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

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Alright. Well, I still like using the j.214C sideswap. Also, with how A dive was adjusted, it really doesn't leave you that much farther like it did in 1.1 where you'd actually have to dash up in order to meaty. I guess j.214B it is from now on.

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Oh right, Astral combos.

 

5A > 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 236D > Astral. 

 

Works anywhere, just hit the 5C > 2C > 236D high up and it'll be fine.

 

Also works off the extended 5C > 2C > 214B > 5C > 2C > 236D > Astral route as well if you start without the 5A. 

 

Pretty simple stuff.

 

Throw midscreen is a simple charge Throw > 22D > Astral.

 

In the corner you can go chargeless with the 22 route like 

 

 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 214B > [2C] > 236A > 214B > 22B > 5D > Astral 

 

Corner With a charge, it's just a simple 

 

5BB > 5CC > 236B > 214B > 22D > Astral.

 

421D > 236D > Astral works midscreen works, so does 623D > j.236D > j.214D > Astral but obviously, they take more charges to execute. 

 

Not sure if there's a midscreen chargeless astral combos outside of the typical air-grab > Astral so do post them if you've got them. 

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I miss doing a midscreen 5A confirm into 236A > 214B > 22[D] for astral because it was so easy.

Also 5B > 22D allowed astral midscreen if you were fast enough.

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Not sure if there's a midscreen chargeless astral combos outside of the typical air-grab > Astral so do post them if you've got them. 

 

There is one but it requires other ressources

 

CH 5B/5C > 6C > ODC  > astral

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So has anyone found any use for Mugen in throw combos, especially corner ones? Maybe it has a use when you have 100 meter and many charges stocked to get the maximum damage possible while still getting good damage from the 236236D super, but with say 1 charge mugen I am coming up blank.

 

The best one I found so far is

 

 [1 Charge] Throw > 214214D > 22[D] > 6C > 421D > 236D > 2CC > hjc j.C > j.CC > j.214B [4041 DM]

 

This is only 16 more damage than the 1 charge + CT route, doesn't seem worth it.

 

Of course once you have 5 charges you can do

 

[5 Charge] Throw > 214214D > 6C > 22[D] > 421D > 236D > 214D > 2C > 623D > j.236D > j.214D > 236236D [6579 DM]

 

If you're at <59% HP you can activate OD after the 2C and get the OD super at the end which will give you a 6861 damage combo.

The damage without the super is 4648. 

The minimum charge needed to do the entire combo with super is 3.5 charges. without super you can get away with 3.

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Mugen doesn't seem nearly as good to use in as many scenario as it was in say, CSEX or even CP from what I've messed around with so far.

 

The damage discrepancy between using it and not using it without a huge store of charges to work with already seems a bit lackluster, mostly thanks to the fact that previously, it was the best way for us to get good continuation off non-FC combo 6C/C but now we have the IAD j.CC route as well as 214D > jcCT.

 

Also the damage gain from 214D > jcCT in a lot of routes is too good so I think I'll end up using most of my meter on that instead in this iteration.

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[1 Charge] 2CC > sj.CC > j.214D > 623C > j.236A(dw) > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3645 DM]
[1 Charge] 2CC > sj.CC > j.214D > 2B2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3502 DM]
[1 Charge] 2CC > sj.CC > j.214D > 2A(dashing)5C2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3422 DM]

I personally find the 2A pickup to be the hardest of them all despite doing the least damage because dashing 2A is hard as hell to do for me.

[2 Charge] 2CC > j.C > j.236D > j.214D > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [4463-4551 DM]
[2 Charge] 2CC > j.BB > j.236D > j.214D > 6CC > 214B > 5C2CC > sj.C > dj.CC > j.214B [4014-4088 DM]
[50%] 2CC > j.CC > j.236A > j.214A > RC > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [3643 DM]

[1 Charge + 50%] 2CC > Mugen > j.C > j.236D > j.214D > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [4763-4859 DM]

[1 Charge + 50%] 2CC > j.CC > j.214D > RC > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214B [4087 DM]

 

Damage varies with the 2 charge stuff since not all the hits land 100% of the time. Sometimes the projectile actually hits the opponent on the way down right before the aura lands which makes the combo deal slightly more.

