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

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After doing some more testing, the 623C > j.236D > j.214A(delay) is incredibly dependent on initial spacing for certain characters. For instance, it does not work with a 5CC starter unless you are slightly out of grab range on characters with larger hitboxes because the projectile will hit them before they touch the ground.

 

 

I've been practicing on these two midscreen combos:

 

5BB>5CC>623C>J236(w)>5C>2C>JB>JCC>2C>214B>5C>2C>236C>214B>22D>421A,

 

and this 5BB>5CC>623C>J236(w)>5C>2C>JB>JCC>2C>214B>5C>2C.

 

I don't know what to do after 2C though, I've seen konan doing JD>JC or simply baiting stuff with a jump barrier.

 

Also try not to end with 5C2C, but instead just with 2C because you actually do get a legitimate knockdown if you hit someone with 2C when they are near the ground which is completely possible after using 214B on a juggled opponent.

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Another quick note is Command Grab > RC > 22[D] is impossible (for me at least) and 236D > 6C is completely possible, so that's just another route. Been killing people with command grab a lot more often lately, so have some combos.

 

[50%] 63214C > RC > 2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [1912 DM]

[50%] 63214C > RC > IAD j.CC(delay) > 623C(delay) > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [2012 DM]

[50%] 63214C > RC > 2C > 214B > 623C > j.236A(dw) > 5C2C > j.B(delay)CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [2196 DM]

[50%] 63214C > RC > IAD j.CC(delay) > 5C2C > 214B > 623C(delay) > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [2243 DM]

[50%] 63214C > RC > 6CC > IAD j.CC(delay) > 5C2C > 623C(delay) > j.236A(dw) > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [2704 DM]

[1 Charge + 50%] 63214C > RC > 236D > 6CC > IAD j.CC(delay) > 5C2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3102 DM]

[75%] 63214C > RC > CT > 6CC > IAD j.CC(delay) > 5C2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3538 DM]

[1 Charge + 75%] 63214C > RC > CT > 6CC > 22[D] > IAD j.CC(delay) > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3816 DM]

[2 Charge + 75%] 63214C > RC > CT > 6CC > 22[D] > IAD j.CC(delay) > 5C2C > 236D > 5C2CC > sj.C > dj.CC > j.214B [4027 DM]

 

It really isn't worth RCing the command grab if you don't have at least 1 charge or 75% unless it will kill as the damage difference between having resources and not is pretty huge. Diminishing returns from charges spent etc. Actually, I'm not sure what the hell to do with 2 charges.

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In my quest to not do j.B > j.CC loops in my catalog of personal go-to combos, I've found a better 3C FC combo with no charge/meter than the one currently listed.

 

3CC FC > 5C> 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A (4110)

 

I've decided to use these terminology

 

() - Whiff

[] - Full Charge/Held down

{} - Delayed 

 

The first two are already standard but based on how many of our moves have delays, it should make things easier to read and put into practice.

 

Also, have an OD combo because why not.

 

6A > OD > 5CC > 6BB > 214D > jcCT > 6CC > 214B > 5C > 2C{C} > 236236D (5208) requires around 60% meter/20% ish health when you start/no charge required.

 

Just a simple way to close out a round after opening them up with an overhead. It's a common combo but it's good because it's easy to confirm/common scenario and the important part is that you take advantage of the OD gaining charge over a long combo right from the get go, which is actually harder to find within common scenarios than you think.

 

OD combos are strictly based on how much life you have when you activate it so get in the habit of glancing at the OD meter to see how many additional hits you can get before throwing out the OD DD. For example, if you have like 40% health, you'd have to end the combo after 6CC and would end up with only like 4k ish which isn't worth it unless it's a unburstable kill combo or something. 

 

You also take a massive hit on your OD timer by using it cancel as you know so as for hits to OD after that's worth while is something like 22D CH. You can OD after the hit get full OD time and do something like

 

22D (CH) > OD > dash 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > 236236D (5338) 

 

There are more examples but as long as you understand the concept, it's easy enough to fiddle around with and use as you need. 

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Oh neat. I've just been doing a pretty shit combo off 3CC FC chargeless because I cannot do Konan loop online even with the extra frames of untech.

 

Just like 5C2C > 214B > 623C > etc. into like 3.5k which is awful. Gonna use your combo now along with Errol's 1 charge 3CC FC combo with 5B5C2C > 236D which is just the best.

 

Random 1 charge midscreen throw combo.

 

[1 Charge] Grab > 22[D](delay) > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3553 DM]

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FC 3C > 5C link is character specific and spacing specific. Wouldn't recommend it.

 

3C > RC > 6C still works in this version btw

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FC 3C > 5C link is character specific and spacing specific. Wouldn't recommend it.

 

3C > RC > 6C still works in this version btw

 

It's supposed to be 3CC FC (whoops). I nearly didn't think of it because it almost felt implied to have the follow through. 

