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Kiba

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  1. If you want a basic understanding of pressure variation please read the Tsubaki 101 and charge cancel sections: http://www.dustloop.com/forums/index.php?/topic/6413-cp11-tsubaki-yayoi-strategy-guide/ 5A stagger is good because it allows you to set up a ton of options. You can go for throws, command grabs, 6A (not recommended after multiple 5As). The throws would be even more effective if you can use kara throws. You can setup 5A > 5B frame traps if the opponent tries to become a little mashy, but if not you can cycle your way through the above 3 options. On the topic of frame traps remember to use delayed gatlings against mashy players. Her frame traps are actually kinda good. There's a lot of mindgames involved with stagger 5A since your opponent is generally not going to know what you do unless you're predictable. You're essentially choosing between trying to catch them out for mashing, or gaining their respect and going for 6A / throws / command grabs. You may find that multiple 2As are better to use because it's harder for your opponent to mash in between them. 5A is -2, 2A is 0. Charge cancel pressure is pretty nice. I myself like to use 5B / 5BB / 5C > CC into kara throws or command grabs. The reason I use it from these normals is because you still have many other options from those normals (exception being 5C, 5C > CC is kinda safe). 5CC > CC is good because it's 0 but you won't be able to accomplish much with it because 9 times out of 10 you're gonna be out of range to do anything real good, so you'll have to dash a little and you'll be prone to mashing. Most people become much more mashy after 5CC > CC because as I said Tsubaki has very limited followup options from those. You don't have to use charge cancels into throws / command grabs, you can even do it into more pressure. This is one of the good traits about Tsubaki, her pressure is flexible, go nuts (within reason). Not only are they good for trying to stay on top of your opponent too, you make your B / C normals safer and you gain charge in the process. 6C special cancel can be alright to use on the occasional basis, but it's really down to how much your opponent knows you and / or Tsubaki. The typical thing to do after blocked 6C is jump, but if your opponent suspects you'll do that, you can use 6C > 214D to catch jump outs or 6C > 22D to catch mashers etc. You can even do 6C > command grab but your opponent will have to really rely on blocking for that to succeed. You've also gotta make sure they don't barrier, you'll be out of range. Barrier actually kills most of Tsubaki's pressure so it's best to keep the strings short using 5A stagger and charge cancels where you have to. Going into 2BB > 5CC is going to get you out of range and the opponent has the chance to escape. If you do find yourself moving out of range you can use 421A to stay and stick to them if they stay still. A more important thing to note is that you don't need to do anything too complex / out of the ordinary to win, you can stick with the basics. As a summary, I highly recommend using the following: -Kara throws: The range is deceptive and Tsubaki can normally deal good damage from it. Abuse it if you have to, it's about keeping the opponent on their toes. -Command grabs: Again just to keep your opponent on their toes but obviously it's less effective than doing kara throws. -Occasional jump cancels into mixup: You can do j.C > 2B (slow and not too effective), j.CC(delay) or j.C > throw / command grab -Incorporating charge cancels: For extended pressure -Using 6B: Again helps to set stuff up against non IBs Then you have other things which are specific or optional such as: -Delayed gatlings for frame traps against mashers -421A fireball pressure (Don't build a reliance as you're just using it to stay on top from a distance. You have better options when you're in their face) -Air dash crossup into j.B / j.C: Konan does this a lot for example Konan is the player to watch if you want to get more ideas on varying pressure. He does a lot of good stuff. I also have some old videos which could help too. Don't just watch the video once. Watch it multiple times and maybe try and get an understanding of why a player used a certain blockstring or mixup.
  2. It's fine man no worries. I should've been specific, lol. The untechable time looks about the same to me. I've seen players use the corner j.214X ender into charge cancel > 2A in the attempt to catch rolls, but the opponent rolls straight past them. This is a big issue that Tsubaki faces in 2.0.