After experimenting with AA combos, I took some time to try and figure out how to get j.236D > j.214D > 6C to work consistently. I found out that positioning yourself lower than the juggled opponent while in the air before going into the air special will make you touch the ground before the opponent which is key to making the link somewhat easier. For instance, doing j.CC or sj.C will place you above the opponent and make it either very difficult or impossible to follow up into 6C on the ground. This will be completely dependent on the height of your opponent when you AA them, of course. Also, because of this air spacing requirement it just is never a good idea to use j.236D > j.214D in a strictly air confirm because adjusting spacing is pretty difficult. Sticking with j.214D > 623C > j.236A(dw) > 5C and j.236A > j.214A > RC > 6C are the best options.

Also, with j.214D, being above the opponent while they are in the air makes the ground followups much easier since you will be left in front of the opponent. This allows you to immediately do an attack instead of having to dash up first on most characters. Super jumping after 2CC is recommended because it gives this proper spacing without having to double jump.

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Here's a couple hundred health OD cancel combos out of 2C since they are neat as hell. Both work midscreen. The second one causes sideswitch and gets you a bit more charge by the end of the combo, but deals less damage and definitely doesn't work on a handful of the cast.

 

[OD(100)] 2CC > sj.CC > ODC > j.C > dj.CC > j.D > j.CC > j.214D > 623C > j.236A(dw) > 5C2CC > sj.C > sj.CC > j.214B [3754 DM][0.5 Charge]

[OD(100)] 2CC > sj.C > ODC > j.BB > j.236A > j.D > j.B > dj.BCC > j.214D > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3155 DM][0.75 Charge]

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Struggling with corner 0 charge:

 

5BB>6CC>214A>236B>22>5D>6CC>IAD...etc

 

It seems impossible to do, any other options or some visual examples?

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That combo is impossible to perform, but I also don't understand it. Tsubaki doesn't have a 214A, 5BB > 6CC doesn't work and 6CC will not work twice in that combo. Maybe you meant something else?

If you want a 0 charge corner combo you can do:

-5BB > 5CC > 236A > 214B > 22 > 6CC > IAD j.CC > 5C > 2CC > sj.C > dj.CC > j.214A/B

This combo is pretty difficult to do however. Your only other 0 charge options are midscreen combos which you can refer to in the first post (unless you want to end your combos with j.236A or 214B > 2C oki)

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Midscreen air grab Crush Trigger combos. For some reason these are harder on certain characters and I don't know why. Like the initial CT after touching the ground is nearly impossible to do on Azrael for example.

 

[25%] Air Grab > CT > 6C > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3852 DM]

[25%] Air Grab > CT > 6C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3773 DM]

 

Also you have to do every part as quickly as you possibly can because if you do not, you will definitely not connect the sj.C after 2CC and will have to take the less damaging route of 2C > j.CC > j.214B which yields ~200 less damage which makes it not worth spending the meter. Getting the CT to connect is the hardest part though because you need to get it to start up the moment you touch the ground.

 

Also during one of the corner grab combos, you can actually hold 5D for a really long time before hitting 5C to continue and the combo still works. It is the most stable at getting 75% of a charge, but you can actually go for a bit more if you try, though it is not worth it because it'll only be like ~5% more.

 

[] Grab > 22|B| > 5[D] > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3014 DM][0.75+ Charge]

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Here's a sort of difficult but I think optimal midscreen chargeless grab combo. Does slightly more damage than the impossible hard Grab > 5C(dash) version that I will never get down consistently. This one you gotta do everything super fast or else things will drop after you jump cancel. Second combo is easier, but you may as well just do the conventional 214B > 623C instead because you don't get that much more damage. SUPER CHARACTER SPECIFIC midscreen, but should work on everyone in the corner.

