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[CPEX] Tsubaki Combo Compilation (Updated 5/19/15)

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Just a little something, if you do 623C (hit) and cancel into a j.236A right before you land, you'll cancel it into a 236A immediately upon landing which will combo. So a combo like this is possible: 

5CC > 623C > 236A > 214A > 22 > dash 2A > 5C > 2C > 214B > 5C > 2CC > j.C > jc > j.CC > j.236A > j.214A for 3177 damage

 

Also you can get it to crossup (in corner only) with a specific timing, really dunno why you would ever do that unless you like being midscreen I suppose but hey. Maybe some gimmicks can be made with this.

 

EDIT: You can connect a 6CC after the 22. Combo deals 3477 then. Still lower than the far easier BnB unfortunately.

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Is there a video of the 63214C > RC > 22[D] combo anywhere? I can not get the 22D to land for the life of me.

Try with these inputs : 

 

command throw > 2ABC > 2D > stuff

 

You have to RC as soon as possible. Works on Jin, but it's most likely character specific

 

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

 

Good punish combo : 1 charge 25% heat :  CH 5C > 214D > jcc CT > 6CC > IAD J.CC > 5C > 2C  > 214B > ender (5151). Deals slightly more damage than the regular 5C > 6CC route

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Came up with some new variations in 1 charge corner combos thanks to the application of 2C on near ground opponents since it is being discussed.

[1 Charge] 5BB5CC > 236B > 214B > 22[D] > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214A [3618 DM]
[1 Charge] 5BB5CC > 236D > 5C2CC > j.CC > j.236A > j.D > j.B > j.BCC > j.214A [3417 DM][0.5 Charge]

These are the two original combos I was experimenting with and I have yet to top each in damage or charge gain (for damage). Looked at the height that 22D leaves the opponent at in the corner and did some tests.

[1 Charge] 5BB5CC > 236D > 2C(delay) > 236A > 214B > 22 > 5D > 6C > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214A [3524 DM][0.25 Charge]
[1 Charge] 5BB5CC > 22D > 2C > 236A > 214B > 22 > 5D > 6C > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214A [3488 DM][0.25 Charge]

The one with 236D is harder because of having to delay the 2C to get perfect height, but the other one is super easy since 22D leaves the opponent at the perfect height for 22 to get the max untech time if you hit them with 2C. Damage difference is negligible and charge gain is exactly the same, so look into the 22D route if you want a midpoint between damage and charge gain in a combo.

Here are some easier corner combos for 1 charge in each category.

[1 Charge] 5BB5CC > 236B > 214B > 22[D] > 6C > 22 > 5D > 5C2C > 214B > 5C2C > sj.C > dj.CC > j.214A [3376 DM][0.5 Charge]
[1 Charge] 5BB5CC > 236D > 623C > j.236A(dw) > 5C2CC > j.CC > j.236A > j.D > j.B > dj.BB > j.214A [3352 DM][0.5 Charge]
[1 Charge] 5BB5CC > 623C > j.236A(dw) > 5C2C > 214B > 22[D](delay) > 6C > 22 > 5D > 5C2C > j.CC > j.214A [3283 DM][0.5 Charge]
[1 Charge] 5BB5CC > 22D > 2C > 236A > 214B > 22 > 5D > 6C > 214B > 5C2CC > sj.C > dj.CC > j.214A [3442 DM][0.25 Charge]

I don't think that there are any easier combos that forgo mid-combo charging and deal more damage as well, but you can try to find some yourself. I doubt there are any of them besides variations of the 236B > 214B > 22[D] > 6CC > IAD route that actually deal more damage than the optimal midscreen route with 236D > 6C, but I may prove myself wrong if I find something out after spending more time in the lab.

 

Here are some kickass max IG gain corner combos. You almost get back the charge you spend to do it even without cancelling j.214A into 5D. The one with 6C actually deals more damage than the j.236A > j.D > j.B 0.5 charge generation combo.

 

[1 Charge] 5BB5CC > 22D > 2C > 236A > 214B > 22 > 5D > 6C > 22 > 5D > 5C2CC > sj.C > dj.CC > j.214A [3459 DM][0.75 Charge]

[1 Charge] 5BB5CC > 22D > 2C > 236A > 214B > 22 > 5D > 6BB > 22 > 5D > 5C2C > j.CC > j.214A [3241 DM][0.75 Charge]

 

This route in particular can be changed slightly to go into ball oki which I am currently experimenting with.

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Here's a better version of the 6C combo listed:

  • 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A [4205 DM][30% HG]

 

You have to delay the j.CC for a bit, and then delay the 2C a lot to have the correct height for the DP whiff to combo. 

 

This route also works off of 5B and 5C CH's into 6C. 

 

  • [CH] 5B > 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A  [4202 DM] [30% HG]
  • [CH] 5C > 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A  [4362 DM] [31% HG]

These are a bit finnicky because of the timer proration, you have to hit everything at just the right time so that the 2CC at the end still connects. 

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I see you guys are opting for non-j.b > j.CC routes.

 

You guys hate those as much as I do? 

 

I can't even do them right now. They seem worth learning, but they are ridiculously easy to drop and very very character specific.

 

I can do the route easily out of FC 3CC, but that is cheating.

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There's two points of delay in j.B > j.CC route,

 

It's the delay on the first hit j.B afterwards where you have to go directly into the first hit of j.C without any delay and then a delay for the second hit of j.CC.

 

The notion is more like j. j.c[c] 

 

It's awful.

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I thought brackets meant that you hold the button. Like 22[D] or [4]6A. I may be mistaken though. What is the notation for delay?

I have the hardest time actually inputting the 2C right when I touch the ground more than anything else.