 

There's really no reason why you should opt for 3C FC in basically any situation. 

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In my quest to not do j.B > j.CC loops in my catalog of personal go-to combos, I've found a better 3C FC combo with no charge/meter than the one currently listed.

 

3CC FC > 5C> 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A (4110)

 

I've decided to use these terminology

 

() - Whiff

[] - Full Charge/Held down

{} - Delayed 

 

The first two are already standard but based on how many of our moves have delays, it should make things easier to read and put into practice.

 

Stop giving me more workkkkkkkkkkkkkkkkkk. (j/k, sortof) Better than me writing 'Delay' all the time anyway. Cool.

 

I was trying to figure out getting 4k from a 3CC FC without resoruces and you beat me to it. I didn't think of omitting j.B, but good man, thanks for that.

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Any tips for the j.B>j.CC parts in middle of the combo? I just can't pull it off

I should probably just wait for BJ or whoever said this, because I could be remembering it wrong, but I believe you need to delay the j.B slightly, do the j.C as fast as possible, then delay the j.CC.

 

I will never learn this combo. x.x

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Any tips for the j.B>j.CC parts in middle of the combo? I just can't pull it off

 

After the 2C you have to delay j.B for as long as you can so that you take as much time off of your jump arc as possible. Then you immediately go into j.C. After that you have to delay j.CC so that it hits the opponent right as you are about to touch the ground. The reason this works is because j.CC makes Tsubaki float for a bit so it can be used at ultra-close-to-the-ground positioning.

 

This path is just really hard and ridiculously easy to drop, so if you can't do it consistently then don't bother.

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A few things using 6C > j.D > j.C. Any place where the combo timer is too close to expiring to do an IAD out of 6CC or followup with 5C out of 6CC > 214B will allow you to do 6C > j.D > j.C to maximize damage. 6C > j.D > j.C will always deal more damage than doing 6C > 214B or 6C > 623C > j.236A(dw). Damage difference is sort of small in most of the replacement areas, but it is always an option.

 

Corner Grab

[] Grab > 22|B| > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3172 DM]

[1 Charge] Grab > 22[D] > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3553 DM]

[25%] Grab > CT > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3860 DM]

 

Midscreen Grab

[] Air Grab > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3260 DM]

[1 Charge] Grab > 22[D](delay) > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3553 DM]

[25%] Air Grab > CT > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3860 DM]

 

Midscreen

[1 Charge + 25%] 5BB5CC > 623C > j.236A(dw) > 5C2C > 214D > jccCT > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [3869 DM]

[1 Charge + 25%] 5CC > 623C > j.236A(dw) > 5C2C > 214D > jccCT > 6C > j.D > j.C > 5C2CC > sj.C > dj.CC > j.214B [4388 DM]

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6C > j.D > j.C route is useful in a few key scenarios when you want to keep the same side for the sake of corner carry while going for the 214B extend route will end up in changing positions.

 

5C> 2C > j.{B} > j.C{C} route has the same effect in some of those cases but nobody that isn't Konan likes doing that route so it's worth learning for those scenarios. It's not really that hard either and you should have practice doing it from the previous iterations. 

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[1 Charge] 5CC(AA) > sj.CC > j.214D > 623c > j.236A(dw) > 5C2C > 214B > 5C2CC > sj.C > sj.CC > j.214B [3709 DM]

 

Only started to realize it after doing it so often online, but this combo just happens too frequently. It happens almost every single time I drop a midscreen 5CC > 623C > j.236A(dw) > 5C due to mistiming it and mashing the 5C despite it whiffing. It is literally the 2CC AA combo, but just getting in the accidental 5CC followup on an opponent who techs out of my dropped combo and doesn't remember to barrier in the air is just so funny.

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Tsubaki sideswap shenanigans

 

Messing around with 1 charge sideswitch combos out of shitty confirms and also roll catch combos in the corner.

 

[1 Charge] 5A5CC > 236C > 214B > 22[D] > IAD j.CC > j.214A [2243 DM]

[1 Charge] 5A5CC > 236C > 214B > 22[D] > 6C > 22|B| [2299 DM]

 

[1 Charge + 25%] 2B5C2C > 214D > jccCT > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [4052 DM]

[1 Charge] 2B5C2C > 236C > 214B > 22[D] > 6C > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3236 DM]

 

I realize that I could have probably just done 6CC > sj.C > dj.CC > j.214A instead of IAD j.CC for the sideswitch 5A route for a bit more damage, but I'm too lazy to go back and record again. Also, I think you can get an IAD j.C after the 6C in the non-CT combo instead of going for the DP whiff route for actually a significant amount of damage, but again too lazy. Just tests, but this stuff works on people and I love it.

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If you're looking for the side swap off 5A starter just use 236C or 214B after air combo continuation instead off 5A hits. 