  3. I was actually referring to the corner. Although you have 2A / 5A / 2B, they are inconsistent in catching rolls.
  4. 10/11 Game Chariot Kuno (TS) vs Gucci (NO) Baro (MK) vs Kuno (TS) Kuno (TS) vs Shadow (AM) Tattsun (NO) vs Kuno (TS) Hasegawa (HZ) vs Kuno (TS) Kuno (TS) vs Masakichi (RG) Shadow (AM) vs Kuno (TS) Kuno (TS) vs Tattsun (NO)
  5. I wonder about this. Tsubaki struggles in catching rolls from j.214X ender.
  6. The solution is pretty simple, you just play as if you don't have a projectile. Generally it means you'll be playing a little more aggressive in such matchups, or you just may be moving around more than usual (air dashing, dashing etc). I can focus on a lot more on charging too which is nice. Against Noel it's a little tricky to use a fireball since you can get caught out with optic barrel. Terumi is very fast, and it's useless against Hakumen because using it will just limit your approach. Tager is the exception since he can be punished for trying to neutralise the projectile in neutral, and he's slow.
  7. 10/18 Shinjuku Sportsland Mato (AZ) vs Souji (VK) Tiku (TG) vs Souji (VK) Celica vs Souji (VK) Mabukapu (RE) vs Souji (VK) | Set 2 Mu vs Souji (VK) Kokonoe vs Souji (VK) Sensui (PT) vs Souji (VK) Hima (VK) vs Souji (VK) Konan (TS) vs Souji (VK) Ryusei (CA) vs Zekuso (VK) Rin (RG) vs Zekuso (VK) Azrael vs Zekuso (VK) HARA (RG) vs Zekuso (VK) ZEL (TG) vs Souji (VK) Barell (TG) vs Souji (VK) Tochigin (VK) vs Jasu (VK) Tiku (TG) vs Jasu (VK) Hazama vs Jasu (VK) Jasu (VK) vs Isa (TK) Bullet vs Zekuso (VK) Bullet vs Zekuso (VK) Uma no Hone (VK) vs Dennou (JI) Uma no Hone (VK) vs Miya (JI)
  8. Corner combos w[j.C > 5B > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > tk.214B > 6C > 5B > 2C > j.B > dj.B > j.C = 3.4k wolf grab > 2B > 2C > tk.214B > 5D > w[5C > 236A > 236C > j.236A > j.236B > j.236C > j.214B > j.214C] = 3.4k CH 5B > 236C > 2C > j.D > w[j.B > j.C > j.236A > 5C > 236A > 5B > 236C > j.236C > j.214A] = 3.6k Midscreen [wolf grab > j.236A > delay 236A > w5B > j.A > j.C > j.D] > j.C = 2.7k w[j.A > 5C > 236A > 6D > j.D] > 2C > 6B > 2C > 5C > j.B > dj.B > j.C = 2.3k Valk combo thread needs to be made soon. Human corner carry combos are nerfed but the w5C > 6D > j.A > w5B > IAD j.B > j.C route is still available if you want the extra carry.
  9. 10/16 Athena Nipponbashi Suya (VK) vs Iwashi (RG) | Set 2 Valkenhayn vs Iwashi (RG) Suya (VK) vs Tokuwara (LI) Valkenhayn vs Tokuwara (LI)
  10. 10/10 Chiba Felicidad Abeshi (VK) vs Nomi otoko (AM)
  11. I think it has to do with the 22B. It doesn't seem like there's enough untechable time (because it's not fully charged?). I still don't understand that part. Anyway, even if you could fully charge it, 22 wallsticks now; the opponent will be higher in the air so it may not work (or may not work as effectively). On the topic of losing stuff, 623C > j.214A also causes knockdown so the corner combos involving the 623C > Delay j.214A > 5C > 2C are gone.
  12. Hmm I don't think so. I think the reason 6CC > IAD j.CC works is solely because of its increased untechable time, so if it wasn't for that, 6CC > IAD j.CC still wouldn't work unless it was FC as required.