 

[] Grab > 623C(delay) > j.236A(dw) > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3069 DM]

[] Grab > 623C(delay) > j.236A(dw) > 5C2C > 214B > 5C2C > j.CC > j.214B [2915 DM]

 

Compare to:

 

[] Grab > 214B(delay) > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [2834 DM]

[] Grab > 214B(delay) > 5C2CC > sj.C > dj.CC > j.214B [2784 DM]

 

Also, if you are ever afraid that you are not close enough to your opponent to do 623C without it whiffing and happen to have some spare charge, but don't want to go into a shitty ground rekka combo, you can actually use 623D to extend the combo because whatever distance 623C whiffs at is the perfect spacing for all hits of 623D to land without the followup dive whiff hitting the opponent. Also 236D makes combo drop at certain ranges as well, so this is slightly more reliable than the other options (aside from the 236X > 214D route).

 

[1 Charge] 5BB5CC > 623D > j.214A(w) > 2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3404 DM]

 

Compare to:

 

[1 Charge] 5BB5CC > 236B{A} > 214D > 5C2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214B [3210{3111} DM]

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For midscreen grab combos you can also do:

 

[Throw > dash 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214B [3065 DM] [22% HG]

 

I find this a bit more reliable than 623C, but that might just be me.

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I have to admit it's pretty tight. I prefer just going 214B > stuff cause I know I won't drop it, which is far more valuable than 200 damage.

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Seen in Guwado CMV, if you do 5BB > 5CC > 623C > j.236D > delay j.214A, the fireball will pickup and you can combo with 6CC raw. It's actually quite reliable and not too hard to pull. The damage isn't so great though, but it could have some use.

 

Only works midscreen though

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Seen in Guwado CMV, if you do 5BB > 5CC > 623C > j.236D > delay j.214A, the fireball will pickup and you can combo with 6CC raw. It's actually quite reliable and not too hard to pull. The damage isn't so great though, but it could have some use.

 

Only works midscreen though

 

Presumably generates good heat, because 6CC seems to generate a lot of it?

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Using this following combo:

 

5BB > 5CC > 623C > j.236D > delay j.214A > 6CC > 214B > 5B > 2CC > j.C > dj.CC > j.214X [3427 Damage] [28% HG]

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Presumably generates good heat, because 6CC seems to generate a lot of it?

 

if 6CC generates extra heat that would be news I think. 

 

Since CP, Heat = Damage. 3000 damage = 30 heat gained, 1000 damage = 10 heat gained, 10000 damage = 100 heat gained. fake numbers but like that. 

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Well if you compare the two routes that both use 6C, even though the j.236D route deals slightly less damage, it generates more heat somehow. does heat generation have its own proration as well?

 

[1 Charge] 5BB5CC > 623C > j.236A(dw) > 5C2C > 236D > 6CC > 214B > 5C2CC > sj.C > dj.CC > j.214B [3592 DM][25%]

 

to

 

[1 Charge] 5BB5CC > 623C > j.236D > j.214A(delay) > 6CC > 214B > 5C2CC > sj.C > dj.CC > j.214B [3427 DM][28%]

 

I sure as hell like the j.236D route better. Deals slightly less damage, but it gets you more heat and is much much more reliable. Probably has some character specifics, but not nearly as much as the 236D > 6C route has.

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I'd much rather use it because doing a combo off of 236D online with and without the 623C > j.236A(dw) in between online after 5BB5CC is hell. This is just a simple delay of a move, no perfectly timed delay whiff to get proper height, no immediate dashing into accidental 6X instead of 5X to catch. It is beautiful.

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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.

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I wouldn't recommend JD>JC as you will have land recovery and won't be able to safe jump reversal DP.

 

Either safe jump with JC or JC(w)>JCC so your opponent will think you will hit him with a low and get hit by the JCC.

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I think the mixup after 2C is the usual sort of:

 

j.C > 2B

j.C > j.CC

Airdash j.C

j.C > jc > j.C (> j.CC)

 

etc.

 

i.e. pretty much anything you'd do for mixup on a normal jump in

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