Cool looking combo, I don't think I'll be using it as my BnB. I feel that it's too easy to drop and not worth the extra stuff you get out of it in a real match setting.
Adelheid Posted March 16, 2012 Posted March 16, 2012 22B/C both have their distinct uses. For instance, the 22C allows you to use Bat's 3CC trick earlier because the untechable time is lower. It doesn't really matter which one is listed but you guys know that you could use either. It'll be up to you guys to decide which one is best for the situation. I'm sorry, Kiba I don't want to sound crabby, I'm just tired ;_; I just mean... Well, most of the time 22B is going to be the more solid thing to go for. That extra untechable time is great and very, very useful. It seems weird that the combo thread would list the "default" in cases like that as 22C.
Errol Posted March 16, 2012 Posted March 16, 2012 FC 3C > 6CC > 214D > 6A > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B~214B~22B 3914 damage, 42 metergain, still gets the extended knockdown every time. If you're okay with really wonky mid-combo crossups and not pressing to the corner you can do 236C~214C~22B too for an extra 12 damage, but probably not worthwhile. FC 3C > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > xBBB 3921, if you end in the corner. I don't really like 214D> 6A, tight on timing, but will work anywhere.
Adelheid Posted March 16, 2012 Posted March 16, 2012 FC 3C > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > xBBB 3921, if you end in the corner. I don't really like 214D> 6A, tight on timing, but will work anywhere. See, I love 214D > 6A, because the more times I throw 6A into combos the more chances I have to catch my opponent off guard with uncombos to force emergency tech into unblockables. That's my position on it.
BatousaiJ Posted March 16, 2012 Posted March 16, 2012 Combos optimization is a very situational thing based on what you're trying to get out of that hitconfirm so it's very nice to know multiple paths. Never assume there's always that 1 best combo that given situation as you might value something a different combo path might offer more at that time whether that be untechable time, meter, damage or reset opportunities. Keep your options available to you know what the pros and cons of each are so you can make the best choice for yourself(this applies to what Kiba was talking about the 22C thing as well). Oh and if you guys are doing some combo works for fun, try to make up some new combos off the 3©C starter as you can basically do anything your heart desires after that starters and I've noticed that I end up landing that hit a lot more often than I thought I would. It goes so far as to me utterly failing and dropping the combo and then just fubaring it into another combo I never practiced that totally ends up working because that starter is so good.
Errol Posted March 16, 2012 Posted March 16, 2012 I tried out that combo Errol posted with the TK j.236C and what not. Cool looking combo, I don't think I'll be using it as my BnB. I feel that it's too easy to drop and not worth the extra stuff you get out of it in a real match setting. What do you use?
BatousaiJ Posted March 16, 2012 Posted March 16, 2012 (edited) The standard. 6A FC > 5CC > 6CC > 236C > 214A > dash 5C > 2C > 236B > 214B > 22B I land a 6A FC every blue moon or so, even less if I don't have charge to work with to get 214D IAD combo in there so it's suited its need. I said the combo is fine, I just personally won't be using it because I don't like the feel of the combo and the gain isn't significant enough for me to force myself to use it. Edited March 16, 2012 by BatousaiJ
Kiba Posted March 16, 2012 Posted March 16, 2012 3C > 6CC > 214D > 2CC > iAD j.CC > 5C > 2CC > IAD j.CC > 5C > 2C > j.C > j.C >j.236A > j.214C - 4122 damage 49 meter gain. I tried out that combo Errol posted with the TK j.236C and what not. Cool looking combo, I don't think I'll be using it as my BnB. I feel that it's too easy to drop and not worth the extra stuff you get out of it in a real match setting. I'll add both combos. Use whatever works for you guys. Thanks. I'm sorry, Kiba I don't want to sound crabby, I'm just tired ;_; I just mean... Well, most of the time 22B is going to be the more solid thing to go for. That extra untechable time is great and very, very useful. It seems weird that the combo thread would list the "default" in cases like that as 22C. It's fine. Usually when I list combos I list 22B as my default but like I said before use whatever works and consider situations.
pktazn Posted March 16, 2012 Author Posted March 16, 2012 Tsubaki is really flexible in terms of combos so it really is up to you in how you want to approach things. If you prefer this way instead of that way then go for it. Like J said, just keep other options in mind since there's just so much that you have to think about and consider when choosing what combo to do with her. But if you have a preferred method of going about things I highly doubt anyone will condemn the other for it considering we all have our own way of playing and having fun~
Adelheid Posted March 16, 2012 Posted March 16, 2012 I suppose that's true :3 She's really, really fluid. Unlike the vast majority of the other characters in this game. SS-tier in my heart
Errol Posted March 16, 2012 Posted March 16, 2012 (edited) Here are some fun ones, not that great though. FC 3C>5C>2CC>5C>2CC>5A>5C>2CC>xCCB (2930 damage) (33 heat) FC 3C>5C>2CC>5C>2CC>IAD>JCC>5C>2CC>xCCC (3190 damage) (35 heat) FCC 3CC>5C>2CC>5C>2CC>IAD>JCC>5C>2CC>236C>5C>2C>xCCC (4009 damage) ( - 50 heat, + 33 heat, -17 net) They all end in the corner, but only the first one is strictly a corner combo. Edited March 16, 2012 by Errol
Kiba Posted March 16, 2012 Posted March 16, 2012 (edited) I'm assuming they're all corner combos? What's the heat gain? Cool. ^Thanks. Good stuff. Edited March 16, 2012 by Kiba
Errol Posted March 16, 2012 Posted March 16, 2012 Oh, but you have to throw in dashes. Dash after the 3c, and after the first 5c>2cc. lot easier in the corner.
Kiba Posted March 17, 2012 Posted March 17, 2012 (edited) Mhm. While looking on some replays online I caught Overdrivers do this: 623A > j.236D > j.214D > (Slight delay) 6CC > 236B > 214B > 22B If you use the 6CC immediately they'll be too high for 236B to connect and you'll have to go for the air combo. I think the damage is about 2.2k, and not sure on the heat gain but I'll try my best to get it down. You could go for the 6CC route after 623D > j.236D > j.214D too but the IAD combo you can do off it surpasses the latter. Edited March 18, 2012 by Kiba
Adelheid Posted March 24, 2012 Posted March 24, 2012 So last night I hit 236D~22[D] midscreen without the opponent recovering from stagger (he didn't want to take the extra damage from teching into the unblockable) but I had a lot of resources and wondered what I could do to get a full combo off of that, midscreen, so I improvised the first combo shown here. On testing, it seems pretty solid; I can't think of any optimizations. So when I got home, I naturally went to record it for the thread. But, I kinda got carried away with my resets... 2.5 stock + 33 meter 5A > 5CC > 236D~22[D] (no stagger recovery) > dash 3CC RC > 5D > 5C > 2CC > IAD j.CC |> 5C > 2C > sj j.CC > 214D > j.D; 3900 damage, 40 metergain; can charge up to about 1.9 stock on the way down. j.D > AD j.B j.C |> 5A > 5CC > 22C > 6C > 236C > 214B > 22B; 2371 damage, 25 metergain w/ option for OTG 6A. That unblockable combo I already mentioned.
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