  13. Hima (Valk/Terumi player) said that the gravity seems stronger in general, but that was during the loketest. Even so there's a high possibility that it could have changed from 1.1. If you look at the combo Zouf posted earlier from Spinoza, you can say that gravity might have changed since 5C > 2C > j.B > j.CC > 5C works, and that wasn't a FC combo, unlike the one I posted. I think I saw another character use some kind of jump combo like that. Might have been Noel or Litchi, I cannot remember unfortunately.
  14. From Spinoza's twitter: FC 3CC > 5CC > delay 2C > j.CC > 5CC > delay 2C > 214B > 5C> 2CC > j.C > j.CC > j.214A = 4030 damage. That's 400 more damage from the standard FC 3C combo in 1.1
  15. Stuff on mind: -CT is more accessible midscreen only if you have charge, i.e 214D jcc CT. This is where the damage seems to kick in. I assume the same will work from a midscreen throw, so something like throw > 214D > jcc CT > 6CC > Air combo (6CC > IAD j.CC into air combo if that's possible) -Damage without charge has improved. Chargeless corner throw combo into 3k is nice. There seems to be a nerf with some 1 charge combos (as Airk pointed out), although I guess it isn't as bad this time around since Tsubaki acquires charge a little more quickly? I dunno. Using 2 charges seems real good. I'm not posting much because I've grown more pensive and I'm just waiting for more footage to release. There's still a lot more combos which need to be explored, so no sweat.
  16. Don't you mean faster than GH?
  17. Tsubaki combos
  18. 10/10 Kouhatsu Valkenhayn vs Hazama Valkenhayn vs Arakune Relius vs Valkenhayn Litchi vs Valkenhayn 10/9 Kureha Miruku (PT) vs Bikkuri (VK)
  19. 10/11 Kagura vs Tsubaki - 3:14 Tsubaki's 22B CH no longer causes stagger. Causes slide. Ragna vs Tsubaki Kagura vs Tsubaki Lambda vs Tsubaki Hazama vs Tsubaki
  20. Sending to the Graveyard. You can continue in gameplay discussion.
  21. Third time's the charm.
  22. 6.) Combos ----5A Midscreen [1 Charge] 5A > 5CC > 236D > Dash 5C > 2C > 214B > 5C > 2C > j.CC > j.236A > j.214A [2895 DM] [21% HG] Corner ----5B Midscreen 5BB > 5CC > 236A > 214B > 22 [1940 DM] [16% HG] 5BB > 5CC > 236C > 214B > 22 [2039 DM] [17% HG] 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3133 DM] [22% HG] [CH] 5B > 6CC > IAD j.CC > 5C > 2C > j.{B} > j.C{C} > 2CC > j.C > dj.CC > j.214A [4013 DM] [29% HG] [1 Charge] 5BB > 5CC > 236A > 214D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3147 DM] [24% HG] [1 Charge] 5BB > 5CC > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3423 DM] [25% HG] [1 Charge] 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214D > 5C > 2C > 214B > 5C > 2C > j.CC > j.236A > j.214A [3326 DM] [24% HG] [1 Charge + 25%] 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214D > jcc CT > 6C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3806 DM] [2 Charge] 5BB > 5CC > 421D > 236D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [4255 DM] [31% HG] Corner 5BB > 5CC > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3118 DM] [22% HG] 5BB > 5CC > 236A > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [3315 DM] [28% HG] [1 Charge] 5BB > 5CC > 236B > 214B > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3618 DM] [29% HG] ----5C Midscreen [CH] 5C > 6CC > IAD j.CC > 5C > 2C > j.{B} > j.C{C} > 2CC > j.C > dj.CC > j.214A [4173 DM] [29% HG] [CH] 5C > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [4110 DM] [29% HG] Corner 5CC > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3400 DM] [24% HG] [1 Charge] 5CC > 236D > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [4298 DM] [33% HG] [2 Charge + 25%] 5CC > 236D > 22[D] > 6C > CT > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214A [5128 DM] ----2B Midscreen 2BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [2570 DM] [18% HG] [2 Charge] 2BB > 5CC > 421D > 236D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3577 DM] [25% HG] Corner ----2C Midscreen [1 Charge] 2CC > j.CC > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > j.CC > j.214A [3467 DM] [24% HG] Corner ----3C Midscreen [FC] 3CC > 5C > 2C > j.