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Posted (edited)

R.I.P Errol's Tsubaki.

Re: Combo thread

-Every combo except the 2C AA combos and the 22D OD combo now have their damage and heat gain values added.

-Added a few combo videos to the combo thread. (Airk's request)

-Added a section for OD combos. I will compile the information later. (Edit: Done)

Edited by Kiba
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Posted (edited)

Corner 5C combo-

5CC > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [3219 (3291) DM 23 HG]

Tsubaki actually gets 5.6k from a 22D FC (as opposed to 5.5k), and the combo is slightly easier if you're comfortable with 623C > Delay j.214A corner combos.

22D > 6C > j.D > j.C > 5C > 2CC > 236C > (5A) > 5C > 2C > 236C > 214B > 22B [3749 DM]

22D FC > 6C > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [4720 DM]

22D FC > 6C > CT > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [5603 DM]

Corner 6C > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [3.8K]

Also I've been trying to hit 4k from 6A FC with charge and CT but I've been unsuccessful.

Corner 6A FC > 5CC > 6C > CT > 6BB > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3962 DM]

Edit: Got 4k but that's with air ender, but then you're probably better off using no charge from a 6A...

Corner 6A FC > 5CC > 6C > CT > 6A /6B > 623C > Delay j.214A > 5C > 2CC(delay) > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [3.8k]

Edited by Kiba
Posted

Excuse the excess posts from me.

Added CT Guard break combos. Barely use Tsubaki's CT but I have provided options just in case.

  • 2 weeks later...
Posted

Added two new throw combos.

[1 Charge] Throw > 623C > j.214D > 6CC > 236C > 214B > 22B [3288 DM] [23% HG]

[1 Charge] Air Throw > 6C > 623C > j.214D > 5C > 2C > 236B > 214B > 22B [3419 DM] [24% HG]

Posted (edited)

Just gonna drop this here.

(5BB/2BB/6A >) 5CC > 623C > j.214D > 6CC > 236C > 214B > 22B > 5C > 2CC > 7j.236A.

3221 damage and 23 meter from 5BB, 2750 damage and 19 meter from 2BB, 3238 damage and 23 meter from 6A, 3870 damage and 27 meter from 5CC.

Corner or midscreen-to-corner, working from about the P2 starting position. For midscreen/near-corner, the j.214D needs to be delayed a bit, and if you start with 5BB or 2BB you may need to omit the 236C. Works on everyone except for Platinum, Taokaka and Tager, although it's rather iffy on Azrael and Hakumen.

Edited by Velvien
Posted (edited)

Incorporated into strategy guide. Thanks.

Guys, when using (5B/5C CH >) 6CC, there is an easier way to get 5C > 2CC > IAD combo to land. Rather than doing 6CC > 214B and trying to time the right height for 5C (or using 2CC which is easier against some characters but results in slightly less damage) use 6CC > 214B > 22B(whiff) > 5C. Works every time against any character.

Edited by Kiba
Posted
Incorporated into strategy guide. Thanks.

Guys, when using (5B/5C CH >) 6CC, there is an easier way to get 5C > 2CC > IAD combo to land. Rather than doing 6CC > 214B and trying to time the right height for 5C (or using 2CC which is easier against some characters but results in slightly less damage) use 6CC > 214B > 22B(whiff) > 5C. Works every time against any character.

Woo, that's a juicy bit of info. I'll have to try that out.

Thanks Keebs~

Posted
Incorporated into strategy guide. Thanks.

Guys, when using (5B/5C CH >) 6CC, there is an easier way to get 5C > 2CC > IAD combo to land. Rather than doing 6CC > 214B and trying to time the right height for 5C (or using 2CC which is easier against some characters but results in slightly less damage) use 6CC > 214B > 22B(whiff) > 5C. Works every time against any character.

This is really cool, already started using it. Just gotta get the delay 2CC more consistently now!

Posted (edited)

NP.

This is something minor I've wanted to say earlier. In the corner, when you hit with j.C and you're opting to use charge, there are two main combo routes available depending on what you followup with.

If you use j.C > 5CC > 22D, you can go into the standard combo with the 236C > (5A) > 5C > 2C etc.

If you use j.CC > 5CC > 22D you can't use the above ender as 236B will whiff. You have to followup with > 6CC (or 6C > j.D > j.C > 5C > 2C) > 236C > 214B > 22B. To get the longer combo you have to use the above or use j.CC > 5C > 22D.

