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

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Oh yeah something that should be mentioned is how initial spacing affects what combos you are able to do with charge as well. Like you will not be able to do 236D if you aren't in your opponent's face unless it was a crouching confirm just like 623C would whiff if you are outside a certain zone. I should make some diagrams.

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I found out that you can jcc 6CC.

 

One fancy combo you can do with it is : 

 

CH 5C > 6CC > jcc OD > 623D > j.236D > j.214D > 214D > jcc 22D > 632146B > 6C > 236236D [7300-8100DM]

 

Requires 50% OD, 65 heat, 3 charges

 

As you get a full OD, it could have some use for unburstable combos. Or not.

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You need to be pretty precise when cancelling with OD, the window is much shorter than with 214D. But it's feasible

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I found out that you can jcc 6CC.

 

One fancy combo you can do with it is : 

 

CH 5C > 6CC > jcc OD > 623D > j.236D > j.214D > 214D > jcc 22D > 632146B > 6C > 236236D [7300-8100DM]

 

Requires 50% OD, 65 heat, 3 charges

 

As you get a full OD, it could have some use for unburstable combos. Or not.

 

Cool.

 

I am also pretty sure that you could do ch 2C> jcc OD> 6C into pretty big unburstable damage. 

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Oh damn I have been looking for a place to use the OD blade super in a combo. I had already been messing around with 214D > jcc22[D] but not with the OD jcc out of 6CC. Looks like I have some more experimenting to do.

 

CH 2C > jccOD seems like it'd be pretty damn hard to do in the heat of the moment.

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Wrote these down for dios when she asked so may as well share them here as well. Just a couple minimum resource OD combos.

 

[25%] 5CC > ODC > 5CC(dash) > 623C > j.236{A}(w) > 5C2C > 214D > jccCT > 6C > 214B > 5C2CC > sj.C > dj.CC > j.214B [4404 DM]

[0.5-1 Charge + 25%] 5C > ODC > 5CC > 623D > j.214A(w) > 2C > 214D > jccCT > 6CC > 214B > 5C2CC > sj.C > dj.CC > j.214B [5110 DM]

 

They will get you enough charge for the combos to work regardless of how much health you have. The only thing that is affected by your health is the length that the combo is unburstable.

 

I think they can still be improved but I tried.

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After experimenting with CT guard break combos, I found out that you could get in a fully charged 22[D] after one now that it got its startup lowered to 30 frames from what it was in 1.1. Also, now that the guard break itself only has a P1 of 90, the combos deal real damage now.

 

Midscreen

[1 Charge + 25%] CT Guard Break > 22[D] > 6CC > IAD j.C{C} > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [4145 DM]

[1 Charge + 50%] CT Guard Break > 22[D] > CT > 6CC > IAD j.C{C} > 5C2C > 214B > 5C2C > j.CC > j.214B [4792 DM]

 

Corner

[25%] CT Guard Break > 22 > 5D > 5C(dash)2CC > j.CC > j.236A > j.D > j.B > dj.BB > j.214B [2729 DM][1 Charge]

[1 Charge + 25%] CT > 22[D] > 6C > 22 > 5D > 5C2CC > j.CC > j.236A > j.D > j.B > dj.BB > j.214B [3703 DM][1 Charge]

 

I love the corner variations because they legitimately get you back 1 charge without having to charge cancel the air ender. They do less damage, but that's a potential 1.5 charges from a guard break which is really really cool.

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Realized that I have been getting the timing wrong for 22[D] out of regular midscreen grab ~50% of the time, so I started using this midscreen grab combo in its place. It is much much easier to do than the 214{D} > IAD route, it does more damage than that route and it works on everyone including Makoto (though you do have to replace 5C with 5B on larger characters like Hakumen). Takes out three potential dropping points at the 22[D], 623C > j.236{A}(w) if you don't do 214B at the cost of a bit of damage, and the first sj.C since it may whiff if you aren't fast enough. It made me think, if I am doing the 214B and getting reduced damage to make things more consistent, why not just have things be easier from the start. Man I am lazy as hell.

 

[1 Charge] Grab > 236D > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3341 DM]

 

For comparison:

 

[1 Charge] Grab > 22[D] > 6C > 623C > j.236{A}(w) > 5C2CC > sj.C > dj.CC > j.214B [3547 DM]

[1 Charge] Grab > 22[D] > 6C > 214B > 5C2CC > sj.C > dj.CC > j.214B [3473 DM]

[1 Charge] Grab > 214{D} > 6C > IAD j.C{C} > 5C2CC > sj.C > dj.CC > j.214B [3234 DM]

 

You sacrifice ~200 damage if you usually went for the DP whiff out of the 6C after the 22[D] and ~100 damage if you went for 214B in that same route. You actually GAIN ~100 damage if you had been using the crappy 214{D} route. Yeah there you go.

 

Oh and also there is a huge utility in this which is the fact that 236D still hits the opponent even if your back is to the corner when you get a grab you know with the extra distance before wallbounce and all that. This is huge for me since this grants even greater consistency on top of what it already gives regularly. For me there is no reason not to use this route.

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Also found an even better 2 charge 25% combo in the corner because you can apparently link 421D > 236D to Crush Trigger. This is absolutely massive damage but it also requires more specific positioning compared to the 236D > 22[D] route listed in the OP since you need to not only be in the opponent's face for 421D > 236D to work, you also need to be as close to the corner as possible for the CT to not whiff.