{B} > j.C{C} > 5C > 2C > 214B > 2C > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214A [3866 DM] [FC] 3CC > 5C > 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A [4110 DM] [50%] 3CC > RC > 5C > 2C > 214B > 5C > 2C > j.B > j.C{C} > 2CC > j.C > dj.CC > j.214A [3664 DM] [9% HG] [75%] 3CC > RC > CT > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2C > j.CC > j.236A > j.214A [4905 DM] Corner ----6A Midscreen 6A > 5CC > 6BB > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [2976 DM] FC 6A > 6CC > IAD j.CC > 5C > 2C > j.{B} > j.C{C} > 2CC > j.C > dj.CC > j.214B [3508 DM] FC 6A > 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3629 DM] [1 Charge] 6A > 5CC > 6BB > 214D > 5C > 2C > 632C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3324 DM] [1 Charge + 25%] 6A > 5CC > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [4002 DM] Corner 6A > 5CC > 236B > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214B [3224 DM] ----6B Midscreen CH 6B > 5A > 5C > 2C > {623C} > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [2669 DM] Corner ----6C Midscreen 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [4046 DM] Corner ----j.C(j.C, j.CC and j.C( C ) all result in the same combo, but with varying damage values) Midscreen Corner ----Throw Midscreen Throw > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3050 DM] Throw > {214B} > 5C > 2CC > j.C > dj.CC > j.214B [2784 DM] [1 Charge] Throw > 214D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3249 DM] [1 Charge] Throw > 22[D] > Dash 6C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3456 DM] Back Throw > Dash 5CC > 236A > 214B > 22B [2376 DM] [1 Charge] Back Throw > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3341 DM] [1 Charge] Air Throw > 6C > 22[D] > IAD j.C > 5C > 2CC > j.C > dj.CC > j.214B [3554 DM] [1 Charge] Air Throw > 6CC > 236D > Dash 5C > 2CC > j.C > dj.CC > j.214B [3600 DM] Corner Throw > 22 > 5D (tap) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3001 DM] Throw > 22 > 6CC > 214B > 5C > 2C > j.CC > j.214A [3037 DM] Throw > 22 > 6CC > 214B > 5C > 2C > 623C > j.236A > j.214A [3017 DM] [1 Charge + 25%] Throw > CT > 6C > 22[D] > 5C > 2CC > j.C > dj.CC > j.214A [4075 DM] ----22D Midscreen [1 Charge] CH 22D > Dash 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4006 DM] Corner ----236D Midscreen [2 Charge + 25%] 236D > Dash 5C > 2C > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [4925 DM] Corner [1 Charge] CH 236D > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4181 DM] ----214D Midscreen 214D > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3039 DM] Corner ----623C (DP) Midscreen Corner ----63214C (Command grab) Midscreen [50%] 63214C > RC > 2C > 214B > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [1912 DM] [50%] 63214C > RC > IAD j.C{C} > {623C} > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [2012 DM] [50%] 63214C > RC > 2C > 214B > 623C > j.236A(w) > 5C > 2C > j.{B} > jC{C} > 5C > 2CC > sj.C > dj.CC > j.214B [2196 DM] [50%] 63214C > RC > IAD j.C{C} > 5C > 2C > 214B > {623C} > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [2243 DM] [50%] 63214C > RC > 6CC > IAD j.C{C} > 5C > 2C > {623C} > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B [2704 DM] [75%] 63214C > RC > CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3490 DM] [12% HG] [1 Charge + 50%] 63214C > RC > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [2925 DM] [11% HG] [1 Charge + 50%] 63214C > RC > 236D > 6CC > IAD j.C{C} > 5C > 2C > 214B > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [3102 DM] [1 Charge + 