Edited by Kiba
Posted

After finding out that 3CC > 5C > 2CC > CT didn't work on Hakumen, I checked it with the rest of the cast. Works on everyone except Hakumen and Arakune. 5B > 2CC > CT works on both of them.

Posted

I also like using a bit of meter to extend damage for j.C > 5CC > 22D and continue with 6C > CT > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B.

It won't work with j.CC, however.

Also, speaking of that combo, there are characters that won't get picked up by 5C after CT but will get picked up by 5©C but the timing is a bit odd and I haven't been able to get it to work 100% of the time. The 5CC has to come out immediately after the CT it looks like but mashing doesn't actually guarantee that in this instance.

As an example, try 5CC > 22D > 6C > CT > 5©C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B on Bullet or whatever that dude that look's like chick's name is (it escapes me at the moment).

There are more characters where this is the case too, like Platinum too, I think?

Posted

Also, speaking of that combo, there are characters that won't get picked up by 5C after CT but will get picked up by 5©C but the timing is a bit odd and I haven't been able to get it to work 100% of the time. The 5CC has to come out immediately after the CT it looks like but mashing doesn't actually guarantee that in this instance.

As an example, try 5CC > 22D > 6C > CT > 5©C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B on Bullet or whatever that dude that look's like chick's name is (it escapes me at the moment).

There are more characters where this is the case too, like Platinum too, I think?

Yeah, the details are in first post of the combo compilation.

Posted (edited)

Oh good, it's a known problem.

The list is more extensive than I thought.

Using 2B would kill a lot of the damage and at that point, I'm not sure if I can justify the meter use for that little bit of damage gain.

I'll just try to make 5©C more consistent somehow.

Edit: Oh ya, I forgot to mention that another prime opportunity for popping Mugen that I don't see enough people do is after 6BB hit. You can go directly into 46D > 236D after that and even a 2 charge mugen will net well over 5k ending with ground knockdown for continued set up.

Mugen combos that can start with 46D > 236D get special notice since they tend to put out the most damage. The list of prime times to pop Mugen (2 charges or more) include 6A > 5CC > 6B || 5C/5B CH > 6C || 6C || 6BB

While 5CC is a good starter with excellent proration, landing 46D > 236D on it is extremely tight and also very distance dependent, much more so than the other ones I've mentioned above. Still, you can still get excellent damage off of it with 623D > j.236D > j.214D > 6C > 46D > 236D > etc etc

Edited by BatousaiJ
Posted (edited)

Using 2B would kill a lot of the damage and at that point, I'm not sure if I can justify the meter use for that little bit of damage gain.

It's about 200 damage you're losing out on for consistency so it's not bad.

Added AH combos to combo compilation

'bout time

Edited by Kiba
Posted (edited)

Added these two combos thanks to Huey:

[2 Charge] 6A > 5CC > 6B > [4]6D > 236D > 6CC > 236C > 214B > 22B [3.4K]

[2 Charge] 6A > 5CC > 6B > [4]6D > 236D > 6CC > 214B > 5C > 2CC >j.C > dj.CC > j.214A [3.7K]

6B has enough hitstun for [4]6D > 236D to work. If you want the more optimal combo, it's the one I used in my combo movie:

[2 Charge] 6A > 5C > [4]6D > 236D > 6CC > 214B > 5C > 2CC > j.CC > j.236A > j.214A [3.9K]

The trick with my combo is to hold 4 (hold back) as soon as you do 6A. A little more demanding on the hitconfirm but it's not impractical. All these combos aren't bad at all.

Edit: Disregard what I said earlier about me having more information. It's just a little too analytic and unnecessary.

Edited by Kiba
Posted

Oh and I forgot to mention, since we're talking 6B stuff, a 1 charge Mugen combo off 6BB starter gives you a hefty 5k ish damage combo.

6BB > Mugen 1 charge > 46D > 236D > 214D > 22D(charged)> dash 6CC > 236C > 214B > 22B -4972 damage

You can do the same off a 5CC which results in a nice 5.2k damage but the distance needs to be the closest possible and the 46D timing is more strict.

The good thing about 6BB is the forward momentum that will have you stepping into the proper range to get that 46D continuation going.

On that note of actually landing that naked 6BB, one of my favorite setup is off a 236D reset where I would do something like 5BB > 5CC > 236D > 5BB > |Reset opportunity| > 6BB > Mugen. When I alternate from using 5BB > |6A|6BB|delayed 2BB| in that instance, I find I'm able to catch many people off guard.

