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pktazn

[CSE] Tsubaki Yayoi - Combo Discussion 3.5

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Since people will slowly be getting their copies of Extend, or already have it, I guess it's time to start up a new combo discussion thread~ :eng101:

I'm leaving the CS2 combo discussion thread alone until Extend comes out in the US since it's still applicable for most.

EDIT:

.... Unless no one is going to use it anymore in which case I'll just close it lol. Though seeing as it hasn't been touched in a month....

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K, so I'm trying to find some new, worthwhile bnb level stuff that isn't 5bb>2bb>5cc>236xx.

I'll keep you guys posted. So far, the only useful thing I have is 5bb>5cc>22c>236D>dash 5c>2c>236B>214B>22B. Good corner carry, but it's basically a CS2 combo, so = /

EDIT: Gonna keep updating this post as things go.

(5a)>5b>2c>214D>2CC>IAD j.CC>5C>2CC>236B>214B>22B. CHANGED: I just got 5bb>2c>IAD j.CC>5C>2C>236xx to work on Ragna. The IAD has to be low and precise, though. Omitting the 5BB would make life a million times better for you and make this a million times more practical. MORE CHANGE: I also have it working with IAD j.CC>5B>2C>236xx. I find this easier, but it does slightly less damage.

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These are the 3/4 chargeless combos we will most likely be using:

1. 5BB - 2BB - 5CC - 22C then 2D to get charges. OR magic series (though less time to charge I guess)

2. 5BB - 5CC - 623C - j.214B(w) - j.C - jc - j.C - j.236A - j.214C = highest damage (2.3K) but doing a j.D to get charge is extremely risky since you're locked into place in the air, enough time for the opponent to bash you as you land or even before you land (and yay recovery)

3. 5BB - 5CC - 623C - j.214A(w) - hj - j.C - j.236A - j.214C - j.D - (air dash) = our best bet if we want to get in j.D charge time, but the high jump after j.214A(w) is pretty damn tight so...

Honestly, I think it's best to just stay grounded when you're chargeless, might just be me.

I honestly haven't really messed too much with BnB 1/2 charge combos so far, but I like using this 1 charge combo in the corner:

5BB - 5CC - 623C - j.214A(w) - j.C - jc - j.C - j.214D - 5CC - 2C - 236B - 214B - 22C.

Believe it does something like 3K, I am actually not playing the game anymore right now but it SHOULD work lol

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ok a nice fatal counter combo it's an old combo but it still works

EDIT 2: in the corner One Charge required FC 3C>6CC>623C>j.236a(w)>j.214D>5C(W)C>2CC>IAD>j.CC>5C>2CC>j.C>J.CC>j.236A>j.214C 4213k

Midscreen version Two charges required FC 3C>6CC>623C>j.236a(w)>j.214D>236D>dash>5C>2CC>j.C>j.CC>j.236A>j.214C 3938k

EDIT: Midscreen FC 5C>6CC>236C>214B>5C>2C>236B>214B>22B

works on the whole cast but hakumen,Carl,Rachel,arakune,and makoto requires a slight dash 5C to connect and for carl can be ether way but 214A connects better with the 5C

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Is the 236A(w) > 214D supposed to be j.236A(w) > j.214D?

I added the combos to the compilation thread albeit in a somewhat disorganized fashion. If you can note whether or not it's midscreen/corner that would be extremely helpful please.

I apologize. If I had the game I could test it out myself and make things easier but I do not :(

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Is the 236A(w) > 214D supposed to be j.236A(w) > j.214D?

I added the combos to the compilation thread albeit in a somewhat disorganized fashion. If you can note whether or not it's midscreen/corner that would be extremely helpful please.

I apologize. If I had the game I could test it out myself and make things easier but I do not :(

ah ok i'll clean it up my bad

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It's no biggie~

Wait, shit, pk.

"I just got 5bb>2c>IAD j.CC>5C>2C>236xx

That needs 214D in it.

I dun derped.

After the 5BB I'm guessing and for both versions?

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Yup that helped. It was fine before but I was just confused since I can't pop in the disc and try it out for myself haha. Thanks you guys~

If anyone sees a problem (wrong notation, etc.), wants to add something, critiques and/or suggestions to make it better or whatever go ahead and tell me.