75%] 63214C > RC > CT > 6CC > 22[D] > IAD j.C{C} > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B [3816 DM] [2 Charge + 50%] 63214C > RC > j.236D > j.214D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3603 DM] [15% HG] [2 Charge + 75%] 63214C > RC > CT > 6CC > 22[D] > IAD j.C{C} > 5C > 2C > 236D > 5C > 2CC > sj.C > dj.CC > j.214B [4027 DM] Corner ----CT Guard Break Midscreen [25%] CT Guard Break > 6CC > IAD j.CC > 5C > 2C > {623C} > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3797 DM] [1 Charge + 25%] CT Guard Break > 22[D] > 6CC > IAD j.C{C} > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B [4145 DM] [1 Charge + 50%] CT Guard Break > 22[D] > CT > 6CC > IAD j.C{C} > 5C > 2C > 214B > 5C > 2C > j.CC > j.214B [4792 DM] Corner ----Astral Combos Midscreen [1 Charge] (5A) > 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 236D > 632146C [1 Charge] Throw > {22[D]} > 632146C Corner 5BB > 5CC > 623C > j.236A(w) > 5C > 2C > 214B > {2C} > 236A > 214B > 22 > 5D > 632146C [1 Charge] 5BB > 5CC > 236B > 214B > 22D > 632146C
  23. General Notations Used sj - Super Jump dj - Double Jump ad - Air Dash IAD - Instant Air Dash jc - Jump Cancel sjc - Super Jump Cancel jcc - Jump Cancel Cancel (Tap 8 then input your next attack as normal) CH - Counter Hit FC - Fatal Counter RC - Rapid Cancel CT - Crush Trigger OD - Overdrive tk - Tiger Knee [ ] - Hold Input { } - Delay (w) - Whiff (N) - Can be omitted from the combo. [???] xN - Repeat ??? N amount of times. DM - Damage [HG] - Heat Gain % [x%] - Heat Required [x Charge] - Number of charges / stock / install gauge Required Basic Combo Theory This is just a general guide as to what you can do from certain confirms, so obviously there is room for flexibility. Amend it to your preference! You may notice that some combos are not filled out in the following posts, and that is because most of the confirms lead into the same thing so I kinda wanted to avoid repetition. Hope this helps. Notes: - j.214B enders have the best corner carry and even work in heavily prorated combos, but j.214A can be used to make it easier to catch rolls - As a normality I'm using j.214B enders for most of these combos so if you're using j.214A it'll deal slightly less damage. - It really doesn't matter whether you use 236A or 236B. 236B deals slightly more damage (miniscule) but 236A is reliable for prorated combos - Sometimes 623C > j.236A(w) can be substituted for 623C > j.214X(w). The advantage of 623C > j.214A(w) is that it minimises the difficulty of the j.{B} > j.C{C} combos and doesn't cause a side switch if you want to maintain the same side. Spacing is very important for Tsubaki's combos: - It's very important to recognize when 623C will whiff when the confirms are from a far enough range and opt to go for the 236A > 214B > 22B route. - Charge combos involving 236D may not work on a standing opponent if you are not lose enough. - 236B / 236C may not connect unless you are close enough, so you may need to use 236A instead. Midscreen Confirms 5A (It's generally not worth using charge combos here and these combos are the best you can do on crouching opponents) ----> 5BB > 5CC > 236A > 214B > 22 [1672 Damage] Also the Standard BnB which can be done from any confirm. ----> 5BB > 5CC > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214X [2376 Damage] CHARGE EXCEPTION ----> 5CC > 236D > 5C > 2C > 214B > 5C > 2C > j.C > dj.CC > j.214X [2876 Damage] Normal confirms such as 5BB / 2BB / 6A / 5CC / j.C (You get it) ----> 5CC > 623C > j.236A(w) > 5C > 2C > j.{B} > j.C{C} > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B ----> 5CC > 623C > j.236A(w) > 5C > 2C > j.