Here's a better version of the 6C combo listed:

  • 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A [4205 DM][30% HG]
 

You have to delay the j.CC for a bit, and then delay the 2C a lot to have the correct height for the DP whiff to combo. 

 

This route also works off of 5B and 5C CH's into 6C. 

 

  • [CH] 5B > 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A  [4202 DM] [30% HG]
  • [CH] 5C > 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A  [4362 DM] [31% HG]
These are a bit finnicky because of the timer proration, you have to hit everything at just the right time so that the 2CC at the end still connects.

The 5C2C > 623C really makes it unstable on certain characters.

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Makes the combo drop on Makoto and for some reason Ragna since 2C doesn't connect after catching with 5C after the 623C. Hell, you need to do the j.236A whiff perfectly timed to even catch with 5C.

I'd much rather do 623C right out of the IAD j.CC(delay) or 5C2C > 214B > 623C for slightly less damage since either works on every character flawlessly.

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I use the notation () for hold and [] for delay.

 

Makoto is the biggest offender when it comes to hitboxes messing with combos.

 

The usual suspects for bigger dudes like Hakumen makes combo windows tighter, same with smaller characters like Platinum. 

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Makes the combo drop on Makoto and for some reason Ragna since 2C doesn't connect after catching with 5C after the 623C. Hell, you need to do the j.236A whiff perfectly timed to even catch with 5C.

I'd much rather do 623C right out of the IAD j.CC(delay) or 5C2C > 214B > 623C for slightly less damage since either works on every character flawlessly.

 

Odd, works just fine for me, in fact it seems easier cause the 2C hits Makoto in places where it wouldn't on other chars so you can actually be slightly off with your timing after 623C.

Works fine on Ragna too, I haven't seen a difference in character hitboxes at all yet actually, except for 2C CH > CT not working on Celica unless you have dash momentum.

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http://streamable.com/kybc looks like this.

 

I would try going for it all the time, but pay attention to how high the opponent is after the IAD j.CC and decide to go for it or not, otherwise you can just confirm into the easier variant.

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Everyone's having trouble, or at least I am so don't worry. I tried to do it earlier today and I only got it to work once and I was so happy that I dropped the rest of the combo.

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  • 5B > 236A > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [3416 DM] [28% HG]
  •  

What... what is this combo? It's supposed to be 22[D] to even come close to working and adding a 5D charge makes even that variation drop since you won't have the time to 6CC afterwards. 

 

 

 

You have to delay that 22 after 214B and it will allow the link to 6B/C to happen after 5D. I swear it works. It is really hard.

 

The annoying thing is that this corner combo is her most damaging chargeless route. 

 

Anyway, most of the combos in the first post have inaccurate values so I'll be going through them today and adding the combos posted here as I go along. Also as a general reference:

 

-Most midsreen hitconfirms can lead into 623C > j.236A(w) > 5C > 2C > delay j.B > j.CC(Delay) > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A for 2.7k minimum but causes a side switch. If you don't want the side switch omit the (delay j.B > j.CC(delay) > 2C).

 

-Most corner hitconfirms with charge can go into the > 236B > 214B > 22[D] > 6CC > IAD j.CC > etc for 3k minimum.

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In the corner 5BB5CC>623C>j.236A(w)>5C>2C>j.BBC>2C>214B>2C>236A>214B>22  3031 damage, 22 heat gain, gets the full untech time on 22

 

Alternatively, it's 2846 damage and 20 meter gain if you stop at the last 2C for a safejump, which is probably her most damaging way to end in a safejump without charge. 

 

Also after j.BBC>2C you can do j.236A oki in the corner. Just requires that you neutral jump when you do the j.BBC part.

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Corner combos can be done into 623C > slight delay j.214A/B/C > 2A > 5C > 2C > 214B > 5C > 2CC > etc. The combo is easy, but 2A kills damage.

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-Most midsreen hitconfirms can lead into 623C > j.236A(w) > 5C > 2C > delay j.B > j.CC(Delay) > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A for 2.7k minimum but causes a side switch. If you don't want the side switch omit the (delay j.B > j.CC(delay) > 2C).

 

 

 

If you side swap with 214B you can change sides again with 5C > 2C > 236C > 214B > 22B most of the time. 

 

You lose damage compared to air ender and untech time compared to 2C delayed 22B route but it's worth the damage loss to keep the corner on your opponents back. 

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Ok thank you.

 

Midscreen

 

[1 Charge] Back Throw > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC >  j.214B [3341 DM]

 

FC 6A > 6CC > IAD j.CC > 5C > 2C > Delay j.B > j.CC(Delay) > 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]

 

CH 6B > 5A > 5C > 2C > Slight delay 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [2669 DM]

 

[1 Charge] CH 22D > Dash 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4006 DM]

 

[25%] CT Guard Break > 6CC > IAD j.CC > 5C > 2C > Delay 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3797 DM]

 

 

Corner

 

6A > 5CC > 236B > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214B [3224 DM] - As a general note as I said any corner confirm can lead to this combo

6CC > 22 > 5D (You can charge for a while) > 5C > 2C > Delay j.B > j.CC(Delay) > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3871 DM]

 

[1 Charge] CH 236D > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4181 DM]

 

I used j.214B for corner carry. Still trying to figure out 22D corner combos.

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Sorry I didn't find a reason to use it at all. With CPEX I don't have to worry about j.214B occasionally switching sides so it's the go to for me.

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In my testing I found that there is basically no difference with any of the dives in term of recovery. All of them recover fast enough after a D cancel to do a bluebeat combo.

 

So I pick based on positioning and whether it'll combo or not. C dive will not always combo. B leaves you closer, A leaves you farther, C swaps sides and close.

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