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"FC 5C > 6CC > 236C > 214B > 5C > 2C > 236B 214B 22B"

Was this supposed to be a 3C FC or a 5C CH? @___@;;;

Both will work in this case ;)

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5BB > 214D > 2C > IAD j.CC > 5C > 2C > 236xx (harder; may be character specific)

5BB > 214D > 2C > IAD j.CC > 5B > 2C > 236xx (harder; may be character specific)

Is 2C supposed to go before the 214D or does the combo work w/o it in EX?

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Is 2C supposed to go before the 214D or does the combo work w/o it in EX?

2C goes before it. I typo'd, told pk I typo'd, then misread her correction.

...God, what the shit, it's still so messed up.

It should be 5bb>2c>214D>2cc IAD j.CC>5C>2C>236xx

I am fucktarded at writing down combos, christ.

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Haha it's all good Dusk. I was about to ask how you could do IAD off 214D actually and thought that maybe it was something new we could do in Extend.

Both will work in this case ;)

So it will work with both a CH 5C and FC 3C?

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Haha it's all good Dusk. I was about to ask how you could do IAD off 214D actually and thought that maybe it was something new we could do in Extend.

So it will work with both a CH 5C and FC 3C?

That combo will even work off of a 5B CH, so long as you can get off the 6CC you will be able to hit the part after it.

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Here we go.

I'm going to dump the combos from the combo video and we can figure out what seems useful and what's not-

Midscreen to Corner Break Primer Combo

0 Charge/50 Meter

22C Break > 5D hold > 6CC > 623D > j.236D> j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > j.C > j.CC > j.236A > j.214C 5.6k

Back to Corner

0 Charge/0 Heat

5C CH > 6CC > 236C > 214B > dash 5C > 2C > 236B > 214B > 22B

Corner

5 Charges/100 Heat

3C FC > 3CC > RC > 6CC > 236C > 5C > 2CC > 236C > 214A > 5C > 2C > 236C > 214B > 236236D

Corner

2 Charge/50 Meter (gains 1 and a half charge)

22D > 5D > 3CC > RC > 6CC > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2CC > 236C > 5C > 2C > (236B > 214B > 22B) or 236C > 214B > 236236C

Back to Corner

2 Charges/50 Heat

6C(blocked) > cross over j.C > Mugen > j.214D > 623D > j.236D > j.214D > 22D > 5D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

Troll Midscreen

0 Charge/100 Heat

5CC > j.CC > RC > j.CC > 5CC > j.CC > 5CC > 22A

Midscreen

1 Charge/50 Heat

6A FC > 5CC > 6CC > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C

1 Charge/0 Heat

6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B

Midscreen

Guard Primer Breaker Combo

Midscreen

1 Charge/50 Meter

5CC > Mugen > 623D > j.236D > j.214D > 6CC > hjc > j.b > j.C > j.CC > j.236A > j.214C

2 Charge/50 Meter

5CC > Mugen > 623D > j.236D >j.214D > 236D > (delay) 214D > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C

Corner

5 Charge/150 meter/2 Bursts

(3C)C > RC > GB > GB > 6C >Mugen > 623D > j.236D > j.214D > 623D > j.236D > j.214D > 623D > j.236D > j.214D > 236D > 236236D

Mid Screen

Air Grab > 6CC > 214D > 3CC > RC > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C

Corner

1 Charge/0 heat

(Air) Throw > 6CC > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2C > j.C > j.CC > j.236A > 214C

Midscreen

1 Charge/No meter

5CC > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B

5A starter optional > 5C > 2C > etc etc

Midscreen

0 Charge/50 Heat

5A > 5CC > 623C > j.214B > j.C > j.C > j.236D > j.214C > dash 2B > 2CC > 236B > 214B > 22B

Corner

No charge/0 Heat

5CC > 22C > 6CC > 236C > 5C > 2C > 236B > 214B > 22B

Midscreen to corner

1 charge/50 meter

3CC FC > walk forward 5C > 2CC > 236D > dash 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > j.C > j.CC > j.236A > j.214C

---------------------

They're not in order and I think maybe 1 or 2 combos might be missing so I'll fill in the blank if I can think of something.

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Lets see... more stuff.

Here's a easy/middle level 2 charge corner combo that's worth knowing.