{B} > j.C{C} > 2CC > sj.C > dj.CC > j.214B ----> 5CC > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B ----> [1 Charge] 5CC > 236D > Dash 5C > 2C > 214B > (5C > 2C > 623C > j.236A(w) > ) 5C > 2CC > j.C > dj.CC > j.214B ----> [1 Charge] 5CC > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214D > Dash 2A > 5C > 2CC > j.C > dj.CC > j.214B ----> [1 Charge] 5CC > 623C > j.236A(w) > 5C > 2C > 214D > jump cancel {j.C} > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B ----> [2 Charge] 5CC > 421D > 236D > Dash 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214B – 6CC > IAD j.CC can be substituted for > 6CC > 214B > 5C > 2CC > air ender for side switch On Crouching Opponents (These are also your 6A starter confirms) ----> 5CC > 6BB > 214B > 5C > 2C > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214B ----> [1 Charge] 5CC > 6BB > 214D > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B ----> [1 Charge + 25%] 5CC > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > (j.236A) > j.214A [3981 / 4002 DM] Any Air confirm (2C AA, hitting aerial opponents with 5C, etc) ----> [1 Charge] (j.B > ) j.C > dj.CC > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214X ----> [1 Charge] if you start with j.A you have to use - j.A > j.C (or j.A > j.B > dj.C) > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214X. Anymore hits before the j.214D will not allow the full combo to work. Forward Throw ----> Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3050 DM] ----> {214B} > 5C > 2CC > j.C > dj.CC > j.214B [2784 DM] ----> [1 Charge] 214D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3249 DM] ----> [1 Charge] 22[D] > Dash 6C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3456 DM] Back Throw ----> 214B > dash 5C > 2CC > j.BC > dj.CC > j.214B [2816 DM] ----> [1 Charge] 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3341 DM] Air Throw ----> 6C( C ) > 214B > 5C > 2CC > j.C > dj.CC > j.214X [3322 / 3173 DM] - 6CC > 214B causes a side switch ----> 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214X [3537 DM] - 6CC > 214B causes a side switch ----> [25%] 6C > CT > 5C > 2CC > j.C > dj.CC > j.214X [3763 DM] ----> [1 Charge] Air Throw > 6C > 22[D] > IAD j.C > 5C > 2CC > j.C > dj.CC > j.214B [3554 DM] ----> [1 Charge] Air Throw > 6CC > 236D > Dash 5C > 2CC > j.C > dj.CC > j.214B [3600 DM] Corner Confirms Normal confirms such as 5BB / 2BB / 6A / 5CC / j.C (You get it) ----> 5CC > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A ----> 5CC > 236A > 214B > {22} > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [specific timing on {22} ----> 5CC > 623C > j.236A(w) > 5C > 2C > (j.{B} > j.C{C} > 2C >) 214B > 2C oki. You have a variety of options from this such as ------------------> 2C > jump cancel j.C for safe jump which can be followed into - ----------------------------------> 2C > j.CC / j.C > 2B / jump > IAD j.CC / empty jump 2B, throw or command grab ------------------> 2C > {421A} / 421D ----> [1 Charge] 5CC > 236B > 214B > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A ----> [1 Charge] 5CC > 236D > {22} > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [specific timing on {22} Throw ----> 22 > 5D (tap) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3001 DM] ----> 22 > 6CC > 214B > 5C > 2C > j.CC > j.214A [3037 DM] ----> [1 Charge] 22[D] > 6CC > 214B > 2CC > j.C > dj.CC > j.214B [3515 DM] ----> [1 Charge + 25%] Throw > CT > 6C > 22[D] > 5C > 2CC > j.C > dj.CC > j.214A [4075 DM]
  24. I'll start the 2.0 combo thread so we get a good headstart when it arrives. Now that I think about, I dunno why we have a combo compilation thread and a combo discussion thread. Might as well just have the 2 in 1 you know. I'll make the combo compilation and you guys can talk about combos there and stuff. Would help me in updating the stuff too.
  25. 10/11 Kami (TS) vs DISA (KG) Yamato873 (TS) vs Naia (Lambda) will probably abbreviate as 'LA' Yamato873 (TS) vs Tager - You can probably imagine my face right now.
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