You can do the same thing by trying to reset them right after 236D like 5BB > 5CC > 236D > 6A/6BB/Command Grab/Throw but in that instance, they have the option to not tech into block state to negate the mixup potential. If they do tech at the earliest, they won't even have time to throw out a 5A jab or anything and even getting a DP out is pretty strict. Unless they see it coming and are mashing something out hardcore during that small window.

Posted

Note: If you want to combo from a midscreen throw using 236B/C, input it just before the wallbounce. Like we discussed a few pages back, if you input it too early the 214B followup will most likely whiff.

Posted (edited)

Added 1 corner combo and 4 midscreen combos:

[1 Charge] 5A > 5BB > 5CC > (6BB > ) > 22D > 6CC > 236C > 214B > 22B [2290 DM] [16% HG]

Just to let people know just how far they can go with charge from a corner 5A.

--

CH 5B > 6CC > very slight delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3002/3232 DM] [21/23% HG]

CH 5C > 6CC > very slight delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3276/3518 DM] [23/25% HG]

(CH) 6CC > very slight delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3040/3310 DM] [21/23% HG]

The above 3 combos are just there if you don't want to opt for the 214B > IAD combo > air ender stuff. If the opponent is too high in the air after j.CC you have to go for 5A which results in less damage and HG. 5C will whiff if they're too high, and the timing for 5C followup is harder.

--

[1 Charge] CH 6BB > Delay 236D > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3207 DM] [23% HG]

This combo is nice because the hitconfirm is a lot easier than the other combo listed. The damage and heat gain are also better. I'm sure using 6CC here would have been nice but you can't use it because they're too low to the ground after the 236D wallbounce.

Edited by Kiba
Posted (edited)

More stuff:

[1 Charge + 25%] Midscreen throw > 22D max charge > Dash CT > 6CC > 236C > 214B > 22B [3935 DM] [18% HG] - This combo is old though

[2 Charge + 25%] Midscreen throw > [4]6D > 236D > CT > 6CC > 236C > 214B > 22B [4390 DM] [21% HG]

Corner Throw > Delay 623C > Delay j.214A > 5C > 2C > 236C > 214B > 22B [2879 DM] [20% HG] - You can't use orb oki from this combo

[1 Charge] Corner throw > 623C > j.214D > 6C > j.D > j.C > 5C > 2C > 236B > 214B > 22B - 3.3k. The other similar combo in the combo thread uses 6CC > 236C > 214B > 22B ender and deals 3.2k. If you're someone that likes to go for max damage like me, this is your combo, otherwise you can afford to stick to the easier combo for 100 less damage.

[75%] Midscreen command grab > RC > CT > 6C > j.D > j.C > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3211 DM] [10% HG]

[1 Charge + 75%] Midscreen command grab > RC > CT > 6CC > 236D > Dash 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3524 DM] [11% HG]

[1 Charge + 75%] Corner command grab > RC > CT > 6C > 623C > j.214D > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3612 DM] [11% HG]

Edited by Kiba
Posted

I was practicing counter hit starters and found this

CH2C>6C>214B>5C>2CC>IAD j.CC>5C>2CC>j.C>j.CC>236A>214A [3428 DM] [24%HG]

You can do 214B instead of 236A>214A and get the crossup with the same heat gain but 3347 DM. Alternatively if you have the meter and charge(s) you go into mugen combos off of the 6C.

Posted (edited)

Cool, any particular reason why you omitted 6CC? You can do 6CC > 214B > 22B(whiff) > stuff with j.CC > j.236A > j.214A ender for 3503 damage and 25 HG (It's not significant I know). You can do j.C > dj.CC > j.214A for 3442 damage.

2C CH > 22D max charge > dash 6C > j.D > j.C > 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [3818 DM, 27 HG]

2C CH > CT > 6CC > delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3973 DM, 15 HG]

The followup attacks from 2C are pretty demanding hit confirms since you've gotta be quick and sometimes you may not be able to tell whether you'll stagger jumping opponents on the ground or whether they'll be in the air. With the second combo, you can do 6CC > 214B with j.CC >j.236A > j.214A for 4K.

Edited by Kiba
Posted

No probs. I would prefer to go with your combo anyway unless I wanted the side switch, though if I wanted to avoid the air ender I could probably do 2C CH > 6CC > delay j.CC(Delay) > 5C > 2C > 236C > 214B > 22B.

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