 

You can do 

 

5A > 5CC > 623C > j.236(A) > 5C > 2C > 214B > 5C > 2C > 236A > 214B > 22B (2472) the side swap would come at 214B in this case. 

 

if you do a 5A > 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 236C > 214B > 22B (2174).

 

The good thing about non air enders that you can stop short on 236C on have good options in their wake up since they'll be right next to you. It's actually quite a good way to end combos against opponents you don't want to knock away with 22B since staying on top of them is important to the match up. I'm assuming you guys can guess who those match ups are. 

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On 5/17/2015 at 10:27 PM, BatousaiJ said:

If you're looking for the side swap off 5A starter just use 236C or 214B after air combo continuation instead off 5A hits. 

 

You can do 

 

5A > 5CC > 623C > j.236(A) > 5C > 2C > 214B > 5C > 2C > 236A > 214B > 22B (2472) the side swap would come at 214B in this case. 

 

if you do a 5A > 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 236C > 214B > 22B (2174).

 

The good thing about non air enders that you can stop short on 236C on have good options in their wake up since they'll be right next to you. It's actually quite a good way to end combos against opponents you don't want to knock away with 22B since staying on top of them is important to the match up. I'm assuming you guys can guess who those match ups are. 

 

Getting the sideswap into air ender after the DP whiff route with 214B is inconsistent on characters and reliant on the timing of the delayed j.236A. Also, you're only able to get the sideswitch if you do 5A5CC. If you do any more normals like three 5As or 5A5BB5CC, the 1 charge route will still guarantee you a sideswapped air knockdown assuming you are in the correct position. I'd rather spend a charge to get a combo that works on every character 100% of the time. That's sort of my feelings about Tsubaki in this version since she can deal damage fine on her own. The only thing you can get off of 236C is a ground ender which I'd rather avoid unless I want to go for pure gimmicks by doing what you say and just going 236C on a juggled opponent.

 

Also, if you end with 6C > 22|B| > 5D, it is as if you never even spent a charge since you get it back and you are still able to meaty and catch rolls with 2B.

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So you've resigned on not timing j.236(A) to get 214B side swap consistently(which isn't hard, btw) so you'll spend more resources and get less damage yielding the same positional benefit?

 

That sounds excessively lazy to me and I'm realllllllly lazy. 

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Oh you don't even know man. I'm super lazy. Also, there is no way I am going to put effort into getting things consistent when online. Maybe offline I'd use the 214B sideswitch on characters I know it'd work on, but online I just am happy if things work correctly.

 

And also like I already stated I don't feel like I am losing/wasting resources if I end with the 22|B| > 5D shenanigans. It is just making use of the charge I have without net spending it.

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Experimented with spacing adjustments to get 214D to connect after catching a 3CC FC. In the same way that 5B5C2C sets up the perfect height for 236D to be followed up with a dashing 6C into an IAD combo, it also stabilizes 214D horizontally so that it doesn't whiff. So here's the prototype combo:

 

[1 Charge + 25%] FC 3CC > 5B5C2C > 214D > jccCT > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [4788 DM]

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Why not just delay 3CC? It pushes them back further so you can simply do 3CC > 5C > 2CC > 214D > CT > rest of the combo. You should be hit confirming 3CC anyway so the delay is only natural.

 

deals 4952 damage.

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Sure why not. That's even better. I have always just mashed C right when I hear the FC sound which is a truly bad habit on my part.

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Basic Combo Theory. I did this for Valkenhayn so it's natural I'd do this for Tsubaki. 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! I will also add this to the OP.

 

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.

- Sometimes 623C > j.236A(w) can be substituted for 623C > j.214X(w), but the opponent will be lower to the ground which could make it harder for you to use certain combos

- It really doesn't matter whether you use 236A or 236B. 236B deals slightly more damage (miniscule) but 236A is reliable for prorated combos

- Air enders are generally the way to go this time around because they have better corner carry, but if you prefer ground enders go ahead.

 

 

 

Midscreen Confirms

 

5A (It's generally not worth using charge combos here)

----> 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 > 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

----> Dash 5CC > 236A > 214B > 22B [2376 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

----> [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]

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5A (It's generally not worth using charge combos here and these combos are the best you can do on crouching opponents)

Confused by the underlined part. What does this mean? Seems counter intuitive? Can you elaborate?

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For back throw, opt for this one instead-

 

Back Throw > 214B > dash 5C > 2CC > j.BC > dj.CC > j.214B (2813) 

 

As for combo theory, 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. 

 

The last thing you want to do is use your DP in the middle of a combo and whiff it leading to a very easy fatal counter punish. 

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Confused by the underlined part. What does this mean? Seems counter intuitive? Can you elaborate?

Ah sorry thanks for pointing that out I need to take that out. It's a mistake.

Thanks Bat for the combo I'll add that.

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