22D > 5D > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B about 3700 damage, 38 meter gain and you should be able to get 1 charge back during the untechable knock down time.

The upside to this combo is that it'll work on everyone in the game(pretty sure) and of course it ends with untechable knock down.

It's the alternative to this combo from the video

22D > 5D > 6CC > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2CC > 236C > 5C > 236B > 214B > 22B - 3844 ish damage, 41 meter gain and if done perfectly gains back 1.5 ish charges.

This combo has many points where the timing is rather specific and against certain characters that 2CC becomes difficult to land consistently and while I would put this up for the advanced ranking for difficulty, the benefits between the two combos aren't too great to the point where I'll probably opt to go with the first variation unless I'm feeling myself or something.

Further elaborating on 22D starter in the corner,

I really like this for a 1 charge corner combo off a 22D starter

22D > 5D > 6CC > 236C > 5C > 2CC > 236B > 214B > 22B - 2950 ish damage, 28 meter gain and you gain about 1.25 charge back.

The alternative is the classic IAD combo

22D > 5D > 5©C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B - 2850 ish damage, 28 meter gain and you gain about 1.25 charge back.

Very similar benefits for both but the first variation does a tiny little bit more damage and is actually easier to do even than the IAD so I'd opt for that one. Although the IAD one is quite easy as well, mid-level difficulty at best.

More to come later.

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what's the bread and butter punish combo now that the 2cc->623c loop is gone? :kitty:

Maybe my exec was too weak, but that was way too spacing specific to be bnb-level.

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Now lets explore using meter in those combos in the form of RC and mugen.

22D > 5D > 3CC > RC > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B - 4600 ish damage, 34 ish meter gain back, 1.25 ish charge back.

A significant amount of damage added and you get a decent amount of that meter back. 3CC RC can be added to many combo paths efficiently to add damage much better than we can do with a 236236C DD ender now.

Here's a Mugen variation taking the same amount of resources.

22D > 5D > 6C > 1 charge mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C -4850 ish damage, 39 ish meter back, charge back depending on air charge amount.

This one ends with air combo but I leave out the jc so i can quickly charge in the air and then forward dash with j.b/c to continue my pressure.

Tsubaki's air approach of j.C(delay)C or empty 2B make it actually quite good because many people will transition directly to low block after a certain time having blocked the first hit of j.C.

So you can end up approached with j.B > j.CC all with delayed timing to mix up your opponents. That's three highs they'll have to block before you even land and if you mix it up with j.B > j.C > 2B and etc, you'd be surprised how many opponents will get opened up by this option.

It's because of this(also to make the air ender safer so you can air back dash if you want) I'll option select to end most air combo enders with hj.CC > j.236A > j.214C

As you can see, the 1 charge mugen doesn't offer as many benefits over the standard RC combo in the corner with 2 charges and for that situation outside of more damage and a bit more meter gain, it's when you have 2 charges you can start to see Mugen combos pulling away from the other combo variations.

3 charge 22D starter corner

22D > 5D > 6C > Mugen > 623D > j.236D > j.214D > 236D > 214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C 5300-5500 ish damage, 45 -50 ish meter gain

All these combos have the three variations, one ending with untechable knock down without j.D charge, one with, and one air ender with air dash option select at the end.

They all have their pros and cons and I suggest you figure out what you can get consistently and go with that one.

22D corner combo into mugen and other variation is the one I'm mentioning first and foremost because hit confirming 22D is the easiest thing in the world to do(+ prime spot for unblockable setups) because you even have time to get some free charge before you even start the combo. It's something everyone ought to be able to pick up and start using immediately in matches.

If you're talking strictly proration, flat 6CC, 5CC , 5A > 5CC starters will afford you more damage off mugen but that will take a bit of time to hit confirm into on demand.

6CC will lead to the most damage out of the bunch and that's what I'll aim for vs long recovery moves or after guard break if I can activate mugen at any charge level. Some characters will make the combo difficult to land and get hit by the j.236D orb before you can phase through it to get the full combo going and in that case, go for 6C > Mugen instead of 6CC as that works on everyone in the roster.

what's the bread and butter punish combo now that the 2cc->623c loop is gone? :kitty:

Depending on what you're punishing as how much frames you have to work with and whether it'll be a CH state hit makes all the difference.

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