 

[2 Charge + 25%] 5CC > 421D > 236D > CT > 6CC > IAD j.C{C} > 5C2CC > sj.C > dj.CC > j.214B [5641 DM]

[2 Charge + 25%] 5CC > 421D > 236D > CT > 6C > 22|B| > 5D > 5C2CC > sj.C > dj.CC > j.214B [5241 DM]

[2 Charge + 25%] 6A5CC > 421D > 236D > CT > 6CC > IAD j.C{C} > 5C2CC > sj.C > dj.CC > j.214B [4617 DM]

[2 Charge + 25%] 5BB5CC > 421D > 236D > CT > 6C > 22|B| > 5D > 5C2CC > sj.C > dj.CC > j.214B [4493 DM]

[2 Charge + 25%] 6A5CC > 421D > 236D > CT > 6C > 22|B| > 5D > 5C2CC > sj.C > dj.CC > j.214B [4492 DM]

[2 Charge + 25%] 2BB5CC > 421D > 236D > CT > 6C > 22|B| > 5D > 5C2CC > sj.C > dj.CC > j.214B [3814 DM]

 

[2 Charge + 25%] 5A5CC > 421D > 236D > CT > 6CC > sj.C > dj.CC > j.214B [3686 DM]

[2 Charge + 25%] 5A5BB5CC > 421D > 236D > CT > 6CC > sj.C > dj.CC > j.214B [3255 DM]

[2 Charge + 25%] 5AA5CC > 421D > 236D > CT > 6CC > sj.C > dj.CC > j.214B [3044 DM]

 

The less hits before the ground aura the better. In fact, if you do 6A > 421D > 236D, you get way way more damage than if you did 6A5CC > 421D > 236D.

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Ways the most damage or most optimal combo for a 2bb starter. I can't seem to get more than 2500 damage no matter what route I take. I guess it's not a very good starter like most 2bs.

But if you have anything that is more damaging than that let me know.

Btw I was doing. 2bb 5cc 623c 236a(whiff) 5c 2c 632b 5c 2cc jc jcc 214b

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2B has a P1 value of 90 and 2BB has a P2 value of 85. On top of that both moves have very low base damage at around the same as Tsubaki's 5A and 2A. Both of them combined turn them into Tsubaki's worst non-jab normal combo starter. Because they start off prorated so badly it is hard to get much more damage. If you really want to increase the damage, you can try to confirm from 2B straight into 5C to avoid 2BB's awfully prorating hit.

 

You can also do the Konan loop here but haha have fun getting that down consistently.

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So uhmm don't wanna sound crazy but I think there's a way to beat jd landing recovery. I'm only 4 days in learning this character so if what I'm saying is I'm possible then your probably right. But I was playing around and I was 66 right before I hit the ground and she would dash foward instead of landing frames. I think it's maybe tiny bit similar to amane j2b where landing frames only happen when you don't input a command

Also what is this konan loop. I tried to find it through out these pages but I can't find it.

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Also what is this konan loop. I tried to find it through out these pages but I can't find it.

It's the j.B > j.CC stuff, which involves a slight delay on the j.B and j.C( C ), but I don't know why people are calling it the Konan loop. In fact it's not even a loop.

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I thought someone coined that a while ago so I just started using it as well. What should it be called then?

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I dunno if Konan played games before BB (I'm assuming he didn't pop up out of no where though), but there's arcade footage of him using Konan from 2009  :eng101:

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I dont know if this is the correct thread to ask but I am a first timer with Tsubaki and I am having a difficult time with combos that contain this:

623C > j.236A(w) > 5C or 623C > j.214A(w) > 5C

I cant get to connect 5C after whiffing j.236A or J.214A

Is there some kind of hidden trick?

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You need to whiff j.236A close to the ground, so she just begins to open her wind and that's it. It will cancel the landing recovery of the DP, and allow you to link with 5C.

Combo would be : 623C > delay > j.236A > land > delay > 5C > stuff

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The timing is actually pretty flexible in the basic versions of that combo (like 5BB > 5CC > 623C > j.236A whiff).  You just need to do j.236A low enough to the ground that she doesn't launch herself back up and throw the fireball, and then in my experience, it's usually okay to do 5C immediately upon landing.

The timing for the 5C seems to vary slightly by character though.  Start with someone easy like Ragna.

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Hi, I watched Daedron's combo tutorial vid and stumbled a bit.

Is 5BB>5CC>623C>j.236A(w)>5C>2C>236D>6C>CT>5C>2CC>jc j.C>jc j.CC>j.214A character specific? (video link)

Can't do it on Ragna. CT>66>5C isn't connecting. As far as I can see 236D hits too early so Ragna flies too far away.

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I remember that combo. I think the trick is that the 5C > 2C has to hit really high, so that the opponent more or less falls onto 236D.   That should allow you to do a tiny dash or even walk forward before 6C and place you in range, I think.

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No it's not chara spe. You have to dash very fast after CT and 5C immediately, because you have to catch the opponent when he's still bouncing. If he falls to the ground, 5C won't pick him up.

 

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Thanks for all the replies. I still cant get it done consistently, now I whiff it but when Tsubaki lands and I want to connect the 5C the opponent has already recovered. I suppose I should record it and then you guys tell me what I am doing wrong?

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