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pktazn

[CSE] Tsubaki Yayoi - Combo Discussion 3.5

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I added most of the combos (the ones I thought were pretty practical from the combo movie post) as well as added a new post for Mugen combos.

EDIT: Mmmmm... How should the mugen post be organized? I think it works out fine... till I see the 22D starters. It would still be a one charge mugen though. I guess I can make a note of it.

EDIT 2: Ok, put a note for the mugen post. If there's a better way to word what I'm trying to say, I'm all ears.

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Been testing out character specific stuff for a bit with two combos today. First combo is

(in the corner) 5B/5A>5CC>623C>j.214B(w)>j.C>jc>j.C>j.214D>j.D>j.C>dash 5C>2C>air ender

I can't seem to get the falling j.C to hit on Makoto, Bang, Mu, Arakune, or Taokaka. The 2C also seems to whiff on Rachel, and I can only get the falling j.C to hit Rachel if I super jumped up.

The other combo is

5B/5A>5CC>623C>j.214B(w)>j.C>jc>j.C>j.236D>j.214B(w)>dash>2B>2C>236B>214B>22B (6C can replace the 2B>2C)

The second dive will hit Tager, Hakumen, Bang, and Arakune unless you super jump.

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Some 1 charge corner combos off pokes-

5A > 5CC > 623C > j.214(A) > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B - 3541 damage, 39 meter gain

Pretty meaty off a 5A starter and works on everyone(I believe).

It won't work with any 5B hits in the combo there however and you'd have to dumb the combo down by ending it with a simple j.214D > dash 5C > 2CC > 236C > 214C > 22B ender which will result in around 3-3.1k ish which is one of the reasons why I like my combos to go with the simple 5A > 5CC or 5CC but it is what it is. 5B flows naturally when you're pressuring as a transitional move so it's good to know what to hit confirm into if you end up adding an extra hit more than you wanted to.

Edit- Also, adding some 1 charge mugen combos off 236D hits.

Mid Screen

236D > dash 5CC > 1 Charge Mugen > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C - 4072 damage

The 2 or 3 hits of the 623D matters in this one due to hit box reasons and will net more damage than the 3 hit if you cancel 623D quickly for this combo but it's usually the opposite most of the time.

If you get a CH with 236D, you do something very different for much greater rewards.

236D CH > 5D > 6CC > 1 Charge Mugen > 623D(3 hits) > j.236D > j.214D >2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C - 4902 damage . Don't forget to change 6CC into 6C against bigger hitbox characters like Hakumen, Tager and etc. If you do, change the 623D hits to 2 hits over 3 hits for more damage. Ya, I know that it's weird.

Lastly, both combos have a variation that end with a 236 > 214 > 22 series but those will do significantly less damage in this instance and remember that any combo ending with a air combo can opt to not use the jc so they can j.D and air dash forward/back depending on need(I recommend this most of the time).

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Here's another combo you can add PK.

0 charge midscreen/corner

Air grab - 6CC - 236C - 214A - Dash 5C -2C - 236B - 214B - 22B/C

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I'll be focusing more about the Install Super system

Level 1 Install Mid Screen

1 Charge

5BB > 5CC > 1 Charge Mugen > 623D > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C

Fast version: 25-hits (30 meters gain / 3727) Delay j.236D (7-8 hits): 29-30 hits (34-36 meters gain / 3896-3914)

IAD j.CC > 1 Charge Mugen > j.214D > 236D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C (35 meters gain / 3858)

2 Charges

214D > Dash 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > j.CC > 1 Charge Mugen > j.C > j.236D > j.214D > 6C > 236C > 214C > 22C (49-50 meters gain / 3809)

Lucky 50 meters gain --> More damage/Sure-kill: 236236D -> C version impossible or too strict, because of the startup (4349)

Level 1 Install Corner

1 Charge

5BB > 5CC > 1 Charge Mugen > 22D > 623D > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22C (39-41 meters gain / 3767)

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Is the timing for cornet 623C - 214A(whiff) - 236D any different in extend? I've always had a tough time with it in CS2 so I was wondering if I kept at it in CS2 until extends release or if I should just wait. Also IAD looks alot more easy at timing then CS2?

Sent from my DROIDX using Tapatalk

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It's a bit tighter in extend imo because the untechable time of 623C has decreased noticeably.

Doubly so if you count the height you need to land the 6CC if you're doing it off a RC 3CC which is fairly common.

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Here's another combo you can add PK.

0 charge midscreen/corner

Air grab - 6CC - 236C - 214A - Dash 5C -2C - 236B - 214B - 22B/C

This is probably going to be our BnB no charge combo off an air throw. Worth noting that 214A can be changed to 214B if you want to change positional advantage quite easily.

