Zouf Posted April 13, 2014 Posted April 13, 2014 You have to slightly delay the 5C, so the opponent won't fly too high and 236B will hit at the first active frame. You can also use 236A if you want, it's easier but deals less damage.
Monarch Posted April 15, 2014 Posted April 15, 2014 I tried the same combo starting with 5BB instead, and I'm getting the same results. Do I have to use 236A if I start with 5BB>5CC?
Kiba Posted April 15, 2014 Author Posted April 15, 2014 That full combo won't work with 5BB > 5CC starter. Opponent will tech out at 236B, but I'm not sure if 236A will work. Maybe this can help you with the timing: https://www.youtube.com/watch?v=iCAiJ1dn2CM&t=17s
Monarch Posted April 15, 2014 Posted April 15, 2014 I have the combo down with 5CC starter, the timing with that is almost non-existent. It's just the entire time I was using 5BB wondering why it wouldn't work. I just checked, and the combo is possible if you use 236A, you get 3961 damage. Not sure if that's worth it for 3 charges though.
Kiba Posted April 15, 2014 Author Posted April 15, 2014 I'd never consider using OD in that combo unless it'll kill. OD for 400 more damage isn't worth it at all. You get 3.5k if you stick with the normal CT route.
Kiba Posted April 15, 2014 Author Posted April 15, 2014 Disregard that then, but yeah, save the charge.
Zouf Posted April 16, 2014 Posted April 16, 2014 If you start with 5BB > 5CC it's better to go for the 236C > 5A > 5C > 2C > 236BBB route for 1 charge and 3Kish damage
Errol Posted April 16, 2014 Posted April 16, 2014 or neither... blowing CT after that many hits is a waste
Zouf Posted April 16, 2014 Posted April 16, 2014 This or 5BB > 5CC > 22D > 2B/5C (character specific) > 2CC > 236C > 5A > 5C > 2C > 236BBB I believe this works. If not, do 5BB > 5C > 22D. The combo timer can be a bitch some time.
TheGreatReptar Posted April 16, 2014 Posted April 16, 2014 5BB>5CC>22D>6CC>BBB>5C>2CC>j.236A also works iirc
Monarch Posted April 23, 2014 Posted April 23, 2014 For novelty, who else thinks that Tsubaki's challenge 29 combo is the most swag thing ever?
Monarch Posted April 27, 2014 Posted April 27, 2014 So after hours of practice, I'm able to consistently nail 5BB > 5CC > 623C > j.214A(w) > 5B > sj.B > j.CC > j.D > j.B > dj.B > j.CC > j.236A > j.214A. But one thing I've noticed is that I've seen players pick up odd air confirms, and then use "sj.B> j.CC > j.D > j.B > dj.B > j.CC > j.214A". It's a rare sight, but I'd like to know how it's done.
TheGreatReptar Posted April 29, 2014 Posted April 29, 2014 Pretty much any normal starter that you can hit super jump j.B after you can do it.
chzchan Posted May 10, 2014 Posted May 10, 2014 I have been wondering for a while, but what is the purpose of 5D/2D/j.D having faster recovery in Overdrive? It can't be just for that one challenge CH combo.
Airk Posted May 10, 2014 Posted May 10, 2014 Well, it means that all of your charge cancels become better, so if for some reason, you're in overdrive but NOT in the middle of a combo (dropped it, or your overdrive just ran long, or you thought you were bursting and got OD instead) all of your charge cancels are 2 frames better. 5B and 5C become +0, 5CC actually becomes +2. 5BB and 2BB are still kinda crappy at -3, and you still don't want to charge cancel 2B because it's still worse than not charge cancelling it, but 5B, 5C and 5CC become pretty strong in OD.
chzchan Posted May 10, 2014 Posted May 10, 2014 But is that the reason why it was given the faster recovery? Just so if you're in Overdrive and you aren't doing a combo, you have slightly safer pressure? I want to understand it from the developer's point of view. I just want to think of situations where it would come in handy that don't involve a respective mistake during a combo that causes it to drop or using it as a reversal. I just don't see the extra pressure potential as something that warrants it being used just for that. It seems more like a thing on the side that's there, but isn't the main reason why you would use it.
Errol Posted May 10, 2014 Posted May 10, 2014 it does let you do more stuff in combos. The problem is all of tsubaki's normals are shit proration/damage so doing a lot of them is immediately at odds with the idea of doing damage. though it is helpful to stretch out a combo as long as possible without using charge to get D DD guaranteed damage, but the truth is just that all of tsubaki's OD combos are pretty sketchy.
Airk Posted May 11, 2014 Posted May 11, 2014 But is that the reason why it was given the faster recovery? Just so if you're in Overdrive and you aren't doing a combo, you have slightly safer pressure? I want to understand it from the developer's point of view. I just want to think of situations where it would come in handy that don't involve a respective mistake during a combo that causes it to drop or using it as a reversal. I just don't see the extra pressure potential as something that warrants it being used just for that. It seems more like a thing on the side that's there, but isn't the main reason why you would use it. The ONLY POSSIBLE reason for reducing the min duration of charges is to improve charge cancelling. Would you rather they hadn't done it at all? What other possible reason is there? Overdrives, in general, improve a character's drive. Since the devs are idiots, and don't have the faintest idea what to do with Tsubaki's drive, or, even really, what her drive IS (Hint: It's not really when you push D to get stocks. It's when you push D to USE them.) they improved her charge cancel because it was the only damn thing they could think of. So YES, that's why they gave it faster recovery in OD. Is it worth using OD for that alone? No, probably not, unless you're at full charge, 1 HP and have an opponent who is low on health. But since Tsubaki can't have nice things, she doesn't get OD versions of the REAL part of her drive (D moves) so as usual, you're stuck with what you've got.
TheGreatReptar Posted May 11, 2014 Posted May 11, 2014 OD charge canceling is 4 frames faster than normal. 5B/C are +2. 5CC is +4.
Airk Posted May 11, 2014 Posted May 11, 2014 OD charge canceling is 4 frames faster than normal. 5B/C are +2. 5CC is +4. Whoops, you're right. For some reason I had two frames in my head and didn't check. That's actually pretty strong.
TheGreatReptar Posted May 11, 2014 Posted May 11, 2014 I thought it was 3 myself until I went and checked
Monarch Posted May 12, 2014 Posted May 12, 2014 So I'm trying to use the corner throw combo Konan's been using: Grab > 623C whiff > 214A whiff > 5C > 2C > 236C > 214B > 22B But the DP keeps hitting my opponent
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