6CC into 236C has a slight delay too and if you do it too soon, you'll just whiff right under them.

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Midscreen

0 Charge/50 Heat

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

I just wanted to point this one out. I think it's probably just a typo, but it's also listed under the 0 charge midscreen combos in the combo compilation. Just so you know. :3

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Bat, Daedron, or DT.

Does Ground throw - 236C - 214A/B - Dash 5C - 2C - 236B - 214B - 22B/C work?

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No it does not.

Throw > 236C > 214D > etc etc is no good either.

Throw > 236D > 5C > 2CC stuff is the way to go if you're going to use a charge I think(off the top of my head).

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Since its going to be another month before I can get hold* of extend. What are some good combos from extend* that work in CS2 still? Would like to practice what I can.

Sent from my DROIDX using Tapatalk

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Let me clarify the character specific stuff for this combo

5A > 5CC > 623C > j.214(B) > 9j.C > delayed 9j.C > j.236D > j.214B > 6CC > 236B > 214B > 22B

I changed the j.214C to j.214B, it feels easier to connect and should work the same.

This combo works on everyone except Tager, Hakumen, Arakune, Valk and Bang.

You can also do

5A > 5BB > 5CC > 623C > j.214(B) > 9j.C > delayed 9j.C > j.236D > j.214B > 6C > 236B > 214B > 22B

Obviously works without 5A and even with 5A > 5BB > 2BB > 5CC > 623C > etc etc as well.

Since its going to be another month before I can get hold* of extend. What are some good combos from extend* that work in CS2 still? Would like to practice what I can.

Sent from my DROIDX using Tapatalk

IAD combos are good to practice because the timing is exactly the same more or less. All you're going to do is using 5C where you would normally use 5B which is a quick adjustment.

Also get in the habit of practicing 3CC RC like

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

That should work in CS 2 and should teach you the timing of the delayed 6CC after 3CC RC which can be trickly along with reinforcing 623C > j.236(A) > j.214D you should already know well from CS 2.

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IAD combos are good to practice because the timing is exactly the same more or less. All you're going to do is using 5C where you would normally use 5B which is a quick adjustment.

Also get in the habit of practicing 3CC RC like

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

That should work in CS 2 and should teach you the timing of the delayed 6CC after 3CC RC which can be trickly along with reinforcing 623C > j.236(A) > j.214D you should already know well from CS 2.

Aight. Thanks alot~ I don't do too bad at 3cc RC stuff though I should learn 6cc stuff in it. Never tried. One thing I need to learn is that j.236a(w) - j.214d stuff. I have such a hard time with that. Ill hit ya up on psn when I get my extend~

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I made sure to read this whole thread before making a post. Hi there, returning to Tsubaki after the frustrating time I had with her in CS1. Long time, I know.

My question is, what is the exact timing on the 623C > j214A/B(whiff)? I've done it a total of once in the past hour, and I was so happy that I forgot to complete the combo. When I landed it, the 623C looked noticeably different, but I'm not too sure how it works. A general idea would be fine, should I be a madman and input it as fast as possible or is there a sweet spot where the inputs come together? I guess I should mention I'm on Extend as well. Thanks in advance.

EDIT: Surely enough, 15 minutes later, I can now do it 3 out of 5 times. Not perfect, but I'm getting it.. just a matter of getting used to her again. Seems like when you take a break to ask for help, something clicks. Anyway, in case someone else asks, it's immediately when the 623C lands.

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Thanks you two. But I'm back with another issue. ... > 2CC > IAD > j5CC > 5C > 2CC > ...

Right there. Can't get it to land. At all. It's a spacing issue I know. Maybe I should slow down on the second j5C? I'm not too sure. Regardless, my opponent techs every single time. Looking forward to being enlightened on this one.

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Right there. Can't get it to land. At all. It's a spacing issue I know. Maybe I should slow down on the second j5C? I'm not too sure. Regardless, my opponent techs every single time. Looking forward to being enlightened on this one.

That's it.

When you're practicing IAD combos for the first time I recommend you do it off this sequence.

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

The timing for the IAD on this link is very flexible and easy.

Once you get comfortable with that being able to do it 90-99%, go on to do

air throw > 6CC > 214D > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C

This one has very tight timing even though it's more or less the same link. If you can get this one consistently to 90-99%, you've mastered the IAD and should be able to do it with your eyes closed.

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You have to delay the 2nd hit of the j.CC, you basically have to land quickly after you hit with it so you can land and do the 5C.

Basically you input the first j.C as fast as possible and you delay the j.CC.

EDIT: Nice same time post :V

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I was on the right track then. Ok! Back to work. Thanks!

EDIT: Bwahaha I got the 5C to land! Dropped the combo, because it surprised me, but wow. Didn't know that second j5C had such a large